I wonder if it's possible to turn off the spell immunity from the Avatar spell??? I can see it has a magic damage reduction value, so if I fill the value to 40%, the spell immunity is gone and it reduces magic damage taken instead? If not, the magic damage reduction value must be useless?
I dont think so. Unless its changable in gameplay constants or in the spell itself.
Havnt you tested changing the values yet?
Otherwise it could be triggered with a dummy spell. Easiest way would be to add an Item ability that gives bonus hp, damage and armor and then remove it. The hp would increase by percent of current hp though so that might be an issue. A calculation of life in some way would fix it by adding missing hp.
And to add onto what [db]east said, a dummy spell isn't necessarily needed. You can use Metamorphosis or Chemical Rage as the base ability and then add the bonus stats with triggers.
And to add onto what [db]east said, a dummy spell isn't necessarily needed. You can use Metamorphosis or Chemical Rage as the base ability and then add the bonus stats with triggers.
Hmm. Couldn't it be easier to just make a self-buffed "Battle Roar" ability that adds the bonus damage and armor to the Hero and then I just need to add bonus health-item ability to the Hero with the special buff? But how will I be able to change the size of the Hero with the special buff then?
Hmm. Couldn't it be easier to just make a self-buffed "Battle Roar" ability that adds the bonus damage and armor to the Hero and then I just need to add bonus health-item ability to the Hero with the special buff? But how will I be able to change the size of the Hero with the special buff then?
You can do that as well, you would use Animation Tags and Change Unit Size to adjust it's size/animations to match the effects of Avatar.
The "Alternate" tag is what makes the Mountain King turn grey.
Although, a buff can get dispelled, whereas Avatar's effects cannot, so it's probably best to avoid using Roar.
An example trigger using an ability that does nothing besides run this trigger:
Avatar Roar
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fake Avatar
Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\Avatar\AvatarCaster.mdl
Special Effect - Destroy (Last created special effect)
Unit - Add Avatar Bonus Armor (Avatar) to (Triggering unit)
Unit - Add Avatar Bonus Damage (Avatar) to (Triggering unit)
Unit - Add Avatar Bonus Hit Points (Avatar) to (Triggering unit)
Animation - Add the alternate animation tag to (Triggering unit)
Animation - Change (Triggering unit)'s size to (150.00%, 150.00%, 150.00%) of its original size
Wait 60.00 seconds
Unit - Remove Avatar Bonus Armor (Avatar) from (Triggering unit)
Unit - Remove Avatar Bonus Damage (Avatar) from (Triggering unit)
Unit - Remove Avatar Bonus Hit Points (Avatar) from (Triggering unit)
Animation - Remove the alternate animation tag to (Triggering unit)
Animation - Change (Triggering unit)'s size to (100.00%, 100.00%, 100.00%) of its original size
The added abilities are based on the item abilities that add Armor/Damage/Hit Points.
Here's an example trigger using a custom Metamorphosis ability designed to work like Avatar:
Avatar Simple
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(metamorphosis))
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Mountain King
Then - Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\Avatar\AvatarCaster.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.00 seconds
Unit - Add Avatar Bonus Armor (Avatar) to (Triggering unit)
Unit - Add Avatar Bonus Damage (Avatar) to (Triggering unit)
Animation - Change (Triggering unit)'s size to (150.00%, 150.00%, 150.00%) of its original size
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Mountain King (Avatar)
Then - Actions
Wait 0.00 seconds
Unit - Remove Avatar Bonus Armor (Avatar) from (Triggering unit)
Unit - Remove Avatar Bonus Damage (Avatar) from (Triggering unit)
Animation - Change (Triggering unit)'s size to (100.00%, 100.00%, 100.00%) of its original size
Else - Actions
It works pretty much the same as Metamorphosis, we have a Normal Form and Alternate Form of the Mountain King. The Alternate Form of Mountain King has the new Voice lines and the animation tag "alternate" under Art - Required Animation Names, giving it the grey color. The Metamorphosis ability is adjusted to use Immediate Take Off/Landing and a Normal Duration of 0.00 seconds, this makes it's effects occur immediately. The HP bonus is added through Metamorphosis, and the Damage/Armor bonus are added through custom item abilities.
