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Chained Attack With Buff?

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Apr 17, 2008
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I'm requesting a spell called Fire Dance (or help with this spell). This spell is basicly chain lightning but with cool fire effects (that I can do) but everyone thats effected by it gets a 10 second buff (this is my problem, can't find a chained spell that creates buffs). I need the buffs for the rest of the spell to work. The rest of the spell is if any unit attacks the buffed unit, the buffed unit has a chance to explode and cause damage to nearby units (this I know I can do with triggers but of course I need the buff).

Basicly I can do steps A and C but can't get a buff on this ability! Why does Blizzard have an open spot for buffs on Healing Wave, Chain Lightning, and all the other chained spells but it doesn't work!

The only way around this that I can think of is to base the spell off of Shadow Strike, or Storm Bolt, and then create a hidden unit at the target unit's position to continue the chain? This would be a headache of varialbes and extra units in the object editor there has to be an easier way.

Edit: GUI Only.

Edit: Okay I started working on the long way around and it's working, I just need to clarify variables so it chains only a certain amount of time. But I need help with one more thing, how do I get rid of the shadow strike numbers that pop up? One thing I am adamant about with my map is polish, I don't want people knowing right off the bat that this spell is obviously based on shadow strike.
 
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Level 1
Joined
Apr 17, 2008
Messages
3
Spirit Link doesn't chain well when I make it target enemies. Spririt Link also doesn't do damage. I've got the spell working with triggers I just have two major problems.
A) It lags massively a second after the chain gets going and continues until a second or two after the chain is complete.
B) Shadow Strike numbers keep poping up everytime it the chain hits/bounces another target.

Here is the code for the triggers. I have searched these forums and others and found people with similar issues with the lag and as you can see in these triggers I have implemented the solutions that worked for them, but they aren't working for me, I get Massive lag for 2-8 seconds.

  • Fire Dance Hero
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fire Dance (Hero)
    • Actions
      • Set FireDanceRed = 0
      • Unit - Create 1 Dummy for (Triggering player) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Fire Dance (Unit) to (Last created unit)
      • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Random unit from (Units within 600.00 of (Position of (Target unit of ability being cast)) matching ((Matching unit) Not equal to (Target unit of ability being cast))))
  • Fire Dance Unit Red
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fire Dance (Unit)
    • Actions
      • Set FireDanceRed = (FireDanceRed + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Fire Dance (Hero) for HeroRedHero) Equal to 1
          • FireDanceRed Less than or equal to 3
        • Then - Actions
          • Unit - Create 1 Dummy for (Triggering player) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Fire Dance (Unit) to (Last created unit)
          • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Random unit from (Units within 600.00 of (Position of (Target unit of ability being cast)) matching (((Matching unit) has buff Fire Dance (Custom)) Not equal to True)))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Fire Dance (Hero) for HeroRedHero) Equal to 2
          • FireDanceRed Less than or equal to 5
        • Then - Actions
          • Unit - Create 1 Dummy for (Triggering player) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Fire Dance (Unit) to (Last created unit)
          • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Random unit from (Units within 600.00 of (Position of (Target unit of ability being cast)) matching (((Matching unit) has buff Fire Dance (Custom)) Not equal to True)))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Fire Dance (Hero) for HeroRedHero) Equal to 3
          • FireDanceRed Less than or equal to 7
        • Then - Actions
          • Unit - Create 1 Dummy for (Triggering player) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Fire Dance (Unit) to (Last created unit)
          • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Random unit from (Units within 600.00 of (Position of (Target unit of ability being cast)) matching (((Matching unit) has buff Fire Dance (Custom)) Not equal to True)))
        • Else - Actions
I Also have this trigger to remove the dummy units from memory.

  • Remove Dummy Corpse
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Dummy
    • Actions
      • Unit - Remove (Triggering unit) from the game
 
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