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Can casters have other abilities?

01-08-2006, 10:40 PM#1
Belphegor666
So far I redone yourtriggers abit in the caster system, so i was wondering could I add some sort of healing abilites to heal the triggering hero (not allies) and perhaps make him a bit faster (like 10%*Level of Ability)
Hidden information:
Trigger:
Weebing
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Dark Lair (Triggerer)
Collapse Actions
Custom script: local location udg_PointVar
-------- That last line turns PointVar into a local, that trick only works with one variable though --------
Set UnitVar = (Triggering unit)
Set PointVar = (Target point of ability being cast)
Set AbilityLevel = (Real((Level of Dark Lair (Triggerer) for (Triggering unit))))
Custom script: call RemoveLocation(udg_PointVar2)
-------- Make a caster with no model, but using the Permanent AOE poison ability --------
Custom script: call CasterUseAbilityStaticLoc( GetOwningPlayer(GetTriggerUnit()) , "", 'A000', 10*udg_AbilityLevel, udg_PointVar)
-------- currentcaster always has a refference to the last made caster (If the function returns a unit) --------
Animation - Change currentcaster's size to (75.00%, 75.00%, 75.00%) of its original size
Wait 1.00 game-time seconds
Collapse For each (Integer A) from 0 to (7 + ((Integer(AbilityLevel)) x 2)), do (Actions)
Collapse Loop - Actions
-------- Determining the distance for the polar projection --------
Set RealVar2 = (Random real number between 0.00 and 360.00)
Set RealVar = (Random real number between 0.00 and 500.00)
Set PointVar2 = (Point(((X of PointVar) + (RealVar x (Cos(RealVar2)))), ((Y of PointVar) + (RealVar x (Sin(RealVar2))))))
-------- GUI Polar Projection without memory leaks: --------
Set RealVar = ((Real((Integer A))) mod 3.00)
-------- Determines the power of the current weed: --------
Custom script: set udg_DamageOptions=DamageTypes(ATTACK_TYPE_CHAOS,DAMAGE_TYPE_PLANT) + DontDamageSelf()
-------- The damage will be chaos and made of plants, it will affect allies but it will not affect the unit that figures as hurter (Triggering unit) --------
Custom script: call AddAreaDamagerForUnitLoc( GetTriggerUnit() , "Abilities\\Spells\\Undead\\Web\\WebTarget.mdl","","", udg_PointVar2, 10+udg_AbilityLevel*5 ,1, 20, 50+udg_RealVar*50, false, udg_DamageOptions)
Set RealVar2 = (50.00 + (RealVar x 50.00))
-------- Determines the size of the current weed (based from the power) --------
Animation - Change currentcaster's size to (RealVar2%, RealVar2%, RealVar2%) of its original size
-------- currentcaster always has a refference to the last made caster (If the function returns a unit) --------
Unit - Make currentcaster face (Random real number between 0.00 and 360.00) over 0.00 seconds
Custom script: call RemoveLocation(udg_PointVar2)
Custom script: call RemoveLocation(udg_PointVar)


I'm new to JASS and Caster System as well so if you could help me...
Tnx in advance.
01-08-2006, 11:06 PM#2
Vexorian
Add those abilities to what?
01-09-2006, 05:18 AM#3
Jacek
I think he thinks he must add ability to caster first to use it ;/
01-09-2006, 08:54 AM#4
Belphegor666
Well isn't that what the caster system does? Adds a ability to your caster so you could cast it?
My problem is that I want to add healing effect and increased speed to the unit hurter (or the hero that casts such spell in my case) while in AoE of the spell.
01-09-2006, 01:03 PM#5
Vexorian
well you can't make the caster system automatically do so, but you can just add the ability to triggering unit your self and then make a nother trigger to remove the ability
01-09-2006, 01:20 PM#6
Belphegor666
I think the easiest way to do so is to make a dummy unit with an aura like Unholy aura, the problem is it needs a dummy caster, and seeing how it has 3 levels I will 3 (one for each level) different dummy caster. Because it should be speedy in its Lair (AoE of the ability) and normal outside it...
PS. If you meant by remove it, if unit gets outside of AoE of point of ability being cast I'll think of that tnx
01-09-2006, 01:25 PM#7
Vexorian
you can use the function to create a caster that uses a passive ability : CasterCastAbilityStatic it was called.

You can also use the damager object and set the ability to add
01-09-2006, 08:57 PM#8
Belphegor666
Yeah, but the problem is only the unit casting abilities should get bonus... damage options don't have that one... damn.
01-09-2006, 10:12 PM#9
Vexorian
semms I am still unable to understand what you want
01-10-2006, 12:50 PM#10
Belphegor666
Quote:
The Webspinner shoots out a huge web that covers a larger area (AoE 500). All
enemy take damage per second. While the
Webspinner is inside the web she moves faster and has improved hit
point
regen.
Duration: 10 - 15 - 20 secs
Damage per second: 20 - 25 - 30 ( you gotta be an idiot to hang
around
in her net)
Hit point regen: 4 - 6 - 8
Movespeed bonus: 75% - 100% - 125%

I know I'm a bit confusing. This should clear it out.
01-10-2006, 03:59 PM#11
Vexorian
well I think that the easiest way is to add an ability to the webspinner, then make a trigger be executed after (DURATION of spell) seconds, also execute the trigger if the webspinner goes far of the target (keep checking the distance each X seconds).

The trigger should just remove the speed bonus from the unit
01-11-2006, 11:00 AM#12
PlasticAngel
Isn't it easyer to make the spell like infernal, and then give the fernal locust, unholy aura and Endurance aura that removes enemy movespeed?
01-11-2006, 03:26 PM#13
Vexorian
as long as duration is a fixed value that won't change because of other factors