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Stacking solution ?

05-11-2007, 10:49 PM#1
PsychoPif
I was wondering how to get some abilities like crit and magic resist to stack in a better way. We know that the last acquired ability is the one that will overide when two crit occur at the same or that an magic resist item that is bought after a magic resist skill is learn with overwrite the skill completly but would stack if it was bought before the skill is learned.

So my question is, let's say my hero has a 10x crit skill and he buy a 2x crit item. If I remove the ability from the hero when he buy the item and after that readd it at the same level he had before, would his skill now be the one that overwrite ?
05-11-2007, 11:24 PM#2
Tide-Arc Ephemera
I didn't comprehend this toooooo spectacularly, but if you remove the ability, it will be gone all together.

If you have multi-critical strikes, you get stupid things like in Elemental RPG where you have 50 numbers sitting on top of one another.

If you explained a little bit more, I might be able to help a little bit more.
05-12-2007, 12:27 AM#3
PsychoPif
Sorry I'm not very good in english

I know that you get multiple message when you have two crit skill if the both happen on the same hit. But in reality, only the last aquired one is done. I've tested it with 2x crit and 4x crit. With a base dmg of 50-50, if I acquire the 2x one after the 4x one I deal 100 damage, otherwise, it's 200 damage.

I'm wondering, if the 2x is an item, and the 4x the hero skill. If when he get the item, I trigger something that temporaly remove the 4x skill then make the hero relearn it, will it be considered the last acquire ability ?

I guess I should test it out, but I was wondering if anyone has thought about it before me. Testing it for crit is easy, but doing it for bashes, magic resist, evasion, etc. is gonna be much harder.
05-12-2007, 02:59 AM#4
Tide-Arc Ephemera
It's impossible to detect for passive effects, so that's why you make null abilities that are catalysts for chance effects.

The last ability does take precedence, so probably make a trigger that replaces the critical strike (remove then re-add) and try that out. That should work if it is the last ability takes precedence.
05-12-2007, 08:50 AM#5
Anitarf
It could be either the last ability added to the hero or the last ability loaded by the game. In the second case, you're stuffed, but you can't really know which is it until you test.
05-12-2007, 09:14 AM#6
Earth-Fury
Quote:
Originally Posted by Anitarf
It could be either the last ability added to the hero or the last ability loaded by the game. In the second case, you're stuffed, but you can't really know which is it until you test.
Aren't abilitys loaded on a "by-need" basis? (so if you have no preplaced units with abilitys, you can simply add then remove them from a dummy unit at map init to control what order they are loaded in) I remember reading that abilitys are orderd in spellbooks based on the order they where loaded, and that this was a solution... but i can't find the thread to verify.
05-12-2007, 03:53 PM#7
PsychoPif
Good news, it work for the critical with this trigger:
Trigger:
PickUp
Collapse Events
Unit - A unit Acquires an item
Collapse Conditions
((Hero manipulating item) is A Hero) Equal to True
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Item-type of (Item being manipulated)) Equal to Searing Blade
(Level of Critical Strike for (Hero manipulating item)) Greater than 0
Collapse Then - Actions
Set tempInt = (Level of Critical Strike for (Hero manipulating item))
Unit - Remove Critical Strike from (Hero manipulating item)
Unit - Add Critical Strike to (Hero manipulating item)
Unit - Set level of Critical Strike for (Hero manipulating item) to tempInt
Game - Display to (All players) for 10.00 seconds the text: Stacking Trigger
Else - Actions
The item has 100% chance to do 2x the damage. The hero skill has 100% chance to do 5x the damage.
With the trigger, it's always the hero crit that is done.
Hopefully, it's the same for magic resist, bash, etc.
Now I just need to find a way to remove the extra crit message :)

P.S. Both the item and the hero were preplaced in the editor, so maybe it's not the same if you crete ability on the fly for dummy unit.
Attached Files
File type: w3xTest.w3x (17.5 KB)
05-12-2007, 04:09 PM#8
Panto
Quote:
Originally Posted by Earth-Fury
I remember reading that abilitys are orderd in spellbooks based on the order they where loaded, and that this was a solution... but i can't find the thread to verify.
I have found the abilities are ordered in spellbooks based purely on the order they are listed in that field of the spellbook ability.
05-12-2007, 05:14 PM#9
blu_da_noob
Quote:
Originally Posted by Panto
I have found the abilities are ordered in spellbooks based purely on the order they are listed in that field of the spellbook ability.

That was with reference to the 'adding' of abilities to spellbooks via the trick (using the separate abilities with the same orderid).
05-12-2007, 09:52 PM#10
Panto
Ah, that makes a difference!
05-12-2007, 10:38 PM#11
Tide-Arc Ephemera
You could try making the items require a check dependancy, and then just deprive them of it or something like that.