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[Solved] Area of effect, healing over time spell

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SpasMaster

Hosted Project: SC
Level 24
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Hello everyone! I need a help for making a spell which I think is way to simple to request it, but at the same time - hard for me.

Here is what it should be,

We have the Healing Scroll ability (serves as the actual ability and adds a special effect.
We have a dummy unit with rejuvenation ability.
And by using a trigger we pick friendly units in 600 range.

The problem I run into is that I want to create 1 dummy unit for each picked unit. (Ex: we have 4 picked units, so we create 4 dummy units)
And therefore, we order the created units to cast rejuvenation to the picked units.

What we end up with? --> A spell that is AoE, but leaves a healing-over-time effect on the target.

If you have questions, please ask. Any help is appreciated! =)
 
Level 37
Joined
Mar 6, 2006
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9,243
  • Untitled Trigger 041
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to *ability*
    • Actions
      • Set point = (Position of (Triggering unit))
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 300.00 of point matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Triggering player)) Equal to True)))) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 *dummy* for Neutral Passive at point facing Default building facing degrees
          • Unit - Order (Last created unit) to Night Elf Druid Of The Claw - Rejuvenation (Picked unit)
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_point)
Make sure neutral is in targets allowed for the rejuvenation ability.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,986
It could be mana cost, movement speed = 0 issue or limited visibility. Does the dummy have the abil?

Neither of those. The mana cost of the ability is 0. The dummy unit has more than enough visibility. And it has the ability. I even tried making the dummy unit for (Owner of (Triggering Unit)). Didn't work aswell. The units just don't cast their spell. :(
 
reverse it...
  • Unit - Create 1 *dummy* for Neutral Passive at point facing Default building facing degrees
  • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
  • Unit - Order (Last created unit) to Night Elf Druid Of The Claw - Rejuvenation (Picked unit)
also, take note that neutral passive is the owner so the rejuvenation should target neutral...

EDIT:
more info
http://www.hiveworkshop.com/forums/1890212-post4.html
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,986
reverse it...
  • Unit - Create 1 *dummy* for Neutral Passive at point facing Default building facing degrees
  • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
  • Unit - Order (Last created unit) to Night Elf Druid Of The Claw - Rejuvenation (Picked unit)
also, take note that neutral passive is the owner so the rejuvenation should target neutral...

EDIT:
more info
http://www.hiveworkshop.com/forums/1890212-post4.html

Reversed it. Doesn't work. Also, should it target only neutral or has neutral as a available target. My ability has neutral as an available target, but can also target other stuff. I doubt it can break it. (My rejuv has all of its default targets that it usually have in WC III [including neutral]).

In this post of yours you gave me, the only difference is that you give the ability to the dummy via trigger. I doubt this is the reason my units just spawn and don't cast.
 

SpasMaster

Hosted Project: SC
Level 24
Joined
Jan 29, 2010
Messages
1,986
Well, I don't have a test map, so I will just send you the big map. Sorry.

I will tell you the location of everything so you won't have to search for it.

1.The unit which will become "dummy" when the spell actually starts working is a Custom Unit located in Night Elf Units. Name: Druid of the Claw (Night Elf Form)
2.The rejuv ability that I will customize later is the Rejuvenation Ability in the Standard Night Elf abilities.
3.The actual ability that is being casted is Wild Growth. Located in Custom Orc Heroes abilities.
4.The trigger for all of this is in the Spells Folder. The trigegr at bottom called Wild growth.

You can test the map by selecting the Intelligence Druid Class and level up Wild Growth.

If you have questions ask me.
 
Level 4
Joined
Oct 20, 2011
Messages
129
Try using some debug:
1) Try another ability
2) Try adding message into trigger
3) Think about the target's HP under 100%. I remember that that skill doesn't affect full HP unit.
4) Make a demo map and test. Maybe your current map has something not right.
 
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