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2 Questions to custom Abilitys

07-18-2003, 07:15 PM#1
hodi
Hi y´all

Since I got tired of mapping I decided to make this Day, Ability Day in my Campaign Project :ggani:

Ok I almost finished all of the main Hero Abilitys, but I need some help with the Last One.

Phoenix Wings
The Demon Blade Succession Technique
The Successor of the Demon Blade Style strikes all his foes in a certain Range with the Speed of a Phoenix. Gives a xx% chance to do tripple damage on an attack.


1)I took Critical Strike as the Base Ability and this is my Problem :////
I need the Ability to be clickable. Anyone knows how I can make this Ability based on another than CS or how to make it clickable?

2) Ok, After thats finished I want my Character to be able to use it once(level 1), twice(level 2) three times (level 3) during his Metamorphosis.Now, giving him the Ability on morph is no Problem, the first Level is easy aswel, but how can I check on which Level a Skill is?

Thx a lot

hodi

PS: My first Post here yay :D
07-18-2003, 07:19 PM#2
dataangel
You can't do either without triggers.

For the first one setup a trigger to detect the attack and generate a random number, and then if it's in such and such a range (20% chance for normal critical strike) to do additional damage to the target unit.

For the second, you'll need to setup triggers to detect him going in and out of metamorphosis, and separate triggers to detect when the hero puts a point into the skill. When they do put a point into the skill, you increment a variable by 1, like skilllevel = skilllevel + 1.
07-18-2003, 07:21 PM#3
hodi
1. I knew hat I need triggers, I just want the xx% chance to do Tripple damage from the Object Editor and it should be clickable unlike CS.

2. How do I make this Increment I never did a Variable before
07-19-2003, 05:35 AM#4
Zoi
Code:
Razor Fury Start

Events
        Unit - A unit Finishes casting an ability
   


Conditions
        (Ability being cast) Equal to Razor Fury 



Actions

        Set RazorFuryCaster = (Casting unit)

        Set x = 0

        Unit Group - Pick every unit in (Units within RazorFuryRange of (Position of RazorFuryCaster) matching (((Matching unit) belongs to an enemy of (Owner of RazorFuryCaster)) Equal to True)) and do (Actions)
----- Picks all enemy units in range -----
            Loop - Actions

                If (All Conditions are True) then do (Then Actions) else do (Else Actions)

                    If - Conditions

                        ((Picked unit) is A structure) Equal to False

                        ((Picked unit) is alive) Equal to True
----- Makes sure picked unit is alive and is not a building -----
                    Then - Actions

                        Set x = (x + 1)

                        Set RazorFuryTargets[x] = (Picked unit)
----- Assigns each picked unit to our unit array for later use -----
                    Else - Actions

                        Do nothing

        Unit - Make RazorFuryCaster Invulnerable

        Unit - Pause RazorFuryCaster

        Animation - Change RazorFuryCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
----- Pauses the RazorMaid, makes her invulnerable, and makes her invisible. She is NOT actually teleporting. This is only an illusion. This is done to avoid problems with mana usage and spell cooldowns that I couldn't avoid. -----
        Special Effect - Create a special effect at (Position of RazorFuryCaster) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl

        Special Effect - Destroy (Last created special effect)
----- Creates blink SFX at the RazorMaid -----
        For each (Integer A) from 1 to x, do (Actions)
----- For every enemy in range, do this loop -----
            Loop - Actions

                Special Effect - Create a special effect at (Position of RazorFuryCasters[((Integer A) - 1)]) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl

                Special Effect - Destroy (Last created special effect)
----- SFX at the location of the next "teleport" -----
                Unit - Create 1 Razor Fury for (Owner of RazorFuryCaster) at (Position of RazorFuryTargets[(Integer A)]) facing (Position of RazorFuryTargets[(Integer A)])
----- Creates our dummy unit. It is a non-hero unit, set to look exactly like our RazorMaid. Has a unit version of Fan of Knives. -----
                Set RazorFuryCasters[(Integer A)] = (Last created unit)

