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Item attributes and management

05-29-2003, 09:40 PM#1
Fenris Ulf
I want to make a specific item the "key" to the whole scenario. It's something like a capture the flag deal where the player has to acquire the item and take it bake to his base. The only twist is that you must get the item by killing a boss (who ressurects and comes after you after a few seconds) or another player who currently has it. While carrying the item you cannot get rid of it (other than death) and it slows your movement and removes your skills. (To make it entertaining for other players to hunt you down.)

My questions are this:
1) Can you make the acquisition of an item slow a characters movement (to ~90%)? All I can see is that you can add skills or attributes to a character but you can't change something like movement speed.

2) Can you make the acquisition of an item remove a hero's skills so guys like the Blademaster can't use Windwalk? When he dies those skills must come back.

3) If the map boss catches and kills you the item needs to get back into his hands. Either I need to have the boss pick up the item (because the carrier has died) or the item has to just be automatically placed in his inventory.
05-29-2003, 11:50 PM#2
MarSara
1) Yes, but no... You can make a custom spell based off of slow and change its durration to 99999 and speed decrease to 90%. Then whenever a hero aquires <the item> have a another unit cast the custom slow on the hero that aquired the item. Then because he cant lose the item with the exception of death, there would be no need to remove the slow bluff.

2) The only way to do this would be to either constantly set his mana to 0, ablilties would still be there but cant be used with the exception of passive auras and reincarnation. Or you could create 2 copies of each hero, and then whenever a hero aquires <the item> just replace that hero with its no-ability counterpart, changing its level, coping its items, etc... just make sure not to 'remove' the original, but change its owner and move it to a different location on the map, so it can be moved and changed back to its orginal owner (make sure this original's <the item> has been removed from his inventory. (if you do this idea, there is no need for the solution to number 1, but you can rather, set the movement speed to (0.1 * <old units movement speed>)

3) This is quite simple, just do:
Code:
Events:
    - <BOSS> kills a unit
Condtions:
    - Dieing unit is carrying <the item>
Actions:
    - Give <the item> to <BOSS>
because you might need to turn off the Drop Item when carrier dies option, you will also need this trigger to 'drop' the item:
Code:
Events:
    - A Unit owned by player X dies //repeat for all players (including computer players)
Condtions:
    - Killing unit does not equal <BOSS>
    - Dieing unit is carrying <the item>
Actions:
    - Make Dieing Unit Drop <the item>
05-30-2003, 01:02 AM#3
Panto
Alternatively, you could make a trigger that says if the hero uses an ability, the item is dropped, or teleported back to the boss, or something.
06-01-2003, 07:48 PM#4
Fenris Ulf
Maybe I'm completely lost here, but there is no event or action that does this:

Events:
- <BOSS> kills a unit
Condtions:
- Dieing unit is carrying <the item>
Actions:
- Give <the item> to <BOSS>

First of all, there is no event to indicate that a unit kills another unit. The closest I can see is a Specific Unit Event where I can pick the boss but I can't set the event to trigger when he kills something. (I can't believe "kills another unit" isn't an option under the Specific Unit Event.)

Secondly, there no way to transfer an item to the boss since he's a neutral unit. You can only move items between players.

I'm hoping that I'm just missing something obvious. (Which is probably the case.)
06-01-2003, 09:49 PM#5
Holimion
i'm not sure if this works but give it a shot!:

Events:
- <A Hero> Dies (specific unit event
Conditions
- Diying unit is carrying that
- Killing Unit equal to <boss>
Actions:
- Item - Remove (Item carried by (Dying Unit) of type <Flag>)



that should work if you set the "flag" as an initial item of the boss.