| 04-20-2005, 01:22 PM | #1 |
Guest | Okay, I am having problem s with a spell, It is called fade to balck, and here is what it is supposed to do. You blink a short distance (like blink) and then an illiosionary copy of you is left behind where you blinked from. I can't get the illusion to be left behind, please help! Oh, also, Is it possible to give illusions abilities with triggers? And...a little of topic, But is it ever possible to remove things like stun from stormbolt and such, or do I have to use a different ability? |
| 04-20-2005, 02:13 PM | #2 |
What the ability does is what it does, you can't change it. Stormbold will always stun, you can only modify the duration (which can be set to something very low, but it will still interrupt channeled spells). You could probably achieve what you want with mirror image and some triggers. Give the hero a point-targeting spell to cast, and, when he does, store the target point and the hero's position to variables, give him the mirror image ability and order him to cast it. Then, move the illusion he creates to his previous position and the hero to the point where he targeted with the original spell. A probably simpler solution would be to give blink to the hero and when he casts it, have a dummy unit cast a spell based on wand of illusion on the hero, and then move the created illusion to the hero's previous location. Both methods require some good timing which would probably make it difficult to make multi-instanceable. |
| 04-20-2005, 05:22 PM | #3 |
Guest | Hmmm...Okaya,I think that helps out a bit, but what is Multi-instaceability, and why would it be important? Sorry if it seems like a stupid question, but I've never heard it before. |
| 04-20-2005, 05:48 PM | #4 |
Multi-instancing a spell is to make it able to have many instances of itself. So if two people cast the ability at the same time, no bugs happen. And I guess you could use the event when player casts blink to do it, so the illusion will be created before the guy actually moves to his new location cause of casting time. And I guess if you want a projectile damage spell you can base it off death coil. Or shadow strike without slow (with the added benefit of displaying damage), |
| 04-20-2005, 06:23 PM | #5 |
That is kind of a problem, all spells have some additional effect on them. Shadow strike has the slow hardcoded, death coil has the heal-undead effect... I think chain lightning can be modified to use a projectile instead of lightning, though... so that's one pure-damage spell you could use. And yes, as Ant already explained, multi instancing has to do with making the spell work no matter how many heroes cast it. That's sometimes a big issue with some triggered spells that need to "remember" things, like if they have a delayed effect on their target, the most basic way to do that is with variables, and there we come across the issue that if multiple heroes can use the spell, having a single variable is no longer enough, we need to use arrays or some more advanced data storage like local variables or game-cache. timed effects are the most difficult to pull of, and the buggy cast event responses that refuse to act locally aren't helping much... |
