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Complicated Spell Assistance

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Gurgi

G

Gurgi

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
 
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 ?
 
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)
 
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
 
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
 
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)
 
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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