Hi,
I got some calculation question:
Consider a unit with an attribute that increases maxlife. one buff that uses life-fraction 1.1 and one buff that adds 100 to maxlife.
My question would be how is life calculated...in which order are changes applied. I've seen formulas for damage calculation. Does anyone know if theres a formula for life etc.?
I cant tell you what is different. the only flags my interact ability has, are "Auto Cast" and "Shared Control". and all abilities of that buidling can be used....
quick and easy. you forgot to change a site operation.
search for SOp Forward Zeratul in the actors tab. copy it and name it SOp Forward Hunter Killer. change the field Host: Forward + from Zeratul to Hunter Killer.
back to the actors tab search for Strength of Aespirika Out. the field Host: Site Operations + needs to be change. you still have SOp Forward Zeratul in it. exchange that with SOp Forward Hunter Killer and ta-da all good
There is a flag called "Shared". I cant check it right now but that was the problem I had with a neutral building being the shop. And your tavern is basicly a shop with a revive ability ^^
Hi,
I searched the assets and the forum, but I could find anything.
Basic idea is the completed artifact from the wol campaign without its base. I actually only need the animation "Stand Work". Maybe someone already did this, if so please post a download link.
considering that the tooltip is static, but you can change it via trigger.....there could be a way.....if, like in my case, your set is unique you could use a trigger to check if a unit has the count behaviour like 3 times for example. then change the tooltips of the items the unit has. but then you would have to remember them somehow and change them back if an item is dropped or sold. in my opinion, not worth the effort
thanks, thats way better then my idea. adding new boni, like adding 4 items bonus, is way easier that way. do you know if behaviours, that are added via item are removed when the item is dropped or sold??
Hi,
I'm basicly just want to ask for opinions on my idea. I have 5 items, giving different modifications to the unit. now I want to create set boni for 3 and 5 items.
I apply two behaviour for both boni with every item. and use validator to disable them.
The 5 item bonus is easy. Using Combine with "and" and Unit Inventory Contains Item for every item. but the 3 item bonus is kind of messy.
Right now i tend to us a Combine with "or" of a bunch of Combines. each for one possible combination of items (9 in total). Is there any other way I could do this? has anyone done something like this before?
for the people (like me) NOT playing DOTA Force Staff
simplest solution for this. using a Persistent effect, setting its target offset to the distant you want, using this target as the target for your teleport.
sound like 2 questions actually.
First you can change the costs of an ability with the Modify Unit effect. wiki-link.
Second, what do you mean with level INTO another effect? the effects for each level of the ability are set in its Effect+ field...
0
Is there a way to change that. would need attributes to be considered first.
Edit: Right now I've been able to do this via trigger and catalog functions.
@DrSuperEvil: Go Do you know a data only way to solve this?
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@DrSuperEvil: Go
I cant find that field. what version of the editor do you have? I have 2.0.11.
Do you mean the field Unit Name Override under Modification?
0
@Mugen245: Go
I know how to do this XD. I would like to see a mathematical formula and/or the order boni from different sources are applied to a unit.
0
Hi,
I got some calculation question:
Consider a unit with an attribute that increases maxlife. one buff that uses life-fraction 1.1 and one buff that adds 100 to maxlife.
My question would be how is life calculated...in which order are changes applied. I've seen formulas for damage calculation. Does anyone know if theres a formula for life etc.?
0
how is your reviving system working anyhow? data-only or with triggers?
0
@Dzuke911: Go
I cant tell you what is different. the only flags my interact ability has, are "Auto Cast" and "Shared Control". and all abilities of that buidling can be used....
0
@Mugen245: Go
quick and easy. you forgot to change a site operation.
search for SOp Forward Zeratul in the actors tab. copy it and name it SOp Forward Hunter Killer. change the field Host: Forward + from Zeratul to Hunter Killer.
back to the actors tab search for Strength of Aespirika Out. the field Host: Site Operations + needs to be change. you still have SOp Forward Zeratul in it. exchange that with SOp Forward Hunter Killer and ta-da all good
0
@Mugen245: Go
Î cant tell if thats ok. would have to test it. but 200 is a lot. could happen that you teleport yourself of the map.
0
There is a flag called "Shared". I cant check it right now but that was the problem I had with a neutral building being the shop. And your tavern is basicly a shop with a revive ability ^^
0
Hi,
I searched the assets and the forum, but I could find anything.
Basic idea is the completed artifact from the wol campaign without its base. I actually only need the animation "Stand Work". Maybe someone already did this, if so please post a download link.
0
considering that the tooltip is static, but you can change it via trigger.....there could be a way.....if, like in my case, your set is unique you could use a trigger to check if a unit has the count behaviour like 3 times for example. then change the tooltips of the items the unit has. but then you would have to remember them somehow and change them back if an item is dropped or sold. in my opinion, not worth the effort
0
@maticpl: Go
thanks, thats way better then my idea. adding new boni, like adding 4 items bonus, is way easier that way. do you know if behaviours, that are added via item are removed when the item is dropped or sold??
0
Hi,
I'm basicly just want to ask for opinions on my idea. I have 5 items, giving different modifications to the unit. now I want to create set boni for 3 and 5 items.
I apply two behaviour for both boni with every item. and use validator to disable them.
The 5 item bonus is easy. Using Combine with "and" and Unit Inventory Contains Item for every item. but the 3 item bonus is kind of messy.
Right now i tend to us a Combine with "or" of a bunch of Combines. each for one possible combination of items (9 in total). Is there any other way I could do this? has anyone done something like this before?
0
for the people (like me) NOT playing DOTA Force Staff
simplest solution for this. using a Persistent effect, setting its target offset to the distant you want, using this target as the target for your teleport.
0
@Mugen245: Go
sound like 2 questions actually.
First you can change the costs of an ability with the Modify Unit effect. wiki-link.
Second, what do you mean with level INTO another effect? the effects for each level of the ability are set in its Effect+ field...