- Joined
- Jun 16, 2011
- Messages
- 80
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Perhaps someone has a better solution
My primary issue is that I have a hero who has Inferno-Meteor thing as their projectile (falling from the sky (from summon inferno ability) -- NOT the archimonde boulder throw), but i am struggling to make damage delayed until the meteor lands.
Changing the damage point and backswing, I managed to make it so the FIRST attack properly deals damage only after the meteor hits the target. But on subsequent attacks the damage is dealt way earlier. (Changing attack cooldown didnt fix this)
SO my "solution" is to make the hero deal 0 damage, then apply damage via trigger on "unit is attacked"
NOTE: (changing damage dice to 0 makes them just have no attack option... so I made them have 1 dice with 0 sides, and 0 base damage)
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HOWEVER
Primary Attribute increases this damage. Making it so I can't have them do 0 damage without making their primary attribute 0.
I dont want to do this though as I planned to:
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My current Idea I am going to try but am hoping to avoid... [SOLUTION - this works]
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Alternative Idea
Idk what ability to use to do this though. I tried item damage increase, but it didnt allow negatives.
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[Additional Question]
- hoping i can do same thing for attackspeed. I dont want agility to make them attack faster as it ruins the animation.
EDIT(No Solution) (see next green edit below): setting attack interval via trigger editor (as mentioned in the solution) doesnt seem to work despite it working for damage
NOTE:
The "set attack interval" has weapon index going from 1-2,
while the damage ones have it going from 0-1...
possibly this is the issue and its not solvable for attack 1 (index 0) and the error is on blizzards side.
EDIT:
Found half the solution now.
Setting Interval to be = to
(1 + 0.02 x agility) x Basic
Must have stored original basic so this doesnt keep changing each time
Doesnt stop the animation from being faster though...
EDIT: Actually solved this. made another post about this part. Solution was to to apply custom "slow" ability on the unit, with an algorithm modifying this slow ability to perfectly match the attackspeed bonus from agility
www.hiveworkshop.com
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EDIT
I have started trying to do the first idea... it "works" but it has an issue due to my hero being complicated.
They have a custom morph ability. The one i want to modify is their morphed form. I currently store this second form as variable, but I can only do so after morphing back to the original. Because I use the "Triggering Unit" from the trigger where the morph is cast, to capture the unit for the form1 and form2.
Because of this, I cant directly modify the second form until the 2nd transform.
And unfortunately, morph doesnt trigger "unit enters playable area".
If someone can help me capture the unit the hero morphs into, in the trigger where they morph, thatd help alot
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EDIT 2:
Fixed this by selecting units within 500 of the triggering unit, and making form2 equal to the picked unit if it matches the morph2 type.
Would be fucked if there were multiple of this hero. But this entire hero wouldnt work if there was more than 1, so i dont care.
As is tradition, I previously spent like 15 hours trying to figure a better solution for that without coming up with anything... but within 10 minutes of posting here about it, I figure it out...
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Perhaps someone has a better solution
My primary issue is that I have a hero who has Inferno-Meteor thing as their projectile (falling from the sky (from summon inferno ability) -- NOT the archimonde boulder throw), but i am struggling to make damage delayed until the meteor lands.
Changing the damage point and backswing, I managed to make it so the FIRST attack properly deals damage only after the meteor hits the target. But on subsequent attacks the damage is dealt way earlier. (Changing attack cooldown didnt fix this)
SO my "solution" is to make the hero deal 0 damage, then apply damage via trigger on "unit is attacked"
NOTE: (changing damage dice to 0 makes them just have no attack option... so I made them have 1 dice with 0 sides, and 0 base damage)
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HOWEVER
Primary Attribute increases this damage. Making it so I can't have them do 0 damage without making their primary attribute 0.
I dont want to do this though as I planned to:
- have ability damage scaled by stats
- maintain stat buff to things like mana, movespeed, and hp
- have damage trigger be modified by primary attribute
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My current Idea I am going to try but am hoping to avoid... [SOLUTION - this works]
- Have variables storing what I want their base damage to be. (or just hardset it directly, which will mean if you apply it via more than one trigger, then you will have to change it in multiple places)
- have variables storing what I want their damage dice to do. (or just hardset it directly, which will mean if you apply it via more than one trigger, then you will have to change it in multiple places)
- apply these variables to the hero whenever they level up, or on map init (so i can still spawn them in with levels)...
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Alternative Idea
- Find buff/debuff that can remove damage
- have this buff subtract 1000000 damage (or reduce damage to 0% if thats possible)
Idk what ability to use to do this though. I tried item damage increase, but it didnt allow negatives.
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[Additional Question]
- hoping i can do same thing for attackspeed. I dont want agility to make them attack faster as it ruins the animation.
EDIT
NOTE:
The "set attack interval" has weapon index going from 1-2,
while the damage ones have it going from 0-1...
possibly this is the issue and its not solvable for attack 1 (index 0) and the error is on blizzards side.
EDIT:
Found half the solution now.
Setting Interval to be = to
(1 + 0.02 x agility) x Basic
Must have stored original basic so this doesnt keep changing each time
Doesnt stop the animation from being faster though...
EDIT: Actually solved this. made another post about this part. Solution was to to apply custom "slow" ability on the unit, with an algorithm modifying this slow ability to perfectly match the attackspeed bonus from agility
[Solved] - Removing Agility Attack Speed (--ISSUE:-- Animation Speed is still changed)
ISSUE (Initial - scenario that brought about ISSUE 2, which is what I need help with--- "solved" in "half solution"): - Want agility to not change the attack speed of one SPECIFIC hero (not all of them, which would occur if i did it in constants) HALF SOLUTION: Trigger. Change the attack...

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EDIT
I have started trying to do the first idea... it "works" but it has an issue due to my hero being complicated.
They have a custom morph ability. The one i want to modify is their morphed form. I currently store this second form as variable, but I can only do so after morphing back to the original. Because I use the "Triggering Unit" from the trigger where the morph is cast, to capture the unit for the form1 and form2.
Because of this, I cant directly modify the second form until the 2nd transform.
And unfortunately, morph doesnt trigger "unit enters playable area".
If someone can help me capture the unit the hero morphs into, in the trigger where they morph, thatd help alot
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EDIT 2:
Fixed this by selecting units within 500 of the triggering unit, and making form2 equal to the picked unit if it matches the morph2 type.
Would be fucked if there were multiple of this hero. But this entire hero wouldnt work if there was more than 1, so i dont care.
As is tradition, I previously spent like 15 hours trying to figure a better solution for that without coming up with anything... but within 10 minutes of posting here about it, I figure it out...
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