Post subject: Re: Different abilities in day and night
Posted: November 18th, 2008, 7:54 pm
Newcomer
Joined: May 5th, 2008, 7:44 am Posts: 16
Hmm... Now, I'm in trouble with another spell, if anyone can make out this one, I'll give them a cookie! o.O
Now, the spell is like this: When it's cast, it should channel for 4/8/12/16/20 seconds, dependant on what skill lvl it is. For this duration, it should spawn a zombie for every 2 seconds channeled, and damage both the casting and the target by 50... How should I make this work?
My current Trigger(s) look like this (Not currently working, I can't tell why):
Spoiler:
Code:
Life Funnel Events Unit - A Unit casts an ability Conditions (Ability being cast) Equal to Life Funnel Actions Set Life_Funnel_Rank = (Level of Life Funnel for (Casting unit)) If (All Conditions are true) Then do (Then Actions) else do (Else Actions) If - Conditions Life_Funnel_Rank Equal to 1 Then - Actions Trigger - Turn on Life Funnel Rank 1 <gen> Wait 4.00 seconds Trigger - Turn off Life Funnel Rank 1 <gen> Else - Actions Trigger - Run Life Funnel Not Rank 1 <gen>
The Life Funnel Rank 1 looks like this:
Spoiler:
Code:
Life Funnel Rank 1 Events Time - Every 2.00 Seconds Conditions Actions Unit - Create 1 Zombie for (Owner of (Casting unit)) at (Position of (Casting unit)) Facing default building degrees Unit - Set life of (Target unit of ability being cast) to (Life of (Target unit of ability being cast)) - 50) Unit - Set life of (Casting unit) to (Life of (Casting unit)) - 50)
Why does this not work? Please help me!
EDIT: Well, I fixed it... I added casting unit to a unit group, and the target unit to another unit group, and owner of casting unit to a player group. Then, I changed it in Life Funnel Rank 1, to this:
Spoiler:
Code:
Life Funnel Rank 1 Events Time - Every 2.00 Seconds Conditions Actions Unit - Create 1 Zombie for (Random player from Player_Life_Funnel) at (Position of (Random unit from Life_Funnel_Group) Facing default building degrees Unit - Set life of (Random unit from Life_Funnel_Target_Group) to (Life of (Random unit from Life_Funnel_Target_Group)) - 50) Unit - Set life of (Random unit from Life_Funnel_Group) to (Life of (Random unit from Life_Funnel_Group)) - 50)
And of course, after it's duration, it would clear the unit groups, and the player group.
Post subject: Re: Different abilities in day and night
Posted: November 18th, 2008, 10:30 pm
Newcomer
Joined: May 5th, 2008, 7:44 am Posts: 16
Yeah, if you could check for leaks, or possibly come up with a better way to do it, that'd be great ^^
I did it in a way that made me use 6 triggers, you might come up with something using fewer The primary trigger looks like this:
Spoiler:
Code:
Life Funnel Events Unit - A Unit casts an ability Conditions (Ability being cast) Equal to Life Funnel Actions Set Life_Funnel_Rank = (Level of Life Funnel for (Casting unit)) Unit Group - Add (Casting unit) to Life_Funnel_Group Unit Group - Add (Target unit of ability being cast) to Life_Funnel_Target_Group Player Group - Add (Owner of (Casting unit)) to Player_Life_Funnel If (All Conditions are true) Then do (Then Actions) else do (Else Actions) If - Conditions Life_Funnel_Rank Equal to 1 Then - Actions Trigger - Turn on Life Funnel OK <gen> Wait 4.00 seconds Trigger - Turn off Life Funnel OK <gen> Wait 2.00 seconds Unit Group - Remove all units from Life_Funnel_Group Unit Group - Remove all units from Life_Funnel_Target_Group Player Group - Remove all players from Player_Life_Funnel Else - Actions Trigger - Run Life Funnel Not Rank 1 <gen>
The Life Funnel OK looks like this:
Spoiler:
Code:
Life Funnel OK Events Time - Every 2.00 Seconds Conditions Actions Unit - Create 1 Zombie for (Random player from Player_Life_Funnel) at (Position of (Random unit from Life_Funnel_Group) Facing default building degrees Unit - Set life of (Random unit from Life_Funnel_Target_Group) to (Life of (Random unit from Life_Funnel_Target_Group)) - 50) Unit - Set life of (Random unit from Life_Funnel_Group) to (Life of (Random unit from Life_Funnel_Group)) - 50)
