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  1. #1

    Bloodhunter ult and Geometer's bane

    How come Geo's doesn't remove the bloodhunter ult debuff, is this intended?

  2. #2
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    Bloodhunter's Ultimate is not a debuff. It has no effecttype.

    Code:
    name="State_Hunter_Ability4"
    
    icon="icon.tga"
        
    passiveeffect="effects/gush.effect"
    Geometer's Bane only dispels things that have effecttype="StatusDebuff" or effecttype="StatusBuff"

    Code:
    <onimpact>
            <dispel type="StatusBuff" />
            <dispel type="StatusDebuff" />
            <disjoint target="this_owner_entity" />
            <orderdisjoint target="this_owner_entity" />
            <applystate name="State_GeometersBane_Self" duration="100"/>
            <spawnillusion 
                target="this_owner_entity" 
                count="2" 
                spawncircular="true" 
                spawncircularradius="100" 
                spawncircularrotate="false" 
                lifetime="20000" 
                receivedamagemultiplier="3.5" 
                inflictdamagemultiplier="0.33" 
                spawneffect="multiple_images.effect" 
                deatheffect="multiple_images_death.effect" 
            />
            <clearteamtarget />
        </onimpact>
    So yes, it is intended.
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  3. #3
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    Hubaris... How are you so amazing?
    Community Contributions Fan
    What do you think about Luna Moth Monarch? or maybe you would prefer to have Possessed Legionnaire?
    Or do you want to add Magic Armour to the Detailed Hero List?
    Click the name of the suggestion you want and go vote!

    Entwife



  4. #4
    Quote Originally Posted by Hubaris View Post
    Bloodhunter's Ultimate is not a debuff. It has no effecttype.

    Code:
    name="State_Hunter_Ability4"
    
    icon="icon.tga"
        
    passiveeffect="effects/gush.effect"
    Geometer's Bane only dispels things that have effecttype="StatusDebuff" or effecttype="StatusBuff"

    So yes, it is intended.
    Erm, nothing in your code shows this :P

    Code:
    casteffect=""  
    casteffecttype="SuperiorMagic"
    Here you go, the effect is "" aka no effect and the effect type is superior magic, aka that is the damage type.

    casteffect = type of skill
    casteffecttype = type of damage dealt by skill

    Technically, there is an effecttype but no type of effect.
    Quote Originally Posted by MacroHard View Post
    I guess this is why you're 1950 skill level and I'm still dumpster.

    Anyone need a graph?
    Sorry Macro, it's just too good.

  5. #5
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    Quote Originally Posted by SmurfinBird View Post
    Technically, there is an effecttype but no type of effect.
    And you just confused the thousands.

    ^_^

  6.   This is the last staff post in this thread.   #6
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    Quote Originally Posted by girard` View Post
    And you just confused the thousands.

    ^_^
    What he meant was that there's a cast effect type (this effect type only applies on cast), but the state's effect type is blank.

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    Look for my highlighted text (important information) and grey text (interesting but not required information).

  7. #7
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    Quote Originally Posted by ElementUser View Post
    What he meant was that there's a cast effect type (this effect type only applies on cast), but the state's effect type is blank.
    I know what he meant...

    Non-English speakers, etc. might not know what he meant.

  8. #8
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    @SmufinBird What I showed was the State Header. Inside there was no effecttype="" so I didn't put it in. I refuse to misquote even with the use of (sic) and such :P

    He wasn't talking about the target type or else I would have used the ability file. He was wondering why the state wasn't being dispelled.

