| 08-13-2008, 01:28 PM | #1 |
The spell is simple..I am making it for the Olympic spell contest. One of the four one for my Paladin Vigor: Activates to gain bonus MS and bonus STR but drain MP/second. -Bonus MS: 50/100/150/200 -Bonus STR: 5%/10%/15%/20%. Well, is it just simple add the +MS unit ability and modificate the Hero STR whenever he cast the spell Vigor (immolation and then remove them if he dies or has not that buff ??? I heard about Timer and want to use it instead of PolledWait...but then what if the caster dies ? -What is the syntax of NewTimer, is it alike StartTimer and when we ReleaseTimer, we dont need to destroy it? -It also does not stack when my hero has both a Boots of Speed And Vigor activated. -Hope that, someone can help. -BTW,...he he, DioD is the man who deprotect DOTA..i know you -But about the spell concern to the tree (Increase HP regen rate whenever stands near a tree)..i could not finish it....his, so hard/ |
| 08-13-2008, 02:05 PM | #2 |
It won't stack because bonus movement speed abilities based on boots of speed don't stack, and there's nothing you can do about that. You could, however, use a different ability, one that's percent based for example. |
| 08-14-2008, 04:53 AM | #3 |
Couldn't you change the Game Constant that deals with stacking boots of speed? |
| 08-14-2008, 12:05 PM | #4 |
Could it be? I intend to use Endurance Aura instead, but that will result an extra icon. Can someone help me? I cant detect the condition. -Has buff >>+MS, +STR -Has not buff or Dies >>Reset |
| 08-15-2008, 06:44 AM | #5 |
I have not read over the rules of the Spell Olympics, so this might be against the rules, but wouldn't it be easy enough to just trigger the move speed using boots like you originally thought, but not stacking them? And I do not suggest you use "Hero - Add Strength" to achieve the attribute bonus, I suggest you use a modified Attribute Bonus ability, it will even say "+2" (or whatever number) in green to show it's temporary. As for the boots, your triggering might look like this: (Assuming you give Boots of Speed ability 5 levels instead of making 5 separate abilities) Trigger 1: Unit starts the effect of an ability Ability equals Vigor If - Hero has Boots of Speed (item of type) Then - Give Hero Boots of Speed ability Set level of (Boots of Speed) to (level of (ability being cast for triggering unit)) + 1 Wait (Duration) seconds If - Hero has Boots of Speed (item of type) Then - Set level of (Boots of Speed) to 1 Else - Unit - Remove (Boots of Speed) from unit Else - Give Hero Boots of Speed ability Set level of (Boots of Speed) to (level of (ability being cast for triggering unit)) Wait (Duration) seconds If - Hero has Boots of Speed (item of type) Then - Set level of (Boots of Speed) to 1 Else - Unit - Remove (Boots of Speed) from unit Trigger 2: Unit acquires item (Item-type equals Boots of Speed) and (Unit has Vigor buff) Set level of Boots of Speed to ((Level of Vigor for Hero) + 1) Trigger 3: Unit loses item (Item-type equals Boots of Speed) and (Unit has Vigor buff) Set level of Boots of Speed to (Level of Vigor for Hero) I might be making a mistake but I think that should work. Hope that helps! Sorry if I'm making a dumb mistake or breaking a contest rule by using too many triggers or something. |
| 08-15-2008, 11:26 PM | #6 |
What you can do with Game Cache and a Periodic Trigger (not a timer, a trigger to detect the unit's death and issued order (unimmolation)) (or use vJass, depends what you want) : For your spell with STR Bonus + MS: Has far has I know flat MS bonus can't be done except with the item ability Boots, or, has your spell is based on activate/deactivate, you can use Defend ability from the footman and use negatives value to "give" movement speed instead of removing it. Draining mana can be done via triggers so it's maybee easier that way, or like I said use a multi-leveled boot's speed ability. When the unit starts the effect of your spell, you create a trigger which detect the unit's death and ordered orders, and make it runs maybee each 0.5 secs to check. You gives the boot ability and sets it to the level you want (if not using the Defend ability), and gives him STR that you save to the cache to remove the right amount. Periodically all you do is check; if he has enough mana, if the levels of the boots ability are the right one etc. When the unit dies (or unimmolation or undefend), removes STR and removes the boots ability or set it to a level which has 0% ms bonus. For your tree's detection, here's an exemple : JASS:function SpawnTreant takes nothing returns boolean if GetDestructableLife(GetEnumDestructable())<=0 then return false endif if((GetDestructableTypeId(GetEnumDestructable())=='VTlt'))then call SetHandle("SanctuaryTree","SanctuaryTree",GetEnumDestructable()) return true endif return false endfunction JASS:call EnumDestructablesInCircleBJ(375,position,function SpawnTreant) You get the handle with GetDestructable, if its not null then it is near a tree, else it is not near a tree. (you can do it with a global too). Don't forget to nullify the value after that. |
| 08-16-2008, 04:47 PM | #7 | |
Quoting the olympics thread: Quote:
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| 08-17-2008, 12:23 AM | #8 |
Hey..im just asking for help..i would not copy peoples code..thats an interesting job so i will do it myself...but many thanks to you guys who helped...^^ |
