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Corpse Skills

10-22-2007, 02:58 PM#1
Belphegor666
I'm making skills based on a corpse and I ran into a few problems...

First Skill is Galvanize corpse - It targets an AoE and if there are corpses inside the AoE it creates a dummy unit with AoE on death Goblin Mine ability, that deals damage to allied as well as enemy units.
I tried using Force of nature that targets Dead instead of trees but it doesn't work. Any other way of making it work?

Second skill is Raise Archer - I already have Raise Skeleton Warrior based on Raise Dead, so just modifying Raise Dead won't work (and modifying raise dead (item) ability won't give you autocast ability). Basically I want to have two autocast skills, one that raises Skeleton Archers and one that raises Skeleton Warriors (I borrowed idea from Anitraf's Altered Melee ).
10-22-2007, 04:31 PM#2
CommanderZ
1. This should be quite easy to trigger - units starts an effect of an ability -> Pick all units in range -> is dead? -> create dummy unit on its location

2. You cant have two active skills based on one unit (channel is the exception).
10-22-2007, 05:32 PM#3
Typek
2. Base it on Crypt Lords - Carrion Beetles.
10-22-2007, 07:17 PM#4
Castlemaster
Typek is correct, but I must make an addendum. Carrion beetles are permanent while raised skeletons are not. If you want the 2nd ability to raise non-permanent skeletons, then make sure to add the timed life ability to carrion beetle units.
10-22-2007, 07:38 PM#5
vesuvan doppleganger
If you want to detect corpses in a region, simply create a dummy unit at the center of the region you want to detect. The native for ordering the unit to cast a spell will return a boolean that you can use to determine if there was a corpse or not. Then you can just use GetSpellTargetUnit to get the risen unit.
10-22-2007, 07:52 PM#6
Hunter of Shadows
Actually your second skill is easier than you think, Raise Dead can be modified to summon both a skeleton warrior and a skeleton archer. Also what's the point of using up another ability slot for another raise dead skill when you can have 1 summon both?

As for Galvanize, simple use raise dead as the base not treants. As the treant spell can only target trees anyway.
If you want I can experiment on a map and see how to get it to work best I'll do it because I do have a fair amount of experiance in triggering (nothin hugely complicated yet though).

If still stuck on how to modify Raise Dead I will give you step by step instructions
10-23-2007, 02:03 PM#7
Belphegor666
Quote:
Originally Posted by CommanderZ
1. This should be quite easy to trigger - units starts an effect of an ability -> Pick all units in range -> is dead? -> create dummy unit on its location

2. You cant have two active skills based on one unit (channel is the exception).
Yes but will it display the error correctly? That is what truly worries me. I want to show the error message if no copse are in the galvanize AoE.

Typek +rep.
10-23-2007, 04:01 PM#8
TaintedReality
You could use SimError. Not perfect, but close enough.

http://www.wc3jass.com/viewtopic.php?t=239