Here's a slightly more advanced version of the above trigger that has size scaling as well. Note that it's not MUI but it's not too difficult to make it MUI:
Avatar
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(metamorphosis))
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Mountain King
Then - Actions
-------- Avatar - ON --------
Set VariableSet Avatar_Unit = (Triggering unit)
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\Avatar\AvatarCaster.mdl
Special Effect - Destroy (Last created special effect)
Set VariableSet Avatar_Increment = 1.00
Countdown Timer - Start Avatar_Timer as a Repeating timer that will expire in 0.01 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Mountain King (Avatar)
Then - Actions
-------- Avatar - OFF --------
Set VariableSet Avatar_Unit = (Triggering unit)
Set VariableSet Avatar_Increment = -1.00
Countdown Timer - Start Avatar_Timer as a Repeating timer that will expire in 0.01 seconds
Else - Actions
Avatar Size
Events
Time - Avatar_Timer expires
Conditions
Actions
-------- Add/Remove Abilities --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Avatar Bonus Damage (Avatar) for Avatar_Unit) Equal to 0
Avatar_Increment Greater than 0.00
Then - Actions
Unit - Add Avatar Bonus Armor (Avatar) to Avatar_Unit
Unit - Add Avatar Bonus Damage (Avatar) to Avatar_Unit
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Avatar Bonus Damage (Avatar) for Avatar_Unit) Equal to 1
Avatar_Increment Less than 0.00
Then - Actions
Unit - Remove Avatar Bonus Armor (Avatar) from Avatar_Unit
Unit - Remove Avatar Bonus Damage (Avatar) from Avatar_Unit
Else - Actions
-------- --------
-------- Increase Size --------
Set VariableSet Avatar_Size = (Avatar_Size + Avatar_Increment)
Animation - Change Avatar_Unit's size to (Avatar_Size%, Avatar_Size%, Avatar_Size%) of its original size
-------- --------
-------- End --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Avatar_Size Greater than or equal to 150.00
Then - Actions
Set VariableSet Avatar_Size = 150.00
Animation - Change Avatar_Unit's size to (Avatar_Size%, Avatar_Size%, Avatar_Size%) of its original size
Countdown Timer - Pause Avatar_Timer
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Avatar_Size Less than or equal to 100.00
Then - Actions
Set VariableSet Avatar_Size = 100.00
Animation - Change Avatar_Unit's size to (Avatar_Size%, Avatar_Size%, Avatar_Size%) of its original size
Countdown Timer - Pause Avatar_Timer
Else - Actions
The default value of Avatar_Size needs to be set to 100.00 in the Variable Editor (Control + B).
Hmm. Couldn't it be easier to just make a self-buffed "Battle Roar" ability that adds the bonus damage and armor to the Hero and then I just need to add bonus health-item ability to the Hero with the special buff? But how will I be able to change the size of the Hero with the special buff then?
Item Health bonus is percentage based of the units current hit points. So the missing hit points would need to be added.
In this example the caster of Avatar has 500 of 1000 HP and HP_Bonus is set to 500
Set HP_Calc = Life of Unit (500)
Add ability Item Health Bonus to Unit
Set Hp_Calc = Life of Unit - HP_Calc (750 - 500 = 250)
Set HP_Calc = HP_Bonus - HP_Calc (500 - 250 = 250)
Set Life of Unit to Life of Unit + HP_Calc (750 + 250 = 1000)
Now the Unit has 1000 of 1500 HP.
Another option could be to add a tech ability to the unit at the start of the spell then remove the tech ability after the spell is done. The tech would have to be researched at the start of the game. I have not tried doing this myself though so I dont know if it actually works.
EDIT: Oh yes now I see it. By using Metamorphosis the hp would be able to be set and an expiration timer appear. Yes. Ofcourse.
You can do that as well, you would use Animation Tags and Change Unit Size to adjust it's size/animations to match the effects of Avatar.
The "Alternate" tag is what makes the Mountain King turn grey.
Although, a buff can get dispelled, whereas Avatar's effects cannot, so it's probably best to avoid using Roar.
An example trigger using an ability that does nothing besides run this trigger:
Avatar Roar
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fake Avatar
Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\Avatar\AvatarCaster.mdl
Special Effect - Destroy (Last created special effect)
Unit - Add Avatar Bonus Armor (Avatar) to (Triggering unit)
Unit - Add Avatar Bonus Damage (Avatar) to (Triggering unit)
Unit - Add Avatar Bonus Hit Points (Avatar) to (Triggering unit)
Animation - Add the alternate animation tag to (Triggering unit)
Animation - Change (Triggering unit)'s size to (150.00%, 150.00%, 150.00%) of its original size
Wait 60.00 seconds
Unit - Remove Avatar Bonus Armor (Avatar) from (Triggering unit)
Unit - Remove Avatar Bonus Damage (Avatar) from (Triggering unit)
Unit - Remove Avatar Bonus Hit Points (Avatar) from (Triggering unit)
Animation - Remove the alternate animation tag to (Triggering unit)
Animation - Change (Triggering unit)'s size to (100.00%, 100.00%, 100.00%) of its original size
The added abilities are based on the item abilities that add Armor/Damage/Hit Points.