                Unit - Add a 1.00 second Generic expiration timer to RazorFuryCasters[(Integer A)]
----- This is redundant. The trigger will remove the dummies later. I had the remove not work a couple times, and wound up with invincible minions(NOT GOOD) so I added this line. -----
                Special Effect - Create a special effect at (Position of RazorFuryCasters[(Integer A)]) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl

                Special Effect - Destroy (Last created special effect)
----- More SFX -----
                Unit - Order (Last created unit) to Night Elf Warden - Fan Of Knives
----- Order dummy to cast FoK -----
                Wait 0.25 game-time seconds

                Unit - Remove RazorFuryCasters[(Integer A)] from the game
----- Remove dummy (no death animation) -----
        Animation - Change RazorFuryCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency

        Special Effect - Create a special effect at (Position of RazorFuryCaster) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl

        Special Effect - Destroy (Last created special effect)
----- MORE SFX -----
        Unit - Unpause RazorFuryCaster

        Unit - Make RazorFuryCaster Vulnerable

        Unit - Order RazorFuryCaster to Stop
----- Set the RazorMaid back to the way she was before casting. The order to stop was to solve another bug. She would keep trying to cast the spell over and over again(I set my cooldown/mana costs to 0 for testing). -----

That's it. Fit all of it in one trigger. Once again I used Big Bad Voodoo with all values set to ZERO for a dummy spell.
07-19-2003, 08:27 AM#5
hodi
Thx a lot Zoi, now that´s what I call a good Morning :D
And don´t worry it won´t look like your skill I just need to know what the basic idea is.
07-19-2003, 08:56 AM#6
Zoi
Good night for me =)
Time for bed... it's 4 am.

Good luck w/ your spell. Hope this helped.
07-19-2003, 09:12 AM#7
hodi
Ye I first tried Move instantly to but this didnt work that well :ggani:
gr8 work u did their =)
07-19-2003, 10:55 AM#8
hodi
yay I could do most of the stuff I wanted.

I made 4 Trigger

1 To check the Level of the Skill and then Run the certain Trigger
3 Of this Modified Razor Fury with different Dummy´s

Level 1 Dummy - has Crit Strike with 50% chance todo tripple
Level 2 Dummy - has Crit Strike with 75% chance todo tripple
Level 3 Dummy - has Crit Strike with 99% chance todo tripple

Now I just have to tell him to use it once lvl 1, twice lvl 2 and three times at lvl 3. I guess I ll figure this out. thx a lot to all, especially Zoi.
Zoi you´ll have Credits in my Campaign don´t worry
:ggani:

hodi
07-19-2003, 11:57 AM#9
hodi
Ok there re still some "minor problems" like, my dummys killing my own units emote_sweat, my dummys stayng alive (even with the Expiration timer... maybe exp.timer doesnt like my issue order that comes after him.

Oh and is there a way to let the blade master play a normal animation instead of the Slam when he makes x times dmg.
cuz it looks to slow with this animation... hm maybe this is the reason why they don´t get removed... the animation takes 1.333secs after all ...

oh I can see clearly now :D

edit: "dummys killing own Units" fixed
07-19-2003, 06:44 PM#10
hodi
So after spending the whole day with modifying and playing with this Trigger I finally finished my Ability.

Here some suggestions to "improve" the Trigger, I hope u don´t mind. :ggani:

Quote:
Originally posted by Zoi
Code:
 [color=red]Animation - Change RazorFuryCaster's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency[/color] 
instead of this why not just use a hide/unhide, it also hides the Selection of your Razer Fury Hero (na sorry I reconsider... transparency is better but I´ll make something else than just Transp. 0% ;)
[color=red]Unit - Add a 1.00 second Generic expiration timer to RazorFuryCasters[(Integer A)]
Unit - Remove RazorFuryCasters[(Integer A)] from the game[/color]
The remove command doesn´t work like this, try
Unit - Remove (LastCreatedUnit) from the game
instead

Oh and this is a little map based but if u plan to use the effect in maps with big enemy groups u should limit the max for Interger A to about 10. I noticed that if I don´t limit it, it happens that the Caster doesn´t dissappear (tested with transparency and Hide) 


ye really cool Trigger tho :D

hodi

PS: thx again and again