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Exporting Spells - Different results.

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Ok, my question is why is it that whenever you try and copy all the stuff from a custom spell, even when you do it right, the spell always comes out a little bit tweaked or different. I didn't export/import all the data, I just copied every buff, ability, variable and trigger in the right order into my map but it still did it. For example, I imported these cool spells called "Vine Wall" and "Mind Halo" and Vine Wall creates a wall of roots that, when used in the actual map they were made cast the entangling roots to units that pass it along with it's effect of immobilizing the unit(s) and dealing damage over time. When I imported the spell in the correct order and fashion, it worked but the graphic for the entangling roots did not show up. The effect did but not the actual "model" of Entangling roots. Do you know what I mean? Anyways, does anybody know why this is or how I can fix it/prevent it from happening? Thanks to everyone who reads this far down and a special thanks to those who reply!

*PS. Please nobody do any "this stuff is too advanced for you" posts, thanks again.*
 
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Ha-Ha at "This stuff is too advanced for you... come back when you're more advanced." lol, PurplePoot you, sir, are a genius! I look value by value at the trigger and there was on minor difference that after changing, added the designated animation. HOORAY FOR PURRPLEPOOT!!
 
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  • HaloPushback
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Mind Halo
    • Actions
      • -------- This is only the damage and the pushback. The actual Halo effect is the next trigger --------
      • -------- Sets variables for the next trigger --------
      • -------- The actual effect area is larger than the AOE set in the spell to ensure the damage of all units (if you would set it to 200-250-300, then units that are on the edge, but still considered as valid targets (are green) will not be affected --------
      • -------- The damage is dealt in three pieces. The formulae count with the spell level --------
      • Set HaloFocus = (Target point of ability being cast)
      • Set HaloCaster = (Casting unit)
      • Set HaloTargets = (Units within (215.00 + (50.00 x (Real((Level of Mind Halo for HaloCaster))))) of HaloFocus matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of HaloCaster)) Equal to True)))
      • Unit Group - Pick every unit in HaloTargets and do (Actions)
        • Loop - Actions
          • Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by (40.00 + (10.00 x (Real((Level of Mind Halo for HaloCaster))))) towards ((Angle from (Position of (Picked unit)) to HaloFocus) + 180.00) degrees)
          • Unit - Cause HaloCaster to damage (Picked unit), dealing (10.00 + (10.00 x (Real((Level of Mind Halo for HaloCaster))))) damage of attack type Spells and damage type Lightning
          • If (((Picked unit) is Magic Immune) Equal to True) then do (Unit - Cause HaloCaster to damage (Picked unit), dealing (10.00 + (10.00 x (Real((Level of Mind Halo for HaloCaster))))) damage of attack type Spells and damage type Lightning) else do (Do nothing)
      • Wait 0.01 game-time seconds
      • Unit Group - Pick every unit in HaloTargets and do (Actions)
        • Loop - Actions
          • Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by (40.00 + (10.00 x (Real((Level of Mind Halo for HaloCaster))))) towards ((Angle from (Position of (Picked unit)) to HaloFocus) + 180.00) degrees)
          • Unit - Cause HaloCaster to damage (Picked unit), dealing (10.00 + (10.00 x (Real((Level of Mind Halo for HaloCaster))))) damage of attack type Spells and damage type Lightning
          • If (((Picked unit) is Magic Immune) Equal to True) then do (Unit - Cause HaloCaster to damage (Picked unit), dealing (10.00 + (10.00 x (Real((Level of Mind Halo for HaloCaster))))) damage of attack type Spells and damage type Lightning) else do (Do nothing)
      • Wait 0.01 game-time seconds
      • Unit Group - Pick every unit in HaloTargets and do (Actions)
        • Loop - Actions
          • Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by (40.00 + (10.00 x (Real((Level of Mind Halo for HaloCaster))))) towards ((Angle from (Position of (Picked unit)) to HaloFocus) + 180.00) degrees)
          • Unit - Cause HaloCaster to damage (Picked unit), dealing (10.00 + (10.00 x (Real((Level of Mind Halo for HaloCaster))))) damage of attack type Spells and damage type Lightning
          • If (((Picked unit) is Magic Immune) Equal to True) then do (Unit - Cause HaloCaster to damage (Picked unit), dealing (10.00 + (10.00 x (Real((Level of Mind Halo for HaloCaster))))) damage of attack type Spells and damage type Lightning) else do (Do nothing)
Well that's what the damage trigger looks like, what do I change? The base damage is 75 which i find odd if you look at the equation closely What should I do so that it does 20 damage?
 
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Yeah, I know but how can I make it so it does 20 damage? You already told me to tweak that but I don't even get what actually does the damage because it says level x10 =10 and that doesn't equal 75 which is what it does.
 

Rui

Rui

Level 41
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The action is dealing 10 damage for standard. It then deals an additional damage equal to the level of the ability multiplied by 10. That is an arithmetic. Just use a valor of 20.00.

Also, it seems that it's dealing that damage 3 times, unless I understood it the wrong way. Delete two of those, and before using the Pick Every Unit action, use the following custom script:

[TRIGGER=GUI Trigger Action]
Custom script: set bj_wantDestroyGroup = true
[/TRIGGER]
Otherwise, everytime you use the ability, you'll be causing a leak, which is a piece of unused memory. Leaks can pile up and cause lag. You also forgot to destroy the target point of ability being cast.

And how many times do I have to say that spell-related issues belong on the Spells and Systems forum?
~Thread Moved
 
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