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Ability problem - hero with 2 spells based off wind walk

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Sep 19, 2007
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Hi, I'm making a map and one of my Heroes has 2 abilities based on Wind Walk. When I click on one of the abilities, it triggers the other one instead.

I changed the "Text - Order String - Use/turn on" with no luck.

Any suggestions?

EDIT: another one of my heroes has 2 metamorphosis spells and I'm getting the same bug.
 
Last edited:
One wind walk makes the hero run fast with no backstab. The other makes the hero go slow with a large backstab.

For the metamorphosis, I'm trying to do a chain of morphs. So the hero would go from druid of the claw, to beast master bear, to NE bear, to Polar bear.
 
well for the fast windwalk you can order a dummy to cast invis on him and another to cast frenzy or some other skill that increases move speed and then via trigger remove frenzy when he attacks.
 
Ok, what do you think is wrong with this?

The dummyunit_WW has the invisibility spell (with time edited).

Note: I am going to make the 0 index GetPlayerID(ownerof(triggeringunit)) so it is MUI.

Wish the stupid Jass manual at sourceforge wasn't down AGAIN or I'd make this in Jass.

  • Wind Walk Start
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Wind Walk - hoihoi8
    • Actions
      • Set DummyPoint_WW[0] = (Target point of ability being cast)
      • Unit - Create 1 dummyunit_WW for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
      • Set DummyUnit_WW[0] = (Last created unit)
      • Unit - Order DummyUnit_WW[0] to Human Sorceress - Invisibility (Triggering unit)
      • Custom script: call RemoveLocation( udg_DummyPoint_WW[0] )
      • Wait 10.00 seconds
      • Unit - Remove DummyUnit_WW[0] from the game
      • Set DummyUnit_WW[0] = No unit
 
Finally got it working. I think the main issue was the "Target Point of Ability Being Cast", since my trigger spell was beserk

  • Wind Walk Start
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Wind Walk - hoihoi8
    • Actions
      • Set DummyPoint_WW[0] = (Target point of ability being cast)
      • Unit - Create 1 dummyunit_WW for (Owner of (Casting unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      • Set DummyUnit_WW[0] = (Last created unit)
      • Unit - Order DummyUnit_WW[0] to Human Sorceress - Invisibility (Triggering unit)
      • Custom script: call RemoveLocation( udg_DummyPoint_WW[0] )
      • Unit - Remove DummyUnit_WW[0] from the game
      • Set DummyUnit_WW[0] = No unit
 
Another thing.

A unit starts the effect of an ability is better. Using an expiration timer is better. Adding the spell to the dummy you made setting the level, and then casting it, is far better.

You only really need 1 dummy caster in your entire map.
 
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