HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Having spells revisit previously attacked units

02-26-2005, 10:52 PM#1
Ignitedstar
I wanted to know if it's possible to make a spell to where it can attack an enemy unit more then once, otherwise all the leftover bounces going from unit to unit that I put on the spell will go to waste. I wanted to see if this was actually possible becuase I don't really like spells do a great deal of damage to one unit, and then never hitting them again. Anyone know if it is?

Examples:
1. Chain Lightning would deal 5000 damage without hitting it again(very lame) as compared Chain Lightning dealing 250 damage and is able to revisit a previously attacked unit.

2. Healing Wave able to heal 1000 health compared to healing 125 health and is able to revisit a previously healed unit.

Of course, if they're isn't another unit for the projectile to hit, it'll dissapear. I don't want the a unit getting hit from the spell from all of the bounces, then it would be like having Shadow Strike.
02-27-2005, 01:15 AM#2
Mr.Ice
So basically, you are trying to create an "omnislash" effect?
You're going to need 2 variables for the target, and the spell animation dummy.
I'm a lil rusty with my world editor script, so here's a debrief of the triggering.
Variable ABC = Targeted Unit
Variable BCA = Dummy Animation Unit

First, in object editor create a dummy unit, based off a wisp or something (doesn't matter)
Give that object, the model of what projectile you want. Give the dummy the "locust" ability, and also make a custom ability based off of roar. Make the roar animation thunder clap, and modify it's target's to NO units. Modify the movement speed etc...
Name it wispies i guess? Doesn't matter.

Here's the trigger:
A unit finishes casting an ability.

The ability is equal to (Name of Spell, base it off of stormbolt for simplicity)

Create a custom unit of "Wispies" at position of casting unit
Set CBA = last created unit
Set ABC = target of ability
Order CBA to move to position of ABC
wait for condition: CBA is within 25 range of ABC checking every .2 seconds.
Order triggering unit to damage ABC for "100" damage.
Order CBA to cast "Night Elf - Druid of Claw - Roar"
Set ABC = random unit owned by owner of ABC within 400 range of CBA
Order CBA to move to position of ABC
wait for condition: CBA is within 25 range of ABC checking every .2 seconds.
Order triggering unit to damage ABC for "100" damage.
Order CBA to cast "Night Elf - Druid of Claw - Roar"
Set ABC = random unit owned by owner of ABC within 400 range of ABC

.... Repeat as many times as you like...
Remove CBA from the game
Set ABC = no unit
Set CBA = no unit

Make sure the cooldown for this spell is longer than it's effect, else the trigger will be all messed up.


So basically, in summary ur dummy unit is a projectile, that runs in circles creating a thunderclap animation whenever it deals damage.
02-27-2005, 09:23 AM#3
Ignitedstar
Quote:
Originally Posted by Mr.Ice
So basically, you are trying to create an "omnislash" effect?

It's not omnislash, I was acutally going to make a Chain Lightning.
02-28-2005, 12:33 AM#4
Mr.Ice
Quote:
Originally Posted by Ignitedstar
It's not omnislash, I was acutally going to make a Chain Lightning.

Read the actual trigger... I said omnislash EFFECT. In other words, random units in an area take damage.
Sigh why did i bother helping you... especially when you wouldn't take the 60 seconds to actually read the trigger. not like you understand it anyway.
03-02-2005, 08:01 AM#5
Ignitedstar
I did read the trigger, I was just trying to tell you I was going to use what you said to actually make a Chain Lightning!