Here's an example trigger using a custom Metamorphosis ability designed to work like Avatar:
Avatar Simple
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(metamorphosis))
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Mountain King
Then - Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\Avatar\AvatarCaster.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.00 seconds
Unit - Add Avatar Bonus Armor (Avatar) to (Triggering unit)
Unit - Add Avatar Bonus Damage (Avatar) to (Triggering unit)
Animation - Change (Triggering unit)'s size to (150.00%, 150.00%, 150.00%) of its original size
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Mountain King (Avatar)
Then - Actions
Wait 0.00 seconds
Unit - Remove Avatar Bonus Armor (Avatar) from (Triggering unit)
Unit - Remove Avatar Bonus Damage (Avatar) from (Triggering unit)
Animation - Change (Triggering unit)'s size to (100.00%, 100.00%, 100.00%) of its original size
Else - Actions
It works pretty much the same as Metamorphosis, we have a Normal Form and Alternate Form of the Mountain King. The Alternate Form of Mountain King has the new Voice lines and the animation tag "alternate" under Art - Required Animation Names, giving it the grey color. The Metamorphosis ability is adjusted to use Immediate Take Off/Landing and a Normal Duration of 0.00 seconds, this makes it's effects occur immediately. The HP bonus is added through Metamorphosis, and the Damage/Armor bonus are added through custom item abilities.
Here's a slightly more advanced version of the above trigger that has size scaling as well. Note that it's not MUI but it's not too difficult to make it MUI:
Avatar
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(metamorphosis))
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Mountain King
Then - Actions
-------- Avatar - ON --------
Set VariableSet Avatar_Unit = (Triggering unit)
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\Avatar\AvatarCaster.mdl
Special Effect - Destroy (Last created special effect)
Set VariableSet Avatar_Increment = 1.00
Countdown Timer - Start Avatar_Timer as a Repeating timer that will expire in 0.01 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Mountain King (Avatar)
Then - Actions
-------- Avatar - OFF --------
Set VariableSet Avatar_Unit = (Triggering unit)
Set VariableSet Avatar_Increment = -1.00
Countdown Timer - Start Avatar_Timer as a Repeating timer that will expire in 0.01 seconds
Else - Actions
Avatar Size
Events
Time - Avatar_Timer expires
Conditions
Actions
-------- Add/Remove Abilities --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Avatar Bonus Damage (Avatar) for Avatar_Unit) Equal to 0
Avatar_Increment Greater than 0.00
Then - Actions
Unit - Add Avatar Bonus Armor (Avatar) to Avatar_Unit
Unit - Add Avatar Bonus Damage (Avatar) to Avatar_Unit
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Avatar Bonus Damage (Avatar) for Avatar_Unit) Equal to 1
Avatar_Increment Less than 0.00
Then - Actions
Unit - Remove Avatar Bonus Armor (Avatar) from Avatar_Unit
Unit - Remove Avatar Bonus Damage (Avatar) from Avatar_Unit
Else - Actions
-------- --------
-------- Increase Size --------
Set VariableSet Avatar_Size = (Avatar_Size + Avatar_Increment)
Animation - Change Avatar_Unit's size to (Avatar_Size%, Avatar_Size%, Avatar_Size%) of its original size
-------- --------
-------- End --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Avatar_Size Greater than or equal to 150.00
Then - Actions
Set VariableSet Avatar_Size = 150.00
Animation - Change Avatar_Unit's size to (Avatar_Size%, Avatar_Size%, Avatar_Size%) of its original size
Countdown Timer - Pause Avatar_Timer
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Avatar_Size Less than or equal to 100.00
Then - Actions
Set VariableSet Avatar_Size = 100.00
Animation - Change Avatar_Unit's size to (Avatar_Size%, Avatar_Size%, Avatar_Size%) of its original size
Countdown Timer - Pause Avatar_Timer
Else - Actions
The default value of Avatar_Size needs to be set to 100.00 in the Variable Editor (Control + B).
Just adjust the level of the abilities: "Set level of ability X to Level of ability being cast".
It shouldn't be too hard to do yourself.
Note that some item abilities can't use levels so Armor and Damage might not work. If they don't work, you can create multiple versions of them, each version representing a different level.
Just adjust the level of the abilities: "Set level of ability X to Level of ability being cast".
It shouldn't be too hard to do yourself.
Note that some item abilities can't use levels so Armor and Damage might not work. If they don't work, you can create multiple versions of them, each version representing a different level.
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