| 03-11-2007, 04:19 AM | #1 |
i trying to make a map where 1 spell has a few effects of other spells. im trying to make without using triggers. the spell would be able to turn off and on, drains your mana, increases your attack speed and movement speed, and increases att damage. all these would be changed to suit the spell im making. anyone got a way to do that and can explain it, im a noob. |
| 03-11-2007, 04:41 AM | #2 |
you will need to use triggers, as no one ability posses all those effects. mess around in the trigger editor and try diffrent things. if you can't get it to work, go ask in the trigger forum for some help, and im sure someone (maybe even me!) will be willing to lend ya a hand ^^ adding specific abilitys and removing them when immolation is turned on / off is a good place to start. mess aroudn with it and look throgh the trigger editor! its how we all got started. ^^ happy mapping! |
| 03-11-2007, 06:10 AM | #3 |
To correctly detect when a unit is ordered to start immolation, you can use either of these: Trigger: Trigger: But to detect when it is turned off, you must use this: |
| 03-13-2007, 08:12 PM | #4 |
To give you a general idea of where to start (seeing as how I started mapping 2 months ago) you have to use one base ability, and use triggers to drive the other effects. I would take Earth-Fury's suggestion to use immolate as a base. Make sure to set the AoE damage to zero unless you want it to do that, and to edit the buffs to do what you want. As far as the other abilities, I will make the suggestion that's been said before: using more than two effects will result in decreasing the effectiveness of each ability (if you want to keep the game balanced) to the point where they will become insignifigant. I do not know what you have in mind, but try to remember that when making other abilities. Now to trigger these abilities here's what I would do. Set it up like pyrogasm has, to turn on these effects when you turn on immolate. The simplest way to do it is to go into object editor and make two dummy spells that will give you the attack and move speed boost, and another one for the damage boost. I do not know of one ability that gives all three. Also, if this is a hero ability, you will have to make one dummy ability for each level of the hero ability. Once you have the stats for those completed, what you will do is create a dummy unit that has unit ability "locust" (this makes it unable to be hit), and under model, go into pathing terrain and select "elevator wall" to make it invisible. Once you do the trigger command to create the dummy unit, give the unit a 2 second expiration timer so it will not keep making more every time you turn on this spell. Next you will add the dummy ability to the dummy unit (you can check the level of the hero's base ability for this using integer comparison and the "level of ability for unit" command). Now you order the dummy unit to issue a command targetting a unit. For the command itself it will be whatever base ability you used to make your dummy spells. i.e. if you based your ability off bloodlust then the command to cast your dummy ability will be "orc shaman-bloodlust". After all that you have put the buff on the unit who cast the spell. Make sure the spell duration is very long so it isnt lost while the immolate is still up. Add the trigger in the second part of Pyro's post and after this, have it remove the buffs you cast on it. That is probably the simplest way I can think of, and if anyone knows more efficient ways please say so. |
| 03-14-2007, 01:02 AM | #5 |
You could simply base abilities off of items that add +damage, etc., and just add them to the hero. ![]() Though, for all pratical purposes, Castlemaster is correct. Rep'd! |