    For the full Hunter/Ability_04/state.entity file:

    Code:
    <?xml version="1.0" encoding="UTF-8"?>
    <state
        name="State_Hunter_Ability4"
    
        icon="icon.tga"
        
        passiveeffect="effects/gush.effect"
    >
        <onframe>
            <damage amount="0.25,0.5,0.75" b="movement" op="mult" effecttype="SuperiorMagic DOT" />
        </onframe>
        
        
        <modifier key="Alt" modpriority="1"
            passiveeffect="/heroes/hunter/alt/ability_04/effects/gush.effect"
        >
            <onframe>
                <damage amount="0.25,0.5,0.75" b="movement" op="mult" effecttype="SuperiorMagic DOT" />
            </onframe>
        </modifier>
    </state>
    See the header actually has nothing in it, no effect type, nothing. So I assume it defaults to effecttype=(null) or "".

    I should have used an example with another effect type but it was 4AM and I just logged off work.

    @ChillyWater, I do this stuff for a living. I'm used to scripting XML and other fun UML related jargon.
    Last edited by Hubaris; 08-10-2012 at 12:16 PM.
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  9. #9
    Quote Originally Posted by Hubaris View Post
    @SmufinBird What I showed was the State Header. Inside there was no effecttype="" so I didn't put it in. I refuse to misquote even with the use of (sic) and such :P

    He wasn't talking about the target type or else I would have used the ability file. He was wondering why the state wasn't being dispelled.

    For the full Hunter/Ability_04/state.entity file:

    Code:
    <?xml version="1.0" encoding="UTF-8"?>
    <state
        name="State_Hunter_Ability4"
    
        icon="icon.tga"
        
        passiveeffect="effects/gush.effect"
    >
        <onframe>
            <damage amount="0.25,0.5,0.75" b="movement" op="mult" effecttype="SuperiorMagic DOT" />
        </onframe>
        
        
        <modifier key="Alt" modpriority="1"
            passiveeffect="/heroes/hunter/alt/ability_04/effects/gush.effect"
        >
            <onframe>
                <damage amount="0.25,0.5,0.75" b="movement" op="mult" effecttype="SuperiorMagic DOT" />
            </onframe>
        </modifier>
    </state>
    See the header actually has nothing in it, no effect type, nothing. So I assume it defaults to effecttype=(null) or "".

    I should have used an example with another effect type but it was 4AM and I just logged off work.

    @ChillyWater, I do this stuff for a living. I'm used to scripting XML and other fun UML related jargon.
    You were indeed looking in the state.entity, however it is more common in HoN for the state.entity to be applied by another file (in my experience, a projectile skill such as this always has the casteffect in the ability.entity and not the state.entity)

    I don't believe there's a skill in HoN that doesn't state the casteffect if it applies a casteffect (I don't know of a skill that has a null effect without stating casteffect="")

    http://hondiff.appspot.com/highlight...ity.entity?xml

    Code:
         name="Ability_Hunter4"
         icon="icon.tga"
         anim="ability_4"
         casttime="1000"
         castactiontime="500"
         statuseffecttooltip="State_Hunter_Ability4"
         casteffect=""
    No misquoting here, sir!
    Last edited by SmurfinBird; 08-10-2012 at 12:43 PM.
    Quote Originally Posted by MacroHard View Post
    I guess this is why you're 1950 skill level and I'm still dumpster.

    Anyone need a graph?
    Sorry Macro, it's just too good.

  10. #10
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    Oh for sure. The application is one thing, but the state's type itself is another in most cases. Also, I had no clue until today that Blood Hunter ultimate was a projectile. The more you know it seems!
    Last edited by Hubaris; 08-10-2012 at 01:10 PM.
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  11. #11
    Quote Originally Posted by Hubaris View Post
    Oh for sure. The application is one thing, but the state's type itself is another in most cases. Also, I had no clue until today that Blood Hunter ultimate was a projectile. The more you know it seems!
    It used to be disjointable (around beta times?)

    True, I like to check all of the files before saying it does or doesn't have a piece of code - there seems no hard and fast rule to where it all is called.
    Quote Originally Posted by MacroHard View Post
    I guess this is why you're 1950 skill level and I'm still dumpster.

    Anyone need a graph?
    Sorry Macro, it's just too good.

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