- Joined
- Aug 9, 2007
- Messages
- 12
Disaster Area Spell Help (Updated)
EDIT: Just to clarify things, The spell creates a chance for a random disaster to occur. I cannot seem to make a unit cast a spell available to them. Only the spells the triggers have available as a default. So my sad attempt to emulate their effects have caused me to ask if I can trigger one unit to cast a spell that is in their list of abilities.
I have recently been attempting to create a GUI based spell that would cause a target to be the center of a series of natural disasters. While I have been met with success with the use of the standard 'have unit cast spell', I have found that I cannot either change things such as the standard damage of the spell (for example, earthquake) or successfully duplicate those spells with trigger based effects. Even a little dabbling in JASS has wielded very little for me, so I came here to ask for any help you don't mind giving.
Also, I will post my trigger data a little later as I currently need to head to work. Thank you for reading this post and hello.
Edit: Here we go, I have a tendency to do things in the most ignorant manner, so I apologize if any of you accidentally injure yourselves with epic facepalmage.
EDIT: Just to clarify things, The spell creates a chance for a random disaster to occur. I cannot seem to make a unit cast a spell available to them. Only the spells the triggers have available as a default. So my sad attempt to emulate their effects have caused me to ask if I can trigger one unit to cast a spell that is in their list of abilities.
I have recently been attempting to create a GUI based spell that would cause a target to be the center of a series of natural disasters. While I have been met with success with the use of the standard 'have unit cast spell', I have found that I cannot either change things such as the standard damage of the spell (for example, earthquake) or successfully duplicate those spells with trigger based effects. Even a little dabbling in JASS has wielded very little for me, so I came here to ask for any help you don't mind giving.
Also, I will post my trigger data a little later as I currently need to head to work. Thank you for reading this post and hello.
Edit: Here we go, I have a tendency to do things in the most ignorant manner, so I apologize if any of you accidentally injure yourselves with epic facepalmage.
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Start
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Events
- Unit - Invincible Ronin 0002 <gen> Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to BadLuckKame HameHa
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Actions
- Set Unlucky1 = (Target unit of ability being cast)
- Special Effect - Create a special effect attached to the overhead of Unlucky1 using Objects\RandomObject\RandomObject.mdl
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For each (Integer A) from 1 to 2, do (Actions)
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Loop - Actions
- Countdown Timer - Start luckspurt as a One-shot timer that will expire in 10.00 seconds
- Wait until ((Remaining time for luckspurt) Less than 0.01), checking every 0.10 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Random integer number between 3 and 3) Equal to 3
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Then - Actions
- Set RANDOM = (Random integer number between 1 and 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- RANDOM Equal to 1
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Then - Actions
- Trigger - Run Bad Luck EQ <gen> (ignoring conditions)
- Wait 10.00 seconds
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Else - Actions
- Do nothing
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If - Conditions
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Else - Actions
- Do nothing
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If - Conditions
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Loop - Actions
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Events
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Bad Luck EQ
- Events
- Conditions
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Actions
- Unit - Create 1 Cursed Frog (dummy) for Player 3 (Teal) at (Position of Unlucky1) facing Default building facing degrees
- Camera - Shake the camera for (Owner of Unlucky1) with magnitude 3.00
- Environment - Create a 9.00 second Normal ripple deformation at (Position of Unlucky1) with starting radius 500.00, ending radius 500.00, and depth 64.00, using 3.00 second ripples spaced 150.00 apart
- Unit Group - Add all units of (Units within 500.00 of (Position of (Last created unit)) matching (((Picked unit) is A structure) Equal to True)) to damagegroup
- Unit Group - Pick every unit in damagegroup and do (Unit - Cause (Last created unit) to damage (Picked unit), dealing 999.00 damage of attack type Spells and damage type Force)
- Unit Group - Remove all units of damagegroup from damagegroup
- Unit Group - Add all units of (Units within 500.00 of (Position of (Last created unit)) matching (((Picked unit) is A ground unit) Equal to True)) to damagegroup
- Unit Group - Pick every unit in damagegroup and do (Unit - Set (Picked unit) movement speed to ((Current movement speed of (Picked unit)) x 0.10))
- Unit Group - Pick every unit in damagegroup and do (Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\Other\FrostDamage\FrostDamage.mdl)
- Wait 9.00 seconds
- Unit Group - Pick every unit in damagegroup and do (Unit - Set (Picked unit) movement speed to ((Default movement speed of (Picked unit)) x 1.00))
- Unit Group - Remove all units of damagegroup from damagegroup
- Unit - Remove (Last created unit) from the game
- Trigger - Turn off (This trigger)
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