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Blademaster spell

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Level 1
Joined
Nov 28, 2007
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2
I need help to create 2 spells. Want every one to know that i have tried, without succes, and therefore i have come here.

The first one is the that the blademaster appears infront of the enemy hitting them for 2x his normal damage and slowing by 50% leaving a mirror image casting art behind (not a mirror image, but the casting before creating one).

The second spell damages all enemies around him (750 radius (square shape)) for 450 creating the mirror image casting over all the field, casting time 1s.

Help greatly aprieciated! :thumbs_up:

Edit: So you know, im sort of new to mapmaking in wc3
 
Level 11
Joined
Aug 25, 2006
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971
First of all, both of those are rather complicated depending on how you approach them. However let me tell you this, there is no way to determine a units damage. Unless you count the extremely slow method of spawning an exact copy of the unit, and having it attack another unit. That method of course is often inaccurate.
 
Level 9
Joined
Jun 26, 2005
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511
  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Storm Bolt
    • Actions
      • Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
      • Unit - Order (Triggering unit) to Attack (Target unit of ability being cast)
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (Real((Agility of (Triggering unit) (Include bonuses)))) damage of attack type Spells and damage type Normal
      • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl

this is for the first spell, and replace the storm bolt skill for whatever you want to use.

for second skill if you want a sqaure thing you have to do it with a region, and doing all that stuff would probably cost lag.
 
Level 4
Joined
Feb 22, 2005
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110
First of all, both of those are rather complicated depending on how you approach them. However let me tell you this, there is no way to determine a units damage. Unless you count the extremely slow method of spawning an exact copy of the unit, and having it attack another unit. That method of course is often inaccurate.

The unit will be attacking anyway, so you order the real unit to attack and when it deals the physical damage you just make it deal that same damage again by trigger. Proplem solved.

For the second one just create a rect with points of unitX+300 unitY+300 and unitX-300 unitY-300, or whatever size you want it. Then pick all units in that rect and do whatever you want to do to them.
 
Level 11
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Aug 25, 2006
Messages
971
How do you detect the damage type? What if the unit attacks using a spell, or has an autocastable/dummy spell? And when you get the damage done it will be after the armor deduction calculation. When you deal the damage again using the trigger it will go through armor deduction calculation again. So as you see these kinds of systems are pretty inaccurate.
 
Level 1
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Nov 28, 2007
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2
Ehm, for the first one cant you just use criticall strike to multiply the damage? o.0

Edit: on the second skill it would be great if you could post how you would do it any way since i might learn something :thumbs_up:
 
Level 4
Joined
Feb 22, 2005
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Ehm, for the first one cant you just use criticall strike to multiply the damage? o.0

Edit: on the second skill it would be great if you could post how you would do it any way since i might learn something :thumbs_up:

Except that critical strike displays numbers, and numbers are ugly. :p
 
Level 4
Joined
Jul 14, 2007
Messages
59
Mirror image: make a dummy unit with an item slot with the wand of illusion item
order the dummy unit to use item(slot 1) on your hero with triggers

Then with triggers, move your hero to where the target unit is, order your hero to attack the unit
then
Use trigger-add event-unit takes damage to a second trigger

In the second trigger
there is also a event response-damage taken

set a real variable to that amount and use triggers to deals universal damage to that target

Then use dummy units to cast slow on the target
 
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