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Charm Spell

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Level 6
Joined
Nov 1, 2015
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62
Is there a way to make Charm's level restriction affect all Units and not just Neutral Hostile units?

Example if a Knight's lvl was 6 and a Footman's 1, you would be able to take the Footman, but not the Knight

(before anyone suggests it, i know i can make it with a trigger that has "if bla bla", but that solution is clunky as you can still cast the charm on anything and set it off cooldown, etc etc)
 
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Level 16
Joined
Mar 25, 2016
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1,327
It depends on the race of the target unit. If the race is neutral, spells with 'max creep level' will not work if the level is too high. Maybe other races also use max creep level, but I am not sure. Demon for example could have this behaviour as well, because some creeps use this race.
 
Level 6
Joined
Nov 1, 2015
Messages
62
It depends on the race of the target unit. If the race is neutral, spells with 'max creep level' will not work if the level is too high. Maybe other races also use max creep level, but I am not sure. Demon for example could have this behaviour as well, because some creeps use this race.
Yep this is correct, when changing any unit's race to "Creep" the Charm spell is restricted, but so far from what i've tested no other races work this way

Which is a pain, because i either have to make every single unit creep, which brings many other issues to the table or make the spell triggered, which has issues aswell as said above
 
Level 14
Joined
Jun 15, 2016
Messages
753
No, what i mean is you may try:
- Create a unit point target fake spell, deal no damage.
- When a unit casts that spell, add condition to check current level of that unit. If less than your level of choice, then change ownership of that unit to player for ? duration.
- If more than your level of choice, remove and add that spell again to caster and set level of that ability back (This is so called reset cooldown technique).
 
Level 6
Joined
Nov 1, 2015
Messages
62
No, what i mean is you may try:
- Create a unit point target fake spell, deal no damage.
- When a unit casts that spell, add condition to check current level of that unit. If less than your level of choice, then change ownership of that unit to player for ? duration.
- If more than your level of choice, remove and add that spell again to caster and set level of that ability back (This is so called reset cooldown technique).

This is already what I've done, but as mentioned it's a bit clunky as in you can target anything.

Normally the condition is PRE-cast with a lil message and sound that the "target is too high lvl".

I suppose there is no workaround here so I'll have to keep using the trigger. :\
 
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