| 08-02-2008, 11:20 AM | #1 |
I made some items with active evasion spell. (you click it and you get bonus evasion for X sec.) Now I need some effect to attach to unit that has evasion buff. Anyone has any ideas what model to use? Something custom perhaps? |
| 08-02-2008, 12:38 PM | #2 |
The Sea Witch Tornado has a Slow aura, the buff of which is a little swirl of wind circling the affected unit. Could work? How did you do the activateable Evasion? |
| 08-02-2008, 01:24 PM | #3 |
This way: JASS:scope ErazanEvasion initializer Init // uses TT globals private constant integer AID_SPELL_1 = AID_erazan_1 private constant integer AID_SPELL_2 = AID_erazan_2 private constant integer AID_SPELL_3 = AID_erazan_3 private constant integer BID_SPELL = BID_erazanevasion private constant integer AID_BMOD = AID_BMOD_ERAZAN private integer LEVEL = 0 endglobals //=========================================================================== private struct Data unit caster endstruct //=========================================================================== private function TTHandler takes nothing returns boolean local Data data = TT_GetData() if GetUnitAbilityLevel(data.caster, BID_SPELL)>0 then return false else call UnitRemoveAbility(data.caster, AID_BMOD) call data.destroy() return true // stop ticking endif endfunction //=========================================================================== private function Actions takes nothing returns nothing local unit caster = GetTriggerUnit() local integer level = LEVEL local Data data = Data.create() set data.caster = caster if GetUnitAbilityLevel(caster, AID_BMOD) == 0 then call UnitAddAbility(caster, AID_BMOD) endif call SetUnitAbilityLevel(caster, AID_BMOD, level) call TT_Start(function TTHandler, data) set caster = null endfunction //=========================================================================== private function Conditions takes nothing returns boolean if GetSpellAbilityId() == AID_SPELL_1 then set LEVEL = 1 return true endif if GetSpellAbilityId() == AID_SPELL_2 then set LEVEL = 2 return true endif if GetSpellAbilityId() == AID_SPELL_3 then set LEVEL = 3 return true endif return false endfunction //=========================================================================== private function Init takes nothing returns nothing local trigger trig = CreateTrigger() call Trigger_RegisterHeroEvent( trig, EVENT_UNIT_SPELL_EFFECT ) call TriggerAddCondition( trig, Condition( function Conditions ) ) call TriggerAddAction( trig, function Actions ) endfunction endscope Anyone has any better idea for FX? |
| 08-02-2008, 01:44 PM | #4 |
cohadar no. custom one ? something like moded mirror image. or simply make unit more transparent (SetUnitVertexColor() ) idk. it's your decision =) |
| 08-02-2008, 02:09 PM | #5 |
If you mean attaching special effects to units, why not make your imports have a number in them and then use substrings to refer to their paths? |
| 08-02-2008, 07:32 PM | #6 |
I would say either mirror image or transparency (like TC suggested) |
| 08-03-2008, 12:02 AM | #7 |
In wc3 beta evasion have funny cube rotating around hero. Same cubes currently using for invalid models. |
| 08-03-2008, 09:16 AM | #8 |
You could use a cool motion trail system (like Mad[Lion]'s Motion Trail system (sry if it wa sum1 else, i couldnt quite remember)), so then you can see that hes very fast and evady. Ill explain it a bit if you dont know what it is; have a couple of semi faded units of the same type and animation following him. Seems to fit to me, espcialy if you used the Invisiblity icon, which is what the effect would look like. |
| 08-04-2008, 02:58 PM | #9 |
I have a similar spell, named "Blur Brew". I would suggest, in the way of sfx, to use the Faerie Dragon's Phase Shift effect, attached to the chest/head of the target. Y'know, the little sparkly multi-colored... sparkles. |