And the Life Funnel Not Rank 1 looks like this:
Spoiler:
Code:
Life Funnel Not Rank 1 Events Conditions Actions If (All Conditions are true) Then do (Then Actions) else do (Else Actions) If - Conditions Life_Funnel_Rank Not Equal to 1 Then - Actions Trigger - Turn on Life Funnel OK <gen> Wait 8.00 seconds Trigger - Turn off Life Funnel OK <gen> Wait 2.00 seconds Unit Group - Remove all units from Life_Funnel_Group Unit Group - Remove all units from Life_Funnel_Target_Group Player Group - Remove all players from Player_Life_Funne Else - Actions Trigger - Run Life Funnel Not Rank 2 <gen>
And so on, until it has determined what rank the ability is. Then, the Life Funnel OK looks like this:
Spoiler:
Code:
Life Funnel OK Events Time - Every 2.00 Seconds Conditions Actions Unit - Create 1 Zombie for (Random player from Player_Life_Funnel) at (Position of (Random unit from Life_Funnel_Group) Facing default building degrees Unit - Set life of (Random unit from Life_Funnel_Target_Group) to (Life of (Random unit from Life_Funnel_Target_Group)) - 50) Unit - Set life of (Random unit from Life_Funnel_Group) to (Life of (Random unit from Life_Funnel_Group)) - 50)
Yeah, it might be a hard way to do it, but I couldn't think of anything else If there's a better way, please tell me
Post subject: Re: Different abilities in day and night
Posted: November 19th, 2008, 9:25 am
Newcomer
Joined: May 5th, 2008, 7:44 am Posts: 16
Yeah, I noticed... And I got no idea how to prevent that :/ Well, without making it so that whenever an undead king (The hero with this ability) moves, the ability stops... But that wouldn't be very good if others also had chosen that hero, right? Another thing is, if I cast life funnel, and another undead king casts life funnel at the same time, it's 50-50 which of us takes damage, and which of us gets the zombie... Any way to do it another way?
But now, I'm making a new hero, which should have absolutely NO mana regeneration, but he will gain 20 mana every time he kills something... The ability to gain mana on kill, I've already made, but I'm not able to set him to no mana regen 'Cause if I set his mana regen to 0, he still has the mana regen his intelligence gives... Is there a way to set a unit's mana regen to 0?
Post subject: Re: Different abilities in day and night
Posted: November 19th, 2008, 4:35 pm
Newcomer
Joined: May 5th, 2008, 7:44 am Posts: 16
Well, that won't really help, since he'll still gain Intelligence as he levels up (3.2 intelligence/level · 30 levels = 96 intelligence anyway), and if he has no intelligence, he'll get less damage than other heroes in the map :/ Hmm... I guess I could set him to stop gaining intelligence too, and just set his primary ability to agility or strength. Well, I'll see what I'll do with it, thanks anyway ^^
This is a very very long trigger, however, It will cause less memory leaks and will allow more than one hero to use this ability at once without them messing up on eachother....HOWEVER! This does not count in the matter of the fact that the hero can activate it, then run away.....and the trigger will still procede. You can make it a different spell like Curse from the grave.
Example:
Spell Name: Cruse from the Grave Tool Tip: This dagger is the life force itself of the caster. When thrown at an enemy, the life force of both freind and foe are joined in mortal combat for life. The two rage war of unknown calibure allowing the caster to summon the depths of hell to fight in his wake. However, the side affect is mortal sin damaging the caster itself.
Effect: The same as yours, just now you don't have to worry about moving, I'd say just make the cooldown greater, Damage the Casting Unit By 100 dp2s, the enemy by 25dps, and only summon 1/2 the amount of zombies. How about that?
If no, heres the trigger of your channeling ability. All you need to do is to figure out how to stop the trigger when the player moves. I think I have an idea, might repost it later.
