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Frost Nova (The original one)

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Level 4
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Nov 24, 2007
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Is there anyway to change the amount that the spell slows down by?

Both Data fields in the Object Editor only reference the damage it does directly and on an AoE, and I thought maybe it was under gameplay-constants, but i could not find it there either.

Anyone have any idea on how to tweak the amount it slows down by? (and if it could further be changed as per level?) I would prefer a non Trigger-solution, and am more curious into changing the actual amount the spell slows down by.

Thank you.
 
Level 12
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Yes it is in game play constants :p
Something like Frost slow.
No there is no way to do it without triggers.
 
Level 24
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Persinally I would reccomed doing it by triggers so that it is not a global and effects all of your frost spells. Will upload trigger in one second.

Achh, It seems to be beyond my ability. Oh wait I just thought of the awnser.
  • Unit Casts an ability.
  • Ability being cast = Frost Nova
  • Set Temppoint = point of ability being cast.
  • Create dummy at temppint
  • Set UnitGroup = units within (yourabilityAOE) of lastcreatedunit
  • Set movment speed of all units in UnitGroup = xx% of units default movment speed.
  • Call RemoveLocation(udg_temppoint)
Hope this helps. You will note that this is not an actual trigger. Command names are not exactly the same.
 
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Level 12
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That will do it! But effects will be a bit different from the original frost nova :D
 
Level 24
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Not much different. The only issue with the dummy is that if they leave the area it will go away. I suppose that this could be major. If you want to avoid this then use my trigger instead and reset units move speed to default after x amount of time.
 
Level 5
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And with an aura, other units that walk into the area would get slowed too.

You could use hawk's method, but that can cause permanent changes in units speed if used at the same time as another slowing ability. If you want one that is better ( but is in JASS ), tell me.
 
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Omg i have slow poison on me and have this triggered frost nova.

Omg frost nova ends, my ms gets reset to defaul.

Omg slow poison ends, it adds the reducted % to my base ms permanently zomg.

These errors happen in alot of maps...
 
Level 12
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There is a stackability issue with changing a units movement speed via triggers(multiple trigger to be precise). But not in the given example. As you would set the ms to the default speed and becouse the other movement speed reduction effect is connected to a buff, which is still there, the units movement speed will get reduced by the % the slow poison reduces it.

No having the dummy aura is only for having some custom buff on the units(which is dummy buff - like doesn't do anything). So when walking out the unit will still be slowed, but here would be no buff.

And no Jass is not required here. A simple dummy unit should be created(after damaging and effects) give it a custom slow ability, make it cast on all the units, done.
 
Level 4
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so apparently Hive did not e-mail me to tell me people had replied, so i was much surprised to see so much activity.

Thank you all for getting my main question answered. I actually had already been using "Acid Bomb" with the frost bolt missile and assorted debuffs to get my desired effect, and be able to change slow as per level (my map is a 2 man instance a la MMO's). I am sad that it is through gameplay constants, and am very curious to your JASS solution (i do use JASS, though am no 'pro' at it like the others i see on the boards) Bobo the kodo.
 

TKF

TKF

Level 19
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If you wanna change the frost nova's slow there is 2 ways

Change the slow effect in the game constants

OR

Triggered

Make a dummy.
Clone thunder clap spell, make a dummy cast on the position of target unit when nova is cast. Change the buff icon and description of thunder clap so people thinks it's still frost effect. However there's 1 bummer, the duration of nova slow decides the blue frozen color on cold units. Be aware that both slows does stack, so 50% nova slow + 50% clap slows = 75% slow
 
Make a dummy.
Clone thunder clap spell, make a dummy cast on the position of target unit when nova is cast. Change the buff icon and description of thunder clap so people thinks it's still frost effect. However there's 1 bummer, the duration of nova slow decides the blue frozen color on cold units. Be aware that both slows does stack, so 50% nova slow + 50% clap slows = 75% slow


good idea, but dont use a frost nova as a base spell... as i know frost nova deals damage to targeted unit and damage to nearby units, so targeted unit takes the damage done to that unit and damage from aoe damage(like damage done to unit is 50 and damage done to aoe=50, and targeted unit suffers 100 damge, see the point right?)

i would use chain lightning as a base spell, edit it to one unit damage reduce. and all the stuff, so that effects only one unit, i would set the damage to 50, and create frost nova effect on target, than i would make a dummy that casts thunder clap as TFK told.

i would look totaly like normal frost nova, there would be only that terrain deformation from thunder clap that dummy casts it.
 
Level 12
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Well now :D
Use Channel as a base spell.
Make the casting unit damage whichever units you chose for whatever damage you chose(imitate Frost Nova or not).
Using a thunder clap skill would be nice - you can change the buff to the same buff as frost nova so they will not stack, I think you can change the effect so that the units get chilled looks :p
But you can do it with a custom slow, again changing the buff to that of frost nova, changing effect etc.
 
Level 4
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Well, if you read i am using

Acid Bomb

as the base spell and getting everything I desire out of it (and have the ability, although i don't desire it currently [that could change] to change slow per level). However, I notice you say that you "can't get stacks if they have the same buff".

Does this imply that you can get stacks from moves that have the same base ability, as long as they use different buffs? (I use custom made buffs for everything, however, I typically copy paste the base buff and then modify the icon and text etc. as needed.)

The reason I ask is that in a test of mine recently, I have two heroes who each have a move based on acid bomb, for the purposes of slowing an enemy down. One is this "frostbolt" remake, the other is a melee attack-range move that slows down to 50%. Both last 8 seconds. I tried each situation (cast one before the other, then vice versa) and got "interesting" effects, as the frostbolt (which slowed to 80%) would sometimes override the melee one, but the melee would do nothing when I used it (no override, nor would it reset the duration on the frostbolt).
 
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Well. Abilities that add buffs check if a unit has the buff(ID) they are going to add and if it has it checks which will last longer, so that if you have casted some slow that will last 90 seconds and you cast another that will last 1 second the 1 second will not happen at all.
But if the ability that has been casted second has more duration than the remaining duration of the first cast then the first effect will disappear.
It check only the buff ID(and only if the buff is put there by an object editor spell with some duration), not how much the ability will slow for example.
Um sleepy, I doubt what I said would be understandable :D
Just use different custom buff for every effect, but it does not matter what you base them on.
 
Level 4
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That's the thing though, I do have different buffs for each, but still I have issues. Answer me this though, the buffs I use are all "based" on the same one.

Let me explain: In my Acid Bomb case, (this is what I usually do to try to avoid any issues with WE (i'm on a mac and severely limited until I can find an RoC torrent for my Windows partition)), when I made a version of the spell, what i'd do is "copy and paste" the acid bomb debuff, and then change its name, icon, text, and some artwork. Then, in making the second spell, I would again (for the buff) copy and paste the Acid Bomb buff and modify it as necessary.

So my question is: Since the buffs are based on the same "base buff", do they run into conflict? Or is it that they check the base ability that applied the buff before deciding whether to stack or check durations?
 
Level 5
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It doesn't matter what buff they are based off of.

The easiest way to do this is to use dummy endurance/tornado slow auras to reduce their movespeed (adding/removing using triggers), unless you wanted to change their movespeed many times to different amounts, such as how the shadow strike slow diminishes slowly, it would be best to use triggers to save making Alot of levels of an ability.
 
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