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Envenomed Weapons problems

11-29-2003, 11:40 AM#1
FerretDruid
I made a hero ability based from Envenomed Weapons (Neutral Hostile) so I could add attack speed and movement speed reduction per higher levels.

A few problems:

1. The data fields that ask for movement speed factor and attack speed factor seem to be reversed. As in, if I edit the movement speed it affects attack speed, and vice versa. Not a big deal on this one... BUT IT'S WEIRD! Okay next...

2. When a hero learns this ability, it seems to permanenty block the use of autocasting missile spells like Cold Arrows, Searing Arrows, and Black Arrows. This is bad :(

My rogue hero really needs to have both if possible, is it possible to make an ability similar to mine that can be set to autocast and/or will work with those others?
11-29-2003, 03:18 PM#2
Dead-Inside
Hmm... Alternativly you could make a trigger-passive-spell. That, if made, would reduce the speed of any unit fired upon trough triggers. Also gaining duration and maybe damage, per level... It's really easy, I'll show you if you want.

Regards
Dead-Inside
11-29-2003, 03:25 PM#3
Dragon
Use slow poison as your base instead of envenomed spears (or maybe they are the same thing?)
11-29-2003, 04:12 PM#4
FerretDruid
Yeah it's the same with slow poison, I'm pretty sure they use the same code (envenomed weapons naturally doesn't have any attack/move speed changes, they just happen to be there - probably because it's the same as slow poison). Because they are both innate, they can't be given cooldowns or mana cost, they don't seem to work for me anyway.

Quote:
Hmm... Alternativly you could make a trigger-passive-spell. That, if made, would reduce the speed of any unit fired upon trough triggers. Also gaining duration and maybe damage, per level... It's really easy, I'll show you if you want.

Okay.. I'll bite. I admit I can't think of an effective way to do that.. but if you say it's easy - show me what you mean :D