| 08-13-2006, 11:21 PM | #1 |
im trying to make an item that uses roar so the user gets +% damage its not working. ive tried several approaches including ability:Roar, and Roar[item] i even changed the cooldown group. to no avail. replies are greatly appreciated |
| 08-13-2006, 11:26 PM | #2 |
it should work... What is the part that is not working? Did you set the item to actively used? |
| 08-13-2006, 11:27 PM | #3 |
We need more infomation than that... Its like saying, "Hey, i have a problem with my shirt? can you fix it for me?" Its hard! Nyways, i cant solve it without Screeny/the map. I dont know where to start, common sense approach: Do you have a the ability at the top of the item on the object editor so the item possess the ability? Do you have more than 1 ability on the item that needs to be clicked to use? Does the ability require mana? Is the ability instant cast? More info! |
| 08-14-2006, 11:43 PM | #4 |
i just made a dumb mistake on who the ability targets. my next question is is it possible to make it last only 1 hit without using triggers? i was thinking combining war club of the night elf mountain giant and roar[item] of scroll of whateveritscalled somehow but im very newbie at world editor replies are greatly appreciated |
| 08-14-2006, 11:45 PM | #5 |
Not really, not. |
| 08-14-2006, 11:48 PM | #6 |
Something like: A unit is attacked Attacking unit has buff 'Your buff' Remove 'Your Buff' Removing the buff should remove the damage/armor bonus. |
| 08-26-2006, 12:12 PM | #7 | |
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| 08-26-2006, 02:02 PM | #8 |
Base it on Battle Roar (The Hero Ability). That ability has a limit of how many units can be affected by it. However then your % damage becomes flat damage, but it saves the triggers. |
| 08-26-2006, 02:19 PM | #9 | |
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| 08-27-2006, 11:33 AM | #10 |
That's a specific unit event and requires mre triggering knowledge. You could just remove the buff with a small delay when the buffed unit attacks another unit. This can fail if you have many spells that increase/decrease attack speed, because in that case your unit might get to do two attacks during that delay, or not even be able to finish the first one. Another option is to remove the buff on the second attack done by the unit, but that would require you to store somewhere how many attacks the unit has already done since obtaining the buff and it would look ugly if the unit only attacked once and then ran away, because then it would keep the bonus until the next attack. |
| 08-27-2006, 12:30 PM | #11 |
Removing the buff when the unit starts to attack is fine, the damage a unit takes from a attack isent determained when it hits, but when its fired. Set a units attack to 100, and make a unit with 150hp. When the unit begins to attack, give him a damage bonus item or a damage modify of like 100. The unit wont die. The damage is determained and stored in the projectile. The unit will begin to attack with the damage plus, the damage will still be transfered and then the buff will be removed, it should work. Unless theirs a ever so slight delay, if so, remove it after 0.00 seconds (TriggerSleepAction or timer) |
