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Non-Stackable Dot (JASS)

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Level 19
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Oct 12, 2007
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Hey there.

My request is a non-stackable Dot.
When my hero starts an ability that's based of (per example) Faerie Fire, it will do (per example) Int*3 damage over 9 seconds. This means Int*1 damage every 3 seconds for 9 seconds.
When the hero casts a new Faerie Fire on the unit, he shoulnd't take damage from the previous DoT anymore, but only take damage from the new Int*3 over 9 seconds.

Think this explains it a bit.
I tried to make something like this, but didn't find a good solution yet.

I would like to use this spell multiple times with different durations/damage, however I think I will be able to change those value's a bit as long as I have the basic thing that makes it non-stackable.

Thanks alot,

Teuncreemers.
 
Level 19
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Oct 12, 2007
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I guess I could make up a DoT system in a few minutes.
vJass allowed?
Something like this?
JASS:
call DamageOverTime(<unit hurter>, <unit target>, <real damage>, <real time>)

Oh yeah! Think something like that would work, however..
I have a damage system that gives me the opportunity to deal Fire, Water, Ice, Earth... alot of different types of damage.. some are able to crit and some arent.
Don't know if it can work with something like that.

However the most important thing is that the dot's wont stack. So if you cast 2x the same dot on a target, he will take 2x damage from it.

Thanks
 
Level 19
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Would be no problem to make it so. However, do you mean that a second DoT will negate the previous ones (if there are any)?

Well an example.
Spell deals 100 damage over 10 seconds. So he will take 10 damage/sec.
I would like it to not be stackable, so if you cast the spell 2x on a target within the 10seconds it will forget the damage from the 1st one, and deal 100 damage over 10sec withoud finishing the first dot.
Else you could let 2 units do it, and the target will take 200 damage.

Custom damage types? Are you using Dusk's system? If so, then yes, it is possible. I'll just give the damage function a damage type parameter. =P

Yeah I'm using his system. Very great one!

EDIT:

if its not too hard. Would you like to create an interval thingy.. uhm. like this:
Total Damage: 60.
Total Time: 12 seconds.
Interval: 3 seconds.
That this would mean he takes 15 damage every 3 seconds for 12 seconds.

thanks.
 
Level 9
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Apr 5, 2008
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Well an example.
Spell deals 100 damage over 10 seconds. So he will take 10 damage/sec.
I would like it to not be stackable, so if you cast the spell 2x on a target within the 10seconds it will forget the damage from the 1st one, and deal 100 damage over 10sec withoud finishing the first dot.
Else you could let 2 units do it, and the target will take 200 damage.

Alright.

if its not too hard. Would you like to create an interval thingy.. uhm. like this:
Total Damage: 60.
Total Time: 12 seconds.
Interval: 3 seconds.
That this would mean he takes 15 damage every 3 seconds for 12 seconds.

That would cripple the performance of the script, and I don't really see why you would need this. But if you want me to add it in, then I will.

I will start making the script sometime today.
 
Level 19
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1,821
Any chance you could still post this here?:D

Thanks..

"You have to spread around some rep first to rep Roleplayngamer again"..
else I would have +repped you:D
 
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