| 10-07-2008, 06:47 AM | #1 |
Hello! Ok first and foremost, I have done my research. I have looked up and read two posts on this matter, so understand I have tried to work this out myself. http://www.wc3campaigns.net/showthre...+(orb+version) and http://www.wc3campaigns.net/showthre...+(orb+version) My question is how do I apply a slow attack onto a unit - not just any slow attack, but one where you can edit the percentage. I have tried putting the Slow (Orb Version) ability on the unit. It never seemed to work right: 1. It requires it to be autocast. 2. Then sometimes it'll glitch the unit's attack so it'll repeat the animation, but it won't actually do damage or slow. Then I tried applying the Orb of Slow. I edited the "Effect Ability" to use the Slow (Orb Version). This seems to yield the same results. I know I'm doing something wrong; can someone try to explain it to me please? Thanks for your patience! EDIT: I realized I didn't address what I was aiming for. Here we go: I am looking for a way to get my attack to slow a units movement speed. I'm for the slow to be an AoE, and I want to be able to "level up" the slow (i.e. first level slows 10%, second 15%, third 20%, and so on) I don't necessarily need to stick to that orb ability, but from what I read, it looks like this is the only way. |
| 10-07-2008, 06:50 AM | #2 |
As far as I know orbs don't cooperate when actually attached to units, I THINK you have to use the disabled spellbook trick thingo where you give it a spell book with the orb and the orb's ability and then disable the spellbook. Since the abilities are still allowed, they pass through and work. Haven't worked with orbs in ages, though. |
| 10-07-2008, 08:53 PM | #3 |
I'm not familiar with the spellbook trick. Would you mind describing that to me? and Is that the only way? Thanks for you help! |
| 10-07-2008, 10:05 PM | #4 |
The Spellbook ability (based on item with same name) gives you a new commandcard with a list of spells when you activate it. So make the spellbook a unit ability, add your slow orb to the list of spells that the spellbook has, and then give the spellbook ability to the unit. Not sure what they mean with disable though... |
| 10-07-2008, 10:23 PM | #5 | |
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| 10-07-2008, 10:42 PM | #6 |
OK so I tested using the spellbook trick. I put both Slow (Orb Version) and the Orb of Slow ability in the spellbook. This is what happened: When the ability was disabled I was no longer able to see the ability, and I still could not slow. I did however receive the +dmg from the orb effect. Is there something I'm missing? |
| 10-08-2008, 05:32 AM | #7 |
You're missing a professional explanation of how it works... Can't think of anything else, sorry. |
| 10-09-2008, 09:22 AM | #8 | |
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Does the orb have the Slow ability? Does the spell book have the Slow ability? Does the spell book have the orb ability? |
| 10-09-2008, 02:07 PM | #9 |
Passive orbs MUST have passive spells inside. Active orbs must have targetable actives inside. |
| 10-09-2008, 02:29 PM | #10 |
Have you tried ordering your unit to attack? As far as I know orbs don't work on auto-acquired targets for some stupid reason, Blizzard broke this in one of their patches. |
| 10-09-2008, 04:08 PM | #11 |
This may sound bravely stupid but is there a way to hack parts from an old patch and then import them into the new map to manipulate the behaviour? |
| 10-10-2008, 01:22 AM | #12 | |
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hmmm well I made a test map real fast just to start fresh, and it seems to work. I must've made a stupid error in my other map; I'll check it. But thanks! It seems to work just fine now. That is, except for that stupid icon there... oh well. |
| 10-10-2008, 08:33 PM | #13 |
erm, i think the old patch still exists but it's just being overrided by a newer patch that caused the orb to bug but if u hacked and changed this, i think that'd be stupid cause no one else will be able to play your map except you or can they? |
| 10-11-2008, 10:28 AM | #14 | |
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You can get away with weird bullshit like this if you import stuff. I think it's the AbilityData.slk (?) that does this, not entirely sure... but if you could find the right file 'n' hack at it, then maybe there is hope for doing this. Imported stuff generally works on all players' ends. |
| 10-11-2008, 02:10 PM | #15 |
I'm on a limb here but won't the original data still overwrite the imported one? Unless you could overwrite that overwrite or somethin =/ |
