HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Issues with spells based off Phoenix Fire

08-11-2007, 04:34 PM#1
Zanam
So, I've nearly finished this map of mine, it involves using Phoenix Fire based abilities attached to items to mimic weapons, allowing the unit to attack on the move. However, in testing, I've learned that when you change weapons (sell/drop the item and get a new one), the Phoenix Fire ability somehow remains on the unit. Any ideas as to how this is happening, and/or how to fix it?

EDIT: I've thought about using triggers to give the unit the Fire abilities manually, and not attach them to items... but I'll save that for later and work on something else while waiting for a reply.
08-12-2007, 07:51 AM#2
botanic
you are uning an attachment i presume? If so i thought it would remove the effect newhoo

se the faire fire special effect to a variable then when the unit loses the item do a

event
unit loses an item
condition
actions
remove Special_Effect from unit
08-12-2007, 11:32 AM#3
Thunder_Eye
He never mentioned attachments. He needs help with Phoenix Fire not disappering when the unit drops the "Phoenix-Fire-item".

Try triggering it. Though you might have some problem making it work for multiply items of the same type.
08-12-2007, 02:17 PM#4
Zanam
Well, if the trigger system is to work I'll have to replicate every ability, as putting two copies of the same ability on the same unit will only do what the first did. I may try a system of removing the unit and creating a brand new one, equipping the new items to it. That should remove any 'branded' abilities that the item made.
08-12-2007, 03:42 PM#5
darkwulfv
Hmmm... Maybe when the unit drops/sells/whatever an item, you use a large if/then/elseif chain, look for the item, and remove the ability from the unit that the item had. Maybe that'd work?
08-12-2007, 04:08 PM#6
sas_Skorpion
if most of the weapons use the phoenix ability just make a many level phoenix ability and make a trigger that ads it and one general when it removes it

here is an example :

Trigger:
Weapon
Collapse Events
Unit - A unit Acquires an item
Conditions
Collapse Actions
Unit - Add Phoenix Fire to (Triggering unit)
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Item-type of (Item being manipulated)) Equal to Weapon 1
Collapse Then - Actions
Unit - Set level of Phoenix Fire for (Triggering unit) to X(depending on weapon)
Collapse Else - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Item-type of (Item being manipulated)) Equal to Weapon 2
Collapse Then - Actions
Unit - Set level of Phoenix Fire for (Triggering unit) to 2
Else - Actions

Trigger:
Phoenix
Collapse Events
Unit - A unit Loses an item
Collapse Conditions
Collapse Or - Any (Conditions) are true
(Item-type of (Item being manipulated)) Equal to Weapon 1
Collapse Actions
Unit - Remove Phoenix Fire from (Triggering unit)

there is a lil more work to do but ... i think it should do it
08-13-2007, 07:14 AM#7
Pheonix-IV
There's something very wrong with your Warcraft if the unit is not losing the ability when it drops the item. Make sure the item actually has the ability and not the unit. I've both played and created maps that used Phoenix Fire on items and i've never had any problem with it (Check the Battleships map, it uses Phoenix Fire for it's weapons.)
08-13-2007, 02:40 PM#8
sas_Skorpion
I also have an item that haves the phoenix ability in my map and doesn't show any problems removing it ... but there is a possibility that multiple items with the same passive ability cause some problems ... try maybe setting the max count of weapons to 1 ?
08-14-2007, 11:31 AM#9
Zanam
Well, what I ended up doing was creating two dummy units and manually gave the appropriate Ph.Fire abilities to them upon the hero receiving the item (since the max item slots in this particular map is only 2). I'll try downloading the Battleships map and see if I have any issues with it, but I thoroughly tested my bug and found out the real issue. It was with the first item acquired, Slot 1. Upon equipping it, the unit would get the Ph.Fire ability added to it. I could tell by adding a simple test trigger that removed the ability from the unit, when I triggered it after dropping the item, the ability would indeed be removed, and it would never appear again on the unit, even after reacquiring the item. It was a very odd bug, but the way I have it now adds a bit of visual effect, as the dummy units are placed where the gun barrels of the weapons on the Hero are, making the projectiles shoot out of the appropriate area instead of the origin of the Hero.

Thanks for everyone's help, and I have a new issue to work out, but this one I will make a new post for.