| 10-24-2004, 06:57 PM | #1 |
Guest | For my RPG map, I need a spell that targets 'warlocks' and 'sappers', a spell that targets 'all spellcasting units' and one that targets 'all elementals'. I could make the warlocks and sappers mechanical and the rest organic, but there is only one mechanical/organic toggle and suicidal/non-suicidal would prevent the marked units from being loaded into zeppelins. So I'm still screwed about the all spellcasting units and all elementals. :( |
| 10-24-2004, 08:24 PM | #2 |
Guest | You could integrate it with triggers. When such and such a spell is cast, if the target isn't a sapper or warlock, we can make him stop. You'll have to swap some things, like the ability being cast. The move command is basically the same as stop, since stop seems to have problems. Code:
Warlock and Sapper spell
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Acid Bomb
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Goblin Sapper
(Unit-type of (Target unit of ability being cast)) Equal to Orc Warlock
Then - Actions
-------- You may cast --------
Else - Actions
-------- You may not cast --------
Unit - Order (Casting unit) to Move To ((Position of (Casting unit)) offset by 1.00 towards (Facing of (Casting unit)) degrees) |
| 10-25-2004, 12:34 PM | #3 |
Guest | Is it that easy? :) /me sucks |
| 10-25-2004, 03:00 PM | #4 |
Alternatively, you could try using other classifications, like Ancient and Tauren. A lot of spells won't work with that nuance, but some might. |
