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Re: Loladins of Legend

Posted: Mon Nov 06, 2006 2:10 pm
by IskatuMesk
yes it is

Re: Loladins of Legend

Posted: Mon Nov 06, 2006 2:58 pm
by tipereth
Mucky, make sure to specify that you need to manually cast piercing spines for it to be detected by the trigger, i think.

Also, any triggers or hero's prior to gatekeeper can be seen as FUCKING RETARDED and stupid.

Re: Loladins of Legend

Posted: Mon Nov 06, 2006 6:13 pm
by Mucky
tipereth wrote: Mucky, make sure to specify that you need to manually cast piercing spines for it to be detected by the trigger, i think.
Fuck balls. The whole point of the spell is for the autocast to work.

Re: Loladins of Legend

Posted: Mon Nov 06, 2006 8:16 pm
by Xenon
That's pretty simple: base it off Poison Arrows (or Cold Arrows, whichever is less likely to be used by other Loladins due to buff conflicts) and give it a unique buff. Then in the Damage Event trigger add this:

If/then/else
  conditions
    (damage source) equal to MUCKYZ
    (triggering unit) has buff Piercing Spines equal to true
  then
    remove Piercing Spines buff from (triggering unit)
    cause MUCKYZ to damage (triggering unit)

Make sure to remove the buff BEFORE applying damage or it will create an infinite loop.

Re: Loladins of Legend

Posted: Tue Nov 07, 2006 4:34 pm
by Mucky
I tried to do that, but this is what happened. When I hit something with the arrow orb, "0" pops up above that something, which means the trigger is working and it is applying the damage to the right unit, which means the problem is with the damage formula. Here's the complete trigger:
PiercingSpines Orb
    Events
        Unit - A unit Is attacked
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Damage source)) Equal to Buttmaster
                ((Triggering unit) has buff Piercing Spines ) Equal to True
            Then - Actions
                Unit - Remove Piercing Spines  buff from (Triggering unit)
                Unit - Cause (Damage source) to damage (Triggering unit), dealing (((Life of (Triggering unit)) x (6.00 + (Real(PiercingSpinesLevel)))) / 100.00) damage of attack type Spells and damage type Normal
            Else - Actions
If the damage is turning up as 0, something in that formula is turning up as 0. I thought it was from the 6.00 + Real(PiercingSpinesLevel), but that was disproved when I changed it to a solid 7.00 and it still displayed 0. As a matter of fact, those same operations were used in the previous version and it applied the damage correctly, so I'm assuming it's Life of (Triggering unit). I have no idea why Life of (Triggering unit) would be 0, and I can't think of a substitute (before I used Target unit of ability being cast, but this is an arrow orb and we know that breaks autocast). I tried making a variable for Triggering unit and then using that in the formula, but then the trigger just straight up didn't work.

HALP

Re: Loladins of Legend

Posted: Tue Nov 07, 2006 5:09 pm
by Xenon
That 0 is from the arrow buff effect because the original floating text system displays damage of 0, and some buffs that cause 0 damage will register the damage event. The applied damage isn't working because you used the "unit is attacked" event which is incorrect.

Instead insert this as an if/then/else section in the Damage Event trigger (it's in the second category called Initialization).

Unit is Attacked registers before the missile hits the target meaning the unit will not have the buff when it registers, and it does not give Damage Source references either.

Also I recommend disabling LoL's original hero damage floating text trigger.

Re: Loladins of Legend

Posted: Tue Nov 07, 2006 5:27 pm
by IskatuMesk
I tried to disable it... it still seems to be working, though.

Re: Loladins of Legend

Posted: Tue Nov 07, 2006 5:46 pm
by Xenon
Have you unchecked the trigger's "Enabled" box?

Re: Loladins of Legend

Posted: Tue Nov 07, 2006 5:48 pm
by IskatuMesk
Pretty sure I did. I'll check after mucky sends me back the map.

Re: Loladins of Legend

Posted: Tue Nov 07, 2006 6:08 pm
by Mucky
Ok, piercing spines works now. I'm going to do the same to power strike so its autocast will work. Thanks Q.

Re: Loladins of Legend

Posted: Tue Nov 07, 2006 6:24 pm
by Xenon
Arrows might not work with melee attacks. I'm pretty sure Cold Arrows don't, anyway.

Mesk: Godthunder appears to be working smoothly; on to the next one.

Re: Loladins of Legend

Posted: Tue Nov 07, 2006 7:21 pm
by Mucky
I made Power Strike work by making Chaos Warden's attack ranged.

So yeah both Piercing Spines and Power Strike work correctly now. Yey.

EDIT: ok so i overlooked something very critical to the warden

omgarcan: wait
omgarcan: doesnt chaos warden have vampiric aura
direwolfnotinbed: FUCK
omgarcan: wow what a pwn

What a shitload of fuck.

Re: Loladins of Legend

Posted: Tue Nov 07, 2006 7:31 pm
by tipereth
I probably wont be doing anything this week, so feel free to make the changes to the Priest and Tempest Knight, Mucky. I have stuff lined up for the Crusader and the *shudder* Arkedian Desolater the next time I get the map.

Re: Loladins of Legend

Posted: Tue Nov 07, 2006 8:52 pm
by IskatuMesk
Tipereth WILL be getting on for more DC, though.

Seems like this week is mucky's week of fun. Other than some graphical things and divisions I am quite literally in no physical condition to reliably do anything right now. I've recently been having trouble with my heart which could easily degrade into something serious and life-threatening and I have to be ready to give up doing anything at a moment's notice to sleep off blood pressure/heart racing.

Re: Loladins of Legend

Posted: Wed Nov 08, 2006 2:48 pm
by Xenon
Alternate solution for Power Strike:

Searing Arrows appears to work with melee units but cannot leave a buff. Base Power Strike off Searing Arrows and set the damage to 0.01. Then in the section of the Damage Event trigger that requires damage < 0.02 add this:

If/then/else
  conditions
    unit type of (damage source) equal to Chaos Warden
    (damage) greater than 0
  then
    cause (damage source) to damage (triggering unit)

Make sure this is inside the damage < 0.02 section or it will almost certainly create an infinite loop.

Edit: Dammit, never mind. It appears to add the bonus damage directly to the base damage and won't cause 0.01 damage. :P