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Any way to make berserk castable on other units?

08-27-2004, 03:44 AM#1
Lil Blue Smurf
Is there some way to turn berserk into a castable spell? Basically, I would like to just make the buffs negative so that the affected unit takes more damage and has reduced speed... only problem is that I can't figure out how to make it castable on other units. I even tried doing a dummy spell, then adding the modified ability to the targeted unit, making it cast berserk, then removing the ability, but that doesn't seem to be working either... if anyone has any ideas please let me know. Thanks.
08-27-2004, 03:50 AM#2
htek
modify unholy frenzy? but there's no real buff you can use to IMITATE beserk...
08-27-2004, 04:27 AM#3
Darkfox2002
Here try this
08-27-2004, 04:42 AM#4
Lil Blue Smurf
Erm, thanks for the tries guys, but neither of those is even close. For one, darkfox, just because you changed things, like buff, to berserk, don't make it act the same way at all. And unholy frenzy, is not really too bad, but it does damage instead of increasing it and increases attack speed instead of move speed.
08-27-2004, 05:08 AM#5
Octavius
well you could use a dummy spell and have the spell done using triggers...i dont think it would be too hard. you shouldnt limit yourself to what you can do with the object editor
08-27-2004, 05:19 AM#6
Moss
I have been wondering about stuff like this. I guess there is no one-size-fits-all solution for making self-cast spells into targetable spells? You could use a trigger that adds the ability to the unit, makes them use it, and then removes the ability. But when you remove the ability will it remove the buff? And besides, with that it will look silly because the icon will show up briefly in the unit's action menu. I haven't actually tested this stuff so feel free to answer/correct me.
08-27-2004, 06:07 AM#7
Lil Blue Smurf
Quote:
Originally Posted by Lil Blue Smurf
I even tried doing a dummy spell, then adding the modified ability to the targeted unit, making it cast berserk, then removing the ability, but that doesn't seem to be working either.

Did you guys not read that part?
08-27-2004, 06:20 AM#8
Moss
I did. But not so carefully that I actually remembered it by the time I had read the other couple of posts. Sorry.
08-28-2004, 05:00 AM#9
th15
Let's look at it this way. Berserk has two effects: increases attack speed, increases damage taken.

Singly, you can duplicate both effects using targeted spells. I would suggest using a bloodlust spell as the root spell with a dummy casted faerie fire effect.
08-28-2004, 05:07 AM#10
Moss
There we go. Smart and simple.
08-29-2004, 01:35 AM#11
Lil Blue Smurf
Berserk also increases move speed, which is what I want, not attack speed. Also it increases damage by a percent rather than reducing armor.... I don't belive faire fire does that, it just decreases armor.... so erm, no, I am just gonna give up on it.
08-29-2004, 04:49 PM#12
th15
Well first of all bloodlust can also modify movement speed.

Next, since armour provides a % change in damage taken, faerie fire isn't all that disimilar.

I can't think of any spell other than berserk that increases damage taken by a flat rate. If all the units in your map were heroes then I suppose you could give them a berserk token (that is an item used immediately on acquiring that has the berserk spell). If the units in your map aren't heroes then you could give them all a hero inventory with 0 slots.. but that's a fair bit of work for just one spell.
08-29-2004, 06:48 PM#13
Lil Blue Smurf
I'll look at bloodlust, but the armor thing won't work... mostly because armor is not a set rate... ie, if you have 30 armor and take away 4, and have 5 armor and take away 4, the difference in damage reduction is quite noticable. I might look at the item idea also... really shouldn't be too much work I don't think, a trigger, and item, and 2 abilities is all.