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[Help!] Multiple Triggered Spells

08-18-2007, 05:29 AM#1
Tide-Arc Ephemera
Using GUI...
I have multiple spells based off when a 'unit starts the effect of an ability', but one of them is a counter spell.

How would I make it so that it counters the spell, as well as nullifying triggered effects?
08-18-2007, 05:43 AM#2
The Elite
When your unit gets the ability (if its a passive ability) or when he activates it add a buff to him then in your other spells add a condition checking if the target has that buff

Trigger:
Conditions
((Target unit of ability being cast) has buff Counter Buff) Equal to False
Or you could give the unit with the counter ability a custom value and in the other spells add the condition

Trigger:
Conditions
(Custom value of (Target unit of ability being cast)) Equal to 1
08-18-2007, 06:06 AM#3
Tide-Arc Ephemera
Ok, here's a view of what the counter buff does.
Trigger:
Actions
Unit - Order (Triggering unit) to Stop
Set PntTemporary = (Position of (Triggering unit))
Sound - Play CrystalCurseCounter <gen> at 100.00% volume, located at PntTemporary with Z offset 100.00
Special Effect - Create a special effect at PntTemporary using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
Special Effect - Destroy (Last created special effect)
Collapse For each (Integer A) from 1 to 10, do (Actions)
Collapse Loop - Actions
Set PntTemporary2 = (PntTemporary offset by 100.00 towards ((Real((Integer A))) + 36.00) degrees)
Special Effect - Create a special effect at PntTemporary using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
Custom script: call RemoveLocation(udg_PntTemporary2)
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation(udg_PntTemporary)

That runs in sync with the other triggered abilities.
08-18-2007, 06:15 AM#4
The Elite
just add a custom value to the unit that has the counter ability and on every other spell add a condition that checks the custom value of the targeted unit (the codes in my other post)
08-18-2007, 06:20 AM#5
Tide-Arc Ephemera
Trigger:
AT Crystal Curse
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
Collapse Or - Any (Conditions) are true
Collapse Conditions
((Triggering unit) has buff Crystal Curse (Non-stacking)) Equal to (==) True
((Triggering unit) has buff Crystal Curse (Stacking)) Equal to (==) True
(Random integer number between 1 and 100) Less than or equal to (<=) 50
Collapse Actions
Set BooCrystalCurse[(Player number of (Owner of (Triggering unit)))] = True
Unit - Order (Triggering unit) to Stop
Set PntTemporary = (Position of (Triggering unit))
Sound - Play CrystalCurseCounter <gen> at 100.00% volume, located at PntTemporary with Z offset 100.00
Special Effect - Create a special effect at PntTemporary using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
Special Effect - Destroy (Last created special effect)
Collapse For each (Integer A) from 1 to 10, do (Actions)
Collapse Loop - Actions
Set PntTemporary2 = (PntTemporary offset by 100.00 towards ((Real((Integer A))) + 36.00) degrees)
Special Effect - Create a special effect at PntTemporary using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
Custom script: call RemoveLocation(udg_PntTemporary2)
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation(udg_PntTemporary)
Trigger:
AT Neptunes Blessing
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to (==) MONSOON Neptune's Blessing
Collapse Actions
Wait 0.01 seconds
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
BooCrystalCurse[(Player number of (Owner of (Triggering unit)))] Equal to (==) True
Collapse Then - Actions
Set UGrTemporary = (Units in (Playable map area))
Collapse Unit Group - Pick every unit in UGrTemporary and do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
((Owner of (Triggering unit)) is an ally of (Owner of (Picked unit))) Equal to (==) True
Collapse Then - Actions
Unit - Order (Triggering unit) to damage (Picked unit) for ((100.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 100.00)) x -1.00) using attack type Spells and damage type Universal.
Collapse Else - Actions
Do nothing
Custom script: call DestroyGroup(udg_UGrTemporary)
Collapse Else - Actions
Set BooCrystalCurse[(Player number of (Owner of (Triggering unit)))] = False

Since my map is an AoS fashion, I only need it to have 1 available at any given time.

That's the counter ability and my crystal curse. That SHOULD work, shouldn't it? Because there's a mild time advantage with it...
08-18-2007, 08:41 AM#6
The Elite
as far as i can tell, yeah