| 12-25-2006, 03:49 AM | #1 |
Hi, I'm using the Caster System 12.8, and I'm trying to produce a chain soul burn via the chain spell template. I have it structured as follows: JASS://=================================================================================================== // Chain Blood Boil ('A04N') // set s=SetSpellTemplate('A04N',"ChainSpellTemplate") set D=0 //Chain Blood Boil target Options : set D=D+DamageTypes(ATTACK_TYPE_MAGIC,DAMAGE_TYPE_FIRE) //Do spell fire damage set D=D+DamageIgnore(UNIT_TYPE_STRUCTURE) //Ignores structures set D=CreateDamageOptions(D) //Save the damage options call SetAbilityDataInt( s,"options" ,0,D) //// Use the damage option D for damage/target options. call SetAbilityDataInt( s,"bounces" ,1,3) //// Chain Blood Boil total targets for level 1 call SetAbilityDataInt( s,"bounces" ,2,4) //// Chain Blood Boil total targets for level 2 call SetAbilityDataInt( s,"bounces" ,3,5) //// Chain Blood Boil total targets for level 3 call SetAbilityDataInt( s,"bounces" ,4,6) //// Chain Blood Boil total targets for level 4 call SetAbilityDataReal(s,"scale" ,0,2) //// Chain Blood Boil projectile scale is 2 call SetAbilityDataInt( s,"spellid" ,0,PreloadAbility('A04L')) // Match Blood Boil levels call SetAbilityDataInt( s,"orderid" ,0,OrderId("soulburn") ) However, when the spell is cast, it does nothing to the target, doesn't bounce, etc. Originally I tried basing it off of the template example of inner fire. Then I tried to base it off of the template example of burning. Any ideas what I'm doing wrong? ![]() |
| 12-25-2006, 05:58 AM | #2 |
I wouldn't guess that easily, does it at least show missiles? |
| 12-25-2006, 06:32 AM | #3 | |
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No missiles or anything I have areaeffect set as the lava spawn missile the special art as soul burn buff I've tried having the triggering spell set for orderid chainlightning, and orderid soulburn, with neither making a difference. It uses the mana and whatnot of course, but not even the primary target takes the spell :/ Hmmm, lemme recheck all the raw codes. While you're here though, I don't suppose there's any universally applicable way to trigger the playing of particular sounds at stages of any of these spells via template? For instance, let's say it was slash ability, and I wanted to play a sound with each hit.Edit: Well, it's not the raw codes, they're both pointing in the right places. I'm so damn clueless to this thing :( |
| 12-25-2006, 08:49 PM | #4 |
If it is not that dummy.mdl or caster system dummy unit I guess you'll have to send me the map, if you want privacy you can attach it to pastebin and PM me the link |
| 12-26-2006, 02:16 AM | #5 | |
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Is there anywhere else the caster rawcode needs to be input beyond the beginning of the caster engine? I have a caster unit placed in the map--do I need to use that rawcode instead of just the general one? |
| 12-26-2006, 08:45 AM | #6 | |
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Ofcourse. |
| 12-26-2006, 03:13 PM | #7 | |
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What I had meant was the rawcode of the one I placed on the map, not the rawcode from the object editor. Either way it didn't work that way either. |
| 12-26-2006, 03:33 PM | #8 |
You only need to specify the caster unit's rawcode once, and it must be the same as the one in your object editor. I think you'll really need to send me the map. |
| 12-30-2006, 03:23 AM | #9 |
Sentcha the map a while ago, let me know if you can make heads or tails of what I'm doing wrong. :D |
| 12-30-2006, 12:03 PM | #10 |
Did you? Cause I really can't find any message concerning it nor a thread on pastebin nor an email in my inbox |
| 01-05-2007, 03:39 AM | #11 |
Huh. I re-sent the most recent version, hopefully it goes through this time. |
| 01-05-2007, 11:43 AM | #12 |
I see, gmail thought that your email was spam, this must be the first time it fails, it could be that wideopenwest.com or your email address are registered in an spam database, if wideopenwest.com isn't check your comp for spyware, it could be using you to send spam. |
| 01-05-2007, 12:12 PM | #13 |
Seems I forgot to add: JASS:
call SetTemplateDefaultReal( "ChainSpellTemplate","factor", 1) /// Make default factor 1.
To the template defaults. Like this: JASS://=================================================================================================== // ChannelAura Template Defaults: // call SetTemplateDefaultReal( "ChainSpellTemplate","speed", 522 ) /// Make default projectile speed 522 call SetTemplateDefaultReal( "ChainSpellTemplate","scale", 1 ) /// Make default projectile scale 1.0 call SetTemplateDefaultReal( "ChainSpellTemplate","height", 60) /// Make default projectile height 60 call SetTemplateDefaultReal( "ChainSpellTemplate","factor", 1) /// Make default factor 1.0 call SetTemplateDefaultReal( "ChainSpellTemplate","period", 1 ) /// Default period is 1 second call SetTemplateDefaultReal( "ChainSpellTemplate","area", 500 ) /// Default Area is 500 call SetTemplateDefaultString("ChainSpellTemplate","attach", "chest" ) /// Default Attachment point is chest Add it and the spell works correctly. Edit: Seems I also forgot to change "Channel Aura" to "ChainSpell " in the header comment... |
| 01-05-2007, 07:35 PM | #14 | |
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I think it's a wideopenwest thing, I've had problems with my own gmail receiving from friends with wideopenwest. Thanks for taking a look though! Is there any 'quick and dirty' way to add additional effects to things, specifically to cause an 'explosion' effect when a unit dies from the effects of X spells, etc? I'm also very curious about the limitations of the toggle abilities; how might I stack multiple effects for the activation, etc? I realize I ought to be using your most recent caster system, but I'm terribly fond of your nice template setups, and they help put into motion a lot of ability ideas more easily. |
| 01-05-2007, 07:39 PM | #15 |
I am actually thinking about making a system that will work like templates but actually easier to use and faster thanks to structs. Anyways to add effects to things, use triggers, for example, make a template cast a spell and use triggers to enhance that spell |
