| 04-28-2009, 11:40 PM | #2 |
waits are terrible, refrain from using them whenever possible. And I don't think I've ever found it necessary to use the wait command for abilities. Also in order to get projectiles from spells that don't normally have a projectile, I recommend giving your casting dummy unit the sphere ability, like what the bloodmage hero has. That always fires a projectile from spells (projectile specified in the sphere ability, not the spell). |
| 04-29-2009, 12:39 AM | #3 |
"Sphere" ability? I don't remember a Blood Mage having that. All I remember is Flame Strike, Banish, Mana Siphon, and Phoenix. I was thinking something around using Stormbolt as a base for the starting spell and then using a trigger to put the unit to sleep (with the stun at a .01 duration) when hit by the spell for thirty seconds. Would that work? As for the original, what would you have us do about the "wait" trigger? |
| 04-29-2009, 02:11 AM | #4 |
problems: Sleep is an instant ability, in other words, no missiles can't be set. So use other ability with missile to base on, like storm bolt. Now do a trigger that detects when the spell has the effect and trigger the removal of the storm bolt buff, make a dummy unit cast sleep on that target. For the poisoning effect, use other dummy unit to cast an ability based on shadow strike and take advantage of the text tag and damage configurability. |
| 04-29-2009, 06:48 AM | #5 |
Only thing is if you don't want a stun effect, then it's not wise to use storm bolt. Try the acid bomb instead if you don't want a stun. Then again, sphere ability works just fine and is more versatile than having an ability that launches a missile. Sphere will always launch a missile regardless of spell type, which is why i prefer it. BTW it's not a hero ability but a default unit ability. |
| 04-29-2009, 02:38 PM | #6 |
I would suggest using dummy projectile with any kind of DDS. You can put a critical strike with multiplier of 0 and "never miss" set to true. |
| 04-29-2009, 04:22 PM | #7 |
If the unit sleeps and doesn't move... Then edit stormbolt to have the "sleep" duration you want and then just edit the buff to have the Sleep debuff animation. Then, detect when damage is done to this unit (you need to dynamically add the unit to a damage detection trigger, which can be done in GUI so no need to use JASS or anything). Check whether or not the unit still has the buff, and if he does, remove it and create a dummy that casts a modified shadow strike (assuming you don't want the poison after-effect to be triggered). So basically... What moyack said, but with one less step. If you're making Wyvern Sting from WoW, then using Storm Bolt as the base (with an edited buff) is fine for what you need for that first bit (stunning the unit for X duration). Edit: If you still need help and you haven't gotten it, I will most likely make a demo map. I need to run, though. PM me if this is the case. |
