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Creating some basic abilities

Discussion in 'Trigger (GUI) Editor Tutorials' started by paskovich, Apr 22, 2007.

  1. Razorbrain

    Razorbrain

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    use Channel instead

    when changing the stats, there is a Option alternative

    there you can decide if you want it to be Visible or not
     
  2. darkalex13

    darkalex13

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    Yeah, sorry, I was pretty sleepy last night when I read the tutorial, I managed making it, thanks for all your help and please excuse me.
     
  3. shadoye

    shadoye

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    Anyone know how to make a permanent invisibility spell? ive tried heaps of time and it all works but wen i learn the skill with my hero theres no DISBTN icon in my heros selected abilities
     
  4. darkalex13

    darkalex13

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    I have a question: How can I make a trigger based spell to damage an area without damaging the casting hero and its allies?
     
  5. Razorbrain

    Razorbrain

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    make a unit group that consists of all enemies within an area

    pick every unit in group

    damage target
     
  6. Parrothead

    Parrothead

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    I dont think this tutorial was intended to be bombarded with spell questions. Thats why the hive has a help zone and gui/jass forum.
     
  7. Simon559

    Simon559

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    Set TempReal = (Real((Strength of (Triggering unit) (Include bonuses))))

    what Varible Type should it be?
     
  8. Bombader

    Bombader

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    I don't quite understand some lines in the "Knockback spell" area, I think some language may have been updated since this was up.

    Set TempLoc01 = (Position of Target)

    I know it's nitpicking but I think it's now "Position of Targeted unit"


    Set TempLoc02 = (TempLoc01 offset by 5.00 towards (Angle from TempLoc00 to TempLoc01) degrees)

    I just cannot find this, Well I have found something similar, but lacks the "towards" and "degrees."
     
  9. Razorbrain

    Razorbrain

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    I believe Target is a Variable

    on the other note, try Point with Polar Offset
     
  10. Bombader

    Bombader

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    Ya it is a variable just under a slightly different name

    Ok I'll try that, I assume the tempLoc variable's are points correct?
     
  11. Razorbrain

    Razorbrain

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    yes, they are Point Variables
     
  12. Bombader

    Bombader

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    Ok with the assumption that I did this correctly, the unit vanishes from thin air rather than being knocked back. I'm trying to use it with a modified storm bolt melee range.

    I assume the effect is keen to something like a few feet away.

    Edit: Solved, "Position of Target/caster" I mistook as something else, didn't think it meant the variable "Caster/Target" lol.
     
  13. Fellup

    Fellup

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    I want the Blink Strike ability in 3 levels, but I don't know how to, help anyone?
     
  14. Razorbrain

    Razorbrain

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    well, that depends. Im gonna go ahead and guess that its the Damage of the Blink Strike that is changing by each level, so

    how much damage does each level do?
     
  15. Fellup

    Fellup

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    I was think a 1x agility + 50 to start with, and with the next level it could be 2x agility + 100. And the final level (3) would be 3x agility + 200.
    Any ideas? Would be greatful, thanks in advance... :grin:
     
  16. Razorbrain

    Razorbrain

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    you are going to need a Arithmetic calculation for that

    something like
    • Blablabla
    • Actions
      • Set Real = (Real((((Agility of (Triggering unit) (Include bonuses)) + 50) x (Level of Blinkstrike for (Triggering unit)))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Blinkstrike for (Triggering unit)) Equal to 3
        • Then Actions
          • Set Real = (Real + 50)
        • Else Actions

    now, this goes before the Unit - Damage Target action

    Real is a Real Variable
     
  17. Fellup

    Fellup

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    Ah okay, thank you very much =) Will try this and see if it works proper...

    Edit: It worked just fine but, I was thinking of a chain lighting. How do I make all the units take damage equal to the attributes. Been thinking of it for a long time but can't really find teh right code.
     
    Last edited: Jun 25, 2008
  18. KillmegodsComments

    KillmegodsComments

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    one question. Does anyone know how to make a AOE knockback... like i order my unit to warstomp and the ones that are damaged are also knockbacked... anyone knows?
     
  19. Razorbrain

    Razorbrain

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    try something like

    Unit casts spell

    Pick all units within (the AoE of the Warstomp)

    Make them get pushed back

    Done :p
     
  20. Dalaran_Guard

    Dalaran_Guard

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    Ya pask, you may want to add something like this. If you want, I have an old but effective basic one of these. I'll post it, and you are welcome to use/modify it if you so wish...

    The Sanctity trigger is triggered by a warstomp-type ability. It basically picks all enemies within a defined area and adds them to a global unit group called 'Pushed'. Custom values are used to store the angle between the caster and the pushed units.

    The second, periodic trigger, picks all units in 'Pushed' and pushes them back
    until the unit either no longer has the buff 'Sanctity' or is dead.

    The spell is (technically) entirely MUI, so it is (in my opinion at least) quite useful as a base AoE knockback.

    • Sanctity
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Sanctity
      • Actions
        • Set Point = (Position of (Casting unit))
        • Set Unit = (Triggering unit)
        • Set Real = 450.00
        • Set FlyingExcluded = True
        • Trigger - Run Pick Enemies <gen> (ignoring conditions)
        • Unit Group - Pick every unit in UnitGroup and do (Actions)
          • Loop - Actions
            • Set Point2 = (Position of (Picked unit))
            • Set Facing = (Angle from Point to Point2)
            • Set Unit = (Picked unit)
            • Unit Group - Add (Picked unit) to Pushed
            • Unit - Set the custom value of (Picked unit) to (Integer(Facing))
        • Unit Group - Remove all units from UnitGroup
        • Custom script: call RemoveLocation( udg_Point )
        • Custom script: call RemoveLocation( udg_Point2 )



    • Projectiles and Movement
      • Events
        • Time - Every 0.05 seconds of game time
      • Conditions
      • Actions
        • Unit Group - Pick every unit in Pushed and do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Or - Any (Conditions) are true
                  • Conditions
                    • ((Picked unit) has buff Sanctity ) Equal to False
                    • ((Picked unit) is dead) Equal to True
              • Then - Actions
                • Unit Group - Remove (Picked unit) from Pushed
                • Unit - Set the custom value of (Picked unit) to 0
              • Else - Actions
                • Set Point = (Position of (Picked unit))
                • Set Facing = (Real((Custom value of (Picked unit))))
                • Set Point2 = (Point offset by 35.00 towards Facing degrees)
                • Unit - Move (Picked unit) instantly to Point2, facing (Facing of (Picked unit)) degrees
        • Unit Group - Remove all units from UnitGroup
        • Custom script: call RemoveLocation( udg_Point )
        • Custom script: call RemoveLocation( udg_Point2 )