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Complicated Spell Assistance

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Level 1
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Mar 11, 2006
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I was wondering if anyone could help me with two spells for a hero I'm making.

Spell 1: This one's much easier than the other. The hero takes three blinks stepped one after the other, after each he leaves an illusion behind.

Spell 2: This one is a doosey. The hero becomes invisible and meanwhile, four illusions of himself are created each a set numer of units from the the position of the heroes at each direction.

To Illustrate:
////////////
////////////
/////X/////
////////////
////////////

After Spell

//////X/////
/////////////
//X//O//X//
/////////////
//////X/////

Any help would be much appreciated. On a side note. Is it possible to upgrade the % damage taken by images and % damage dealt using a passive ability?

Thanks,

-Gurgi
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
1.
  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • Set Point[0] = (Position of (Triggering unit))
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • Set Point[1] = (Position of (Triggering unit))
          • Unit - Create 1 Footman for (Owner of (Triggering unit)) at Point[(Integer A)] facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_Point[1])
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Hero - Create Wand of Illusion and give it to (Last created unit)
          • Hero - Order (Last created unit) to use (Last created item) on (Triggering unit)
          • Set Point[(Integer A)] = (Point[0] offset by 100.00 towards (Facing of (Triggering unit)) degrees)
          • Special Effect - Create a special effect at Point[(Integer A)] using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Move (Triggering unit) instantly to Point[(Integer A)]
          • Custom script: call RemoveLocation(udg_Point[(GetForLoopIndexA())])
          • Wait 0.05 seconds
        • Custom script: call RemoveLocation(udg_Point[0])
2.
  • Untitled Trigger 003
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • Set Point[0] = (Position of (Triggering unit))
      • Unit - Add Wind Walk to (Triggering unit)
      • Unit - Order (Triggering unit) to Orc Blademaster - Wind Walk
      • Unit - Remove Wind Walk from (Triggering unit)
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • Set Point[(Integer A)] = (Point[0] offset by 100.00 towards (90.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Footman for (Owner of (Triggering unit)) at Point[(Integer A)] facing Default building facing degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Hero - Create Wand of Illusion and give it to (Last created unit)
          • Hero - Order (Last created unit) to use (Last created item) on (Triggering unit)
          • Custom script: call RemoveLocation(udg_Point[(GetForLoopIndexA())])
        • Custom script: call RemoveLocation(udg_Point[0])
Warning! neither of this triggers are MUI !

Side questions:

1. Check the Item Illusions ability (its the ability the Wand of Illusions use).

2.
and % damage dealt using a passive ability?

What do you mean ?
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
hey GhostWolf
---bad news---
Create X units in X location for X player with X facing
Creates a group

---good news---
easy be destroyed with
call DestroyGroup(bj_lastCreatedGroup) after unit creation


Get a JassCraft (or NewGen)
 
Level 1
Joined
Mar 11, 2006
Messages
3
Sorry about the delay in response, I feel bad. x.x

Ghostwolf: I mean that the images deal say 50% damage and take 200% by default, each level in this passive increases % damage dealt and reduces % damage taken by these images.\

-Gurgi
 
Level 40
Joined
Dec 14, 2005
Messages
10,532
It recycles the group, no need to worry.

JASS:
function CreateNUnitsAtLoc takes integer count, integer unitId, player whichPlayer, location loc, real face returns group
    call GroupClear(bj_lastCreatedGroup)
    loop
        set count = count - 1
        exitwhen count < 0
        call CreateUnitAtLocSaveLast(whichPlayer, unitId, loc, face)
        call GroupAddUnit(bj_lastCreatedGroup, bj_lastCreatedUnit)
    endloop
    return bj_lastCreatedGroup
endfunction
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
WHAT THE
I was pretty sure there is a CreateGroup() inside it :(
then dont destroy the group it may cause thread crash later or something
(I think adding players to uncreated force causes thread crash and game crash in initialization)
 
Level 1
Joined
Mar 11, 2006
Messages
3
Okay! Thanks. And apparently each post needs to be at least 15 characters long and this is a very subtle way of making it fit all these qualifications... :D
 
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