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How can we attach triggers to spell?

04-04-2004, 07:00 PM#1
PhantasyDreamer
Ok, I've got a stupid question and I feel stupid asking it but... How do we attach triggers to spell?

Ok what I've done is:
Event: A unit'x' begins casting an ability
condition: cast spell equal to dummy spell1
action: ....

Event: A unit'x' begins casting an ability
condition: cast spell equal to dummy spell2
action: ....

Event: A unit'x' begins casting an ability
condition: cast spell equal to dummy spell3
action: ....

Event: A unit'x' begins casting an ability
condition: cast spell equal to dummy spell4
action: ....

Ok so these are my four triggers and the same unit, depending on the spell he cast, will make different action.
The problem is that the condition isnt working and that the four action runs...:S

Hope you can help me!
Thank
04-04-2004, 07:31 PM#2
eva01
Here is a trigger base spell for my map.

Code:
Charging Slash
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Charging Slash 
    Actions
        Set HeroArray[11] = (Casting unit)
        Sound - Play InvisibilityTarget <gen> at 100.00% volume, attached to HeroArray[11]
        Unit - Turn collision for HeroArray[11] Off
        Special Effect - Create a special effect attached to the origin of HeroArray[11] using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdl
        Set SFX_Array[33] = (Last created special effect)
        Unit - Create 1 DashDummyUnit for Neutral Passive at (Position of HeroArray[11]) facing Default building facing degrees
        Set DummyUnitArray[38] = (Last created unit)
        Unit - Make DummyUnitArray[38] Invulnerable
        Wait 0.30 seconds
        Unit - Move HeroArray[11] instantly to (Target point of ability being cast)
        Wait 0.10 seconds
        Animation - Play HeroArray[11]'s Attack animation
        Floating Text - Create floating text that reads (String(i[8])) at (Position of HeroArray[11]) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
        Wait 0.10 seconds
        Unit - Move HeroArray[11] instantly to (Position of DummyUnitArray[38])
        Unit - Turn collision for HeroArray[11] On
        Unit - Remove DummyUnitArray[38] from the game
        Wait 0.20 seconds
        Special Effect - Destroy SFX_Array[33]
        Wait 0.50 seconds
        Floating Text - Destroy (Last created floating text)

Feel free to use but give me credit. The spell to use would be Storm Bolt. Also the variable i[8] is an interger I set it to the damage amount of the storm bolt when the hero learns a level.

Here is the Second Part:

Code:
Charging Slash Skill
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Charging Slash 
    Actions
        Wait 0.40 seconds
        If ((Level of Charging Slash  for (Triggering unit)) Equal to 1) then do (Set i[8] = 75) else do (Do nothing)
        If ((Level of Charging Slash  for (Triggering unit)) Equal to 2) then do (Set i[8] = 150) else do (Do nothing)
        If ((Level of Charging Slash  for (Triggering unit)) Equal to 3) then do (Set i[8] = 225) else do (Do nothing)
        If ((Level of Charging Slash  for (Triggering unit)) Equal to 4) then do (Set i[8] = 300) else do (Do nothing)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Charging Slash  for (Triggering unit)) Equal to 5
            Then - Actions
                Set i[8] = 375
                Trigger - Turn off (This trigger)
            Else - Actions
                Do nothing
04-04-2004, 07:52 PM#3
PhantasyDreamer
Thanks but this isn't really what I wanted. The actions works but they all works when he cast an ability. I want the event for only one spell... gonna try something.
04-04-2004, 08:19 PM#4
eva01
Quote:
Originally Posted by PhantasyDreamer
Thanks but this isn't really what I wanted. The actions works but they all works when he cast an ability. I want the event for only one spell... gonna try something.

Yeah guess I misunderstood your question and still don't understand what you want to do exactly. From what I read it sounds like you couldn't get the condition to of the specific ability. Do you want a specific unit cast a spell or a generic unit? Or do you want to cast multiple spells off of one spell? If so you might just want to add the action run trigger.
04-04-2004, 08:25 PM#5
AIAndy
Could it be that you used the same base ability for all these spells ?
04-04-2004, 08:49 PM#6
PhantasyDreamer
Quote:
Originally Posted by AIAndy
Could it be that you used the same base ability for all these spells ?
Yea that why it didnt work... I changed the things and now it works well! Lol it is damn cool, I get the unit moving only with arrow and making other actions with hotkeys!
04-04-2004, 09:51 PM#7
Vexorian
On a side note, you should use a unit starts the effect of an ability instead of a unit begins casting an ability, cause that event fires before the hero spends mana / cooldown