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Ability Question

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Level 9
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Oct 7, 2007
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599
For the fireball, just modify an orb effect and have it shoot out a modified firebolt (if you want stun) or a single-target damage spell if you don't want the stun. Make sure to zero out the mana costs and casting time for the orb-trigger spell. This, however, will make you unable to use other orb effects on that unit.

As for the other, you'll have to trigger it to check upon unit being attacked. Do an if-then-else, using a random integer from 1-10 (and only going to the "then" on a 1), give the attacked unit divine shield and force him to cast it.
 
Level 28
Joined
Mar 25, 2008
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2,955
  • Events
    • Unit - A Unit is attacked
  • Conditions
    • ???
  • Actions
    • Set rnd_int = (Random integer number between x and y)
    • If
      • rnd_int less or equal than z
    • Then
      • Set temppoint = (Position of (Attacking Unit))
      • Unit - Create 1 dummy for (Owner of (Attacking Unit)) at temppoint facing default building degrees degrees
      • Unit - Add a 3 seconds standard expiration timer to (Last created unit)
      • Unit - Add *your fireball ability* to (Last created unit)
      • Unit - Order (Last created unit) to *your fireball ability* (Attacked Unit)
      • Custom script: call RemoveLocation(udg_temppoint)
    • Else
For the fireball
  • Events
    • Unit - A Unit is attacked
  • Conditions
    • ???
  • Actions
    • Set rnd_int = (Random integer number between x and y)
    • If
      • rnd_int less or equal than z
    • Then
      • Set temppoint = (Position of (Attacked Unit))
      • Unit - Create 1 dummy for (Owner of (Attacked Unit)) at temppoint facing default building degrees degrees
      • Unit - Add a 3 seconds standard expiration timer to (Last created unit)
      • Unit - Add *your invulernability ability* to (Last created unit)
      • Unit - Order (Last created unit) to *your invulernability ability* (Attacked Unit)
      • Custom script: call RemoveLocation(udg_temppoint)
    • Else
For the invulernability
 
Level 13
Joined
Sep 14, 2008
Messages
1,407
  • Events
    • Unit - A Unit is attacked
  • Conditions
    • ???
  • Actions
    • Set rnd_int = (Random integer number between x and y)
    • If
      • rnd_int less or equal than z
    • Then
      • Set temppoint = (Position of (Attacked Unit))
      • Unit - Create 1 dummy for (Owner of (Attacked Unit)) at temppoint facing default building degrees degrees
      • Unit - Add a 3 seconds standard expiration timer to (Last created unit)
      • Unit - Add *your invulernability ability* to (Last created unit)
      • Unit - Order (Last created unit) to *your invulernability ability* (Attacked Unit)
      • Custom script: call RemoveLocation(udg_temppoint)
    • Else
For the invulernability[/QUOTE]

Yeah very effective... Makes the dummy invulnerable...WOW GREAT JOB........
But he is right... that's the way you can make this ablities...
(Important is that you check if the attacked unit has the abilty)
 
Level 28
Joined
Mar 25, 2008
Messages
2,955
No it doesn't
  • Unit - Order (Last created unit) to *your invulernability ability* (Attacked Unit)
Makes the dummy cast the spell on the attacked unit

By the way, there wasn't any ability mentioned...

Next time, please read carefully before you complain kthxbai

For a triggered invulernability use a dummy spell with a buff, check for the buff and if the unit has it, trigger the invulernability - either way round, the same
 
Level 13
Joined
Sep 14, 2008
Messages
1,407
No it doesn't
  • Unit - Order (Last created unit) to *your invulernability ability* (Attacked Unit)
Makes the dummy cast the spell on the attacked unit

Mh Oo sry.... didn't see that... but is there a "invul" ability which makes other units invunerable?

I suggest just to use the trigger action "make unit invulnerable/vulnerable"...and a 3 sec wait... or something.
 
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