| 03-24-2009, 10:41 AM | #1 |
hi everyone! since patch 1.23 solved nothing, i'm working on a aimple project - making the custom maps (all battlenet map pool) which contains balance changes that should be implemented in, like, 1.21. i need help in something which i believe it sould be 5-minute simple for an experienced modder, but which i cannot do myself correctly (works to some extents, but not entirely) anyway: 1. i want to make channeling ultimates last for a while (few seconds), when interrupted (by ensnare or bolt or similar), in order these spells to have increased value. it should work like this: - hero casts channeling spell, if he moves, spell is interrupted immediately - if channeling is interrupred, spell remains active few seconds afterwards, unless timer expired. effect that interrupted channeling continues normally (eg hero is ensnared, killed by bolt, etc) 2. i want to make expensive tier3 spells (polymorph, cripple and healing ward) undispellabel for 1-2 seconds - the dispell is cast, but the effect remains for 1-2 seconds, afterward is removed normally 3. i want to make unholy frenzy and purge autocast, purge following the dryad/breakers algorhytm (so, mainly dispel), while unholy frenzy could use it's own algorhytm (i have idea, but it may prove a too much trouble) anyway, any help would be much much much appreciated!!! (if someone could make it in gui, just for one ultimate and one spell, so i can alter it and copy for other maps) thanks in advance! |
| 03-24-2009, 12:57 PM | #2 |
1 and 2 I suspect will require triggering all dispells and interrupts. 3 will require a custom autocast. Not exactly simple. And really you should learn Jass for these, because they are quite complex to achieve. |
| 03-24-2009, 02:49 PM | #3 |
ok, thanks for reply! now, suppose i DO trigger all dispels and interrupts, what would one of those trigger look like? what i did was something like: tranq Events Unit - A unit Begins channeling an ability Conditions (Ability being cast) Equal to Tranquility Actions Unit - Make (Triggering unit) Invulnerable Wait 3.00 seconds Unit - Make (Triggering unit) Vulnerable this is working, except channeling unit is invulnerable during 3 sec, which was not my intention (kinda breaks initial purpose) next i tried to create dummy which would cast tranquility for 3 sec, then disappear and make real tranqulity has 3 sec casting delay, and 3 sec less duration, but then if hero does move, there is still 3 sec tranq, which i also didn't want to happen now, if it is really complicated, perhaps it is best for me to give up (i used to knew quite a bit about programming, but learning another computer language just to alter a game ability seems to much trouble for me :( reason i asked was i thought there is simple solution, or perhaps someone did something similar (and easy to modify), what i could use - prefferably in gui thanks for your time, anyway |
