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Ok I need to describe this first. I want the heroes to have to gather an custom item. This item must then impart a temporary buff which will then allow them Damage the boss. After 2 minutes the buff expires and the item respawns. After 10 minutes the entire trigger stops and the Heroes are teleported out of the area until they reactivate the quest.


1. Custom Item (check)
2. Must impart buff that allows Hereos to damage boss
- Boss goes from invulnarable to vulnarable
- Item gives all heroes present in area
3. After 2 mins buff expires and Heroes must regather the item
4. 10 mins Total past and Heroes teleported out till trigger reset by reseting quests.

Can it be done. The problem with having ideas and not knowing the system all that well.
 
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I've built some triggers that do this so yet it can be done but they are just awful and convoluted.
 

Dr Super Good

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Then you will have to redesign your script flow.

Firstly, you will need to identify all the listeners needed. You will probably need a trigger each.
1. When the item is aquired.
2. When the buff expires (probably do-able with a timer that starts when the item is aquired).
3. When the boss expires (again a timer).

1. Has to give the buff to all units, make the boss attackable and also start the timer for 2.
2. Has to respawn the item, remove the buff from all units (can be skipped by timing buff to last as long as the timer for 2) and make the boss unhitable.
3. Has to make the boss unhitable, remove the buff from all units (no work around present), respawn the items and you will probably want to run some form of reset routeine (so the boss is not pre damaged next time).

As you can see, some processes are shared between the various listner handlers. These could probably be made into functions to reduce procedural coupling (if they are complex enough).
 
Level 3
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Then you will have to redesign your script flow.

Firstly, you will need to identify all the listeners needed. You will probably need a trigger each.
1. When the item is aquired.
2. When the buff expires (probably do-able with a timer that starts when the item is aquired).
3. When the boss expires (again a timer).

1. Has to give the buff to all units, make the boss attackable and also start the timer for 2.
2. Has to respawn the item, remove the buff from all units (can be skipped by timing buff to last as long as the timer for 2) and make the boss unhitable.
3. Has to make the boss unhitable, remove the buff from all units (no work around present), respawn the items and you will probably want to run some form of reset routeine (so the boss is not pre damaged next time).

As you can see, some processes are shared between the various listner handlers. These could probably be made into functions to reduce procedural coupling (if they are complex enough).

Ok after some cleaning up this is what I've ended up with.

1. Region: BossTeleLeave

2. When the quest "Lost Tome Complete" all units belonging to players 1-11 in
-Region: BossTeleLeave are teleported to Region: BossTele
-Camera is moved to center on Region BossTele. (I had to do this due to my fixed on player camera not moving properly.)
-Start Trigger BossTele Fight timer
-10 minute timer at the end of which all units from players 1-11 in Region: BossTele is teleported to Region: BossTele Leave
- Run Trigger Clear BossTele. Deletes Item: Lost Tome and Unit: "TeleBoss" Respawn Unit: "TeleBoss"​

3. On detections of a unit from player 1-11 in Region: BossTele:
-Dispaly Text on Screen Find Item "Lost Tome"
Spawn Item "Lost Tome" in Region: BossTele​

4. When a unit from players 1-11 picks up the item "Lost Tome"
-Give all units from players 1-11 ability "BossKill"
-Start Buff timer trigger
-After 2 minuts remove ability "BossKill"
- Run trigger Spawn Item "Lost Tome"​


I haven't figured out how to change the boss from invulnarable to vulnarable and back with out him healling back to full inbetween.
 
Last edited:

Dr Super Good

Spell Reviewer
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I haven't figured out how to change the boss from invulnarable to vulnarable and back with out him healling back to full inbetween.
You store the current health in a global real variable...

When making boss invulnarable:
Store boss'es current life in real variable
Make boss invulnarable.

When making boss vulnarable:
Make boss vulnarable.
Restore boss'es cirremt life from real variable.
 
You could also use Stone Giant protection ability for making fight a bit friendly. In my opinion invurneability on bosses always sucks - interrupts whole fight/action for a while like a comma in sentence.
Customize Hardened skill, make it absord 99999 dmg and minimal dmg to 0. This does not interrupt the fight but makes boss still inkillable unless damage source is type od unique =)

Since it's boss fight triggers dont have to be MUI, so simple whenever heroses acquire given item start a timer:
  • init
    • Events
      • Unit - A Unit Aquires a item
    • Conditions
      • (Item type of (Item being manipulated) Equal to youritem
    • Actions
      • Timer - Start yourtimer as One shoot that will expire in 120 seconds
      • Unit - Remove Hardened Skin from yourboss
Timer expires:
  • on expire
    • Events
      • Time - yourtimer expires
    • Conditions
    • Actions
      • Unit - Add Hardened Skin to yourboss
DSG already said you how what to do with hp, but here comes mine question about fight-time. 10 minutes expiration timer starts when heroes enter area or when they pick item for the first time?
 
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DSG now thats elegant. With all the convoluted stuff I tried this just makes me cry. It has now been implemented.

Spin the bosses invulnrability is actually part of the maps storyline so it's not like the players are unprepaired.

Currently the timer starts on the players entry into the Region which is fairly small just broken up with doodads. The boss shouldn't take more than 3 rounds to kill but this part will take some balancing.

I'm justa bit confused here since wouldnt your use of the Protection ability also render him immune to harm thus doing the same thing as invulnrable? Though you system my be much more easily coded.
 
It's just an alternative. When doing 'boss fights' myself, my opinion is that invurneable tells everything instantly, sucks, and interrupts a fight for a while, and protection ability makes fight smoother and players have to smart - quickly realize whats going on, or they will just waste mana/time.
And yes, it does the same job as invurneability afterall, except unit can take damage if damage type is unique (but you have to trigger it, and there is no source in standard game that deals damage with such type).

About whole fight time, I guess you have created region on boss area, right? If so, use:
  • init
    • Events
      • Unit - A unit Enters region boss region <gen>
    • Conditions
      • <add stuff if needed>
    • Actions
      • Trigger - Turn off (This trigger)
      • Timer - Start EncounterTimer as One Shoot that will expire in 600 seconds
On expire:
  • on expire2
    • Events
      • EncounterTimer expires
    • Conditions
    • Actions
      • Custom script:: bj_wantDestroyGroup = true
      • Unit Group - Pick all units in (Units in boss area <gen> matching (<here you add stuff, like pick only heroes since only those enter area, considering that boss is probably too, so you have to add also other conditions like: (Matching unit) Not equal to Boss or (Matching unit) is an ally to <one of heroes>)
        • Loop - Actions
          • Unit - Move instantly (Picked unit) to other region <gen>
      • Trigger - Turn on init <gen>
 
Level 3
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My Triggers look pretty much like yours but its good to know I'm on the right track Stilll learning triggering.

I could use either idea really thought the quest text I have in place up to this point talks about him being invulnrable and only the Tome can bring him fully into this realm to be harmed. For this particular fight I want the players to be aware of it since there is already a lot going on the map they need to keep track of.
 
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