Spoiler:
Code:
Life Funnel Events Unit - A unit Begins channeling an ability Conditions (Ability being cast) Equal to |cff00ff00Life Drain|r Actions Wait 2.00 seconds Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Wait 2.00 seconds Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Level of |cff00ff00Life Drain|r for (Casting unit)) Greater than or equal to 2 Then - Actions Wait 2.00 seconds Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Wait 2.00 seconds Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Level of |cff00ff00Life Drain|r for (Casting unit)) Greater than or equal to 3 Then - Actions Wait 2.00 seconds Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Wait 2.00 seconds Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Level of |cff00ff00Life Drain|r for (Casting unit)) Greater than or equal to 4 Then - Actions Wait 2.00 seconds Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Wait 2.00 seconds Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Level of |cff00ff00Life Drain|r for (Casting unit)) Greater than or equal to 5 Then - Actions Wait 2.00 seconds Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Wait 2.00 seconds Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Else - Actions Else - Actions Else - Actions Else - Actions
Well, I have a GUI Trigger that is Great, it stops the unit from casting if he/she moves, or is dead or something like that, try this trigger:
Spoiler:
Code:
Life Funnel Events Unit - A unit Begins channeling an ability Conditions (Ability being cast) Equal to |cff00ff00Life Drain|r Actions Set Life_Point = (Position of (Casting unit)) Wait 2.00 seconds If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Casting unit) is dead) Not equal to True ((Casting unit) is in (Units within 25.00 of Life_Point)) Equal to True Then - Actions Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Else - Actions Game - Display to (All players) the text: |cff00ff00UNIT MOVE... Wait 2.00 seconds If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Casting unit) is dead) Not equal to True ((Casting unit) is in (Units within 25.00 of Life_Point)) Equal to True Then - Actions Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Else - Actions Game - Display to (All players) the text: |cff00ff00UNIT MOVE... If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Level of |cff00ff00Life Drain|r for (Casting unit)) Greater than or equal to 2 Then - Actions Wait 2.00 seconds If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Casting unit) is dead) Not equal to True ((Casting unit) is in (Units within 25.00 of Life_Point)) Equal to True Then - Actions Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Else - Actions Game - Display to (All players) the text: |cff00ff00UNIT MOVE... Wait 2.00 seconds If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Casting unit) is dead) Not equal to True ((Casting unit) is in (Units within 25.00 of Life_Point)) Equal to True Then - Actions Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Else - Actions Game - Display to (All players) the text: |cff00ff00UNIT MOVE... If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Level of |cff00ff00Life Drain|r for (Casting unit)) Greater than or equal to 3 Then - Actions Wait 2.00 seconds If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Casting unit) is dead) Not equal to True ((Casting unit) is in (Units within 25.00 of Life_Point)) Equal to True Then - Actions Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Else - Actions Game - Display to (All players) the text: |cff00ff00UNIT MOVE... Wait 2.00 seconds If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Casting unit) is dead) Not equal to True ((Casting unit) is in (Units within 25.00 of Life_Point)) Equal to True Then - Actions Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Else - Actions Game - Display to (All players) the text: |cff00ff00UNIT MOVE... If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Level of |cff00ff00Life Drain|r for (Casting unit)) Greater than or equal to 4 Then - Actions Wait 2.00 seconds If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Casting unit) is dead) Not equal to True ((Casting unit) is in (Units within 25.00 of Life_Point)) Equal to True Then - Actions Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Else - Actions Game - Display to (All players) the text: |cff00ff00UNIT MOVE... Wait 2.00 seconds If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Casting unit) is dead) Not equal to True ((Casting unit) is in (Units within 25.00 of Life_Point)) Equal to True Then - Actions Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Else - Actions Game - Display to (All players) the text: |cff00ff00UNIT MOVE... If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Level of |cff00ff00Life Drain|r for (Casting unit)) Greater than or equal to 5 Then - Actions Wait 2.00 seconds If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Casting unit) is dead) Not equal to True ((Casting unit) is in (Units within 25.00 of Life_Point)) Equal to True Then - Actions Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Else - Actions Game - Display to (All players) the text: |cff00ff00UNIT MOVE... Wait 2.00 seconds If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Casting unit) is dead) Not equal to True ((Casting unit) is in (Units within 25.00 of Life_Point)) Equal to True Then - Actions Unit - Create 1 Footman for Player 1 (Red) at ((Position of (Target unit of ability being cast)) offset by 250.00 towards (Real((Random integer number between 0 and 360))) degrees) facing Default building facing degrees Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 50.00 damage of attack type Spells and damage type Normal Unit - Cause (Target unit of ability being cast) to damage (Casting unit), dealing 50.00 damage of attack type Spells and damage type Normal Else - Actions Game - Display to (All players) the text: |cff00ff00UNIT MOVE... Else - Actions Else - Actions Else - Actions Else - Actions
Map with spell included...later hope this helps
You do not have the required permissions to view the files attached to this post. _________________
Users browsing this forum: No registered users and 1 guest
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum