Different abilities in day and night
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Re: Different abilities in day and night
Bit off topic but ilu Arab! I just realized why my ability trigger wasn't working
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Re: Different abilities in day and night
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):
The Life Funnel Rank 1 looks like this:
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:
And of course, after it's duration, it would clear the unit groups, and the player group.
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):
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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:
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Re: Different abilities in day and night
If you still need help repost, I didn't really look at your trigger and check for leaks, but I could.
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Re: Different abilities in day and night
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:
The Life Funnel OK looks like this:
And the Life Funnel Not Rank 1 looks like this:
And so on, until it has determined what rank the ability is.
Then, the Life Funnel OK looks like this:
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
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:
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Then, the Life Funnel OK looks like this:
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Re: Different abilities in day and night
The only thing I really don't like about your trigger is this:
If the unit cast the Channeling ability, and he moves slightly, the trigger will still continue, even though he is not doing the spell
However, he will also continue to receive damage...
I was thinking of a different way to do this spell, but I haven't had to time to create it yet.
If the unit cast the Channeling ability, and he moves slightly, the trigger will still continue, even though he is not doing the spell
However, he will also continue to receive damage...
I was thinking of a different way to do this spell, but I haven't had to time to create it yet.
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Re: Different abilities in day and night
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?
And thanks alot for the help so far, Arabidnun
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?
And thanks alot for the help so far, Arabidnun
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Re: Different abilities in day and night
I'd say set the mana regeneration to Zero, along with his Initial Intelligence to 1.
This way he won't get any regeneration, but also, set his Initial Mana to 100 or 300 or whatever.
This way he won't get any regeneration, but also, set his Initial Mana to 100 or 300 or whatever.
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Re: Different abilities in day and night
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 ^^
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 ^^
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Re: Different abilities in day and night
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.
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.
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Re: Different abilities in day and night
Had to double Post, for Space Reasons...
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:
Map with spell included...later hope this helps
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:
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