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11-27-2008, 10:07 PM
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#1 (permalink)
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Rocky
Join Date: Oct 2008
Posts: 39
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spell casting ancient
I need to get an ancient of lore to be able to cast the spells root and force of nature while uprooted, unfortunatley, the only way to do this appears to be getting rid of the root ability, in which case he cannot move.I could create a new costum units of say..knight and just change the model file, but after testing the effects of root on a priest it appears uprooting gets rid of all powers and abilities.I've tried tinkering with the root ability but it doesn't seem to be working.How can I give the ancient of lore spells he can use while uprooted while still maintianing his ability to root?Must I use a trigger for this?Or perhaps theres a way to edit the effects of abilities that I am not aware of.It is most essentail that he maintain his ability to root as doing so gives him fortified armor.I don't mind a complicated solution as I have tried all of the simple ones I could think of.
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11-27-2008, 10:43 PM
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#2 (permalink)
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Envoy of the Apocalypse
Join Date: Sep 2008
Posts: 412
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1. Learn how to use the "return or enter" button... so your text will be much easier to read...
solution:
I think the easiest way is using a trigger...
Event: Unit starts casting abilty
Condition: Ability = unproot
Action: Add root to triggering unit
__________________
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe"
Quote from Albert Einstein
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11-28-2008, 01:51 AM
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#3 (permalink)
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Rocky
Join Date: Oct 2008
Posts: 39
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I didn't realize it would be hard to read.
My apologies, dreadfully sorry.
as for you're suggestion, theres a problem, there is no uproot ability.
I adapted your trigger as best I could and put the root ability in for the trigger instead but nothing happened.If I used a trigger to give him the ability after using uprooting, if that is possible, would the abilities show up on the game interface?
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11-30-2008, 02:30 AM
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#4 (permalink)
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Rocky
Join Date: Oct 2008
Posts: 39
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I really need some help one his one guys, the problem isn't solved, I still can't get the ancient to cast anything standing up.
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11-30-2008, 04:15 AM
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#5 (permalink)
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Anime Fan
Join Date: Oct 2008
Posts: 71
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Hmm I don't think you can easily. I don't know how to do it, but I'm betting it's not gonnna be done with a simple trigger, since the trigger will only affect the rooted version of the ancient.
- Infinite
Last edited by InfiniteSeven; 11-30-2008 at 05:28 AM..
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12-01-2008, 07:25 PM
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#6 (permalink)
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Rocky
Join Date: Oct 2008
Posts: 39
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well, what will make it affect the unrooted ancient?
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12-01-2008, 07:28 PM
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#7 (permalink)
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Mapper
Join Date: Sep 2005
Posts: 785
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maybe create a region around the ancient and then if he gets out add him the spells, if he is in removes them.
But it is not what you wanted.
__________________
[12-20-47] bounty hunter2 has joined the channel
[12-32-46] iSky: bounty hunter2, u die u pandaria fan
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12-01-2008, 07:35 PM
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#8 (permalink)
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Rocky
Join Date: Oct 2008
Posts: 39
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hmmm, that could work, but what if he roots again?Would those powers still be there when he uproots again?
And yes, house is quite pawnsome.
Last edited by Rock_Golem; 12-01-2008 at 07:36 PM..
Reason: I didn't notice he said house pawns you all
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12-01-2008, 07:40 PM
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#9 (permalink)
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Mapper
Join Date: Sep 2005
Posts: 785
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And yes, house is quite pawnsome. indeed
so you would probably need a couple of triggers like this
unit leaves region
condition leaving unit = your unit
action ability add
-----------------------
unit enters region
entering unit - your unit
action remove abilities
__________________
[12-20-47] bounty hunter2 has joined the channel
[12-32-46] iSky: bounty hunter2, u die u pandaria fan
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12-01-2008, 07:45 PM
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#10 (permalink)
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Rocky
Join Date: Oct 2008
Posts: 39
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I shall test this approach and be back momentarily
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12-01-2008, 07:47 PM
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#11 (permalink)
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Mapper
Join Date: Sep 2005
Posts: 785
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__________________
[12-20-47] bounty hunter2 has joined the channel
[12-32-46] iSky: bounty hunter2, u die u pandaria fan
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12-01-2008, 07:58 PM
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#12 (permalink)
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Rocky
Join Date: Oct 2008
Posts: 39
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What luck, there was a classification "an ancient"
..
I'm afraid it's not working, but I did get an idea.
Eat tree is an ability that works when not rooted, I have to figyre out how it does that.
but once I do that no problem!(maybe, it depends)
Give me a moment to anylize this power.
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12-01-2008, 07:59 PM
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#13 (permalink)
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Mapper
Join Date: Sep 2005
Posts: 785
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Are you sure it doesnt work? I will try to make it myself and see if it works.
__________________
[12-20-47] bounty hunter2 has joined the channel
[12-32-46] iSky: bounty hunter2, u die u pandaria fan
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12-01-2008, 08:06 PM
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#14 (permalink)
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Rocky
Join Date: Oct 2008
Posts: 39
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I'm afraid so, it doesn't appear to work on buildings....hmm,
do you suppose it doesn't work on ancients because they're buildings?
Edit:
curses, powers just don't show up when the ancient is uprooted!
I can give him an ability but it only shows up when he roots!
something about eat tree prevents it from doing that, but what?
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12-01-2008, 08:09 PM
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#15 (permalink)
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Mapper
Join Date: Sep 2005
Posts: 785
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I don't think it should be a problem. Try using a variable
variable = your unit
and then generic - unit leaves region
leaving unit = variable
unit add abilites
__________________
[12-20-47] bounty hunter2 has joined the channel
[12-32-46] iSky: bounty hunter2, u die u pandaria fan
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