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Custom Orb Attacks etc. using WEU

08-18-2008, 01:01 AM#1
GaDDeN
I've found this nifty little trick with WEU. Since I haven't browsed this forum for like a year, this could be a well-known fact but I just have to share it anyway.

Requires: WE Unlimited with advanced triggers active.

Basically what I've discovered is a way to detect, for example, when a unit attacks (that is "damages the target", not begins an attack swing) and when a unit causes spelldamage. This information can be used to create item effects such as "Increases spelldamage by x%" or custom orb effects.

Create a spell that places a buff on the target, for example slow poison. Now remove all statistics, including visuals, and set the duration to 0.01. Units with this ability will now place an extremly short duration buff on the target that doesnt show.

Now, create a trigger with the event "Any unit takes damage" (Since this event doesn't work on my map for some reason, I instead add all units manually by trigger). Add the condition "(triggering unit) has specific buff" and set the buff to the one created earlier.

Now, if you add an effect to the "Then" section of the "If/Then/Else", you will have an event that triggers when a unit is attacked by the ability. If added to an item, this will act as a custom orb effect.

This effect isn't really new as it can be aquired in other ways. However, by placing actions in the "Else" section, you will have an event that triggers whenever the unit takes damage by anything else but attacks, meaning spell damage. This allows you to manipulate spell damage, which is (for all I know...) something new.

By using a buff-placer such as Poison Arrows, you can also use this trick to easily create triggered spells with projectiles.

Note: Realized I wrote the thread in tutorial form, not intended :)

So, is this something new or well-known?
08-18-2008, 01:25 AM#2
Malf
This is used by some damage/attack detection engines in the database, so I guess well-known :)
08-18-2008, 01:32 AM#3
GaDDeN
I guess someone beat me to it :)

To start a discussion, shouldn't it be possible to trigger it twice by damaging it within the 0,01 second interval? Perhaps the "real" damage detection engines trigger a 0,01 second cooldown per unit to avoid it...
08-18-2008, 01:51 AM#4
Anitarf
Quote:
Originally Posted by GaDDeN
To start a discussion, shouldn't it be possible to trigger it twice by damaging it within the 0,01 second interval? Perhaps the "real" damage detection engines trigger a 0,01 second cooldown per unit to avoid it...
Naw, you just have to remove the buff after your if/then/else is done checking for it. This is all pretty standard stuff and has been known for years.
08-18-2008, 01:12 PM#5
GaDDeN
Ahh why didn't I think of that =P

Too bad so few maps actually use it to its potential then? =O Imo +spelldamage items and spell-altering effects are extremly rare =P
08-18-2008, 01:26 PM#6
DioD
EotA uses "this" system, generic spell damage precalculated based of items and buffs, onAttack damage precalculated in same way if there is arrow buff.