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Slow Nuke

06-26-2005, 05:10 PM#1
Setreal
I can't seem to find anything I could use that would work as a damage volley as well as slow (aka. frostbolt (which stuns not slows, which is just dumb since it makes it exactly like firebolt). The only workable spell seems to be acid bomb and I need to use that for a single fire nuke that's also on the same unit. Any help would be appreciated.
06-26-2005, 05:32 PM#2
Elven Ronin
Hmmm... I can't think of any off the top of my head that work like that. I guess you could have an ability like storm bolt on the hero that does the damage, then a dummy caster that hits the target with a slow spell.

Unless frost nova would work, but that doesn't have a projectile and its slowing stats are in gameplay constants.
06-26-2005, 06:15 PM#3
Anitarf
I can think of no spell that could replace acid bomb on either of these two spells. So, use it for both spells, but one will have to be cast by a dummy caster when the hero casts a fake spell.
06-26-2005, 06:55 PM#4
Setreal
I can't seem to remember what trigger to use to have a dummy unit cast a custom spell. The Issue Order triggers only use the pre-made spells or if converted to JASS only take a order string (deathcoil) rather then an ability number (such as A003).

Note : Also if anyone can think of a single target spell for reducing a unit's spell resistance I'd also be appreciative ( not having alot of luck spell-wise here ). Banish disables attacks which I don't want and while Anti-Magic Shield can have a field set into negative to reduce resistance the unit becomes invulnerable to spells anyway, despite changing the buff and setting the shield amount to 0.
06-26-2005, 07:08 PM#5
Elven Ronin
The issue order actions work fine for custom spells - just tell the caster to use the spell your custom one was based on.
06-26-2005, 07:47 PM#6
Setreal
Ah works perfectly now, thanks alot. Anyone have any thoughts on my other problem?
06-27-2005, 02:49 PM#7
Anitarf
Trigger it. Unit recieves the buff, add a passive ability to it that increases spell damage. When unit looses the buff (this is difficult to detect, just use a periodic trigger checking all units), remove the passive ability.

If a passive ability is put in a spellbook, that spellbook is disabled for all players using a trigger at map startup, and then the spellbook ability given to a unit, the passive will display no icon (due to being in a disabled spellbook), but it will still have it's effects (because the ability itself is not disabled). This way, you can give the impression that it's really the buff causing increased spell damage.
06-27-2005, 05:16 PM#8
Setreal
Got it working, thanks for your help.