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[Spell] Help with a spell

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Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
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Hello guys. Guess I have made many thread in just a few days :D. (And damn, I owe many people reputation ==).
This time, I have a problem creating an ability which slow the enemy. The spell work like this: First the spell will start with 10% slow (Just an example) at the 1st second, then it will slow the target by 20% at the 2nd, 30% at the 3rd, 40% at the 4th, etc until the end of the spell (Meaning the nearer the spell comes to its end, the more the target will be slowed.)
 
Level 3
Joined
Sep 9, 2009
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658
I wouldn't recommend that. Yes, that works but when you do that you get a graphical bug where the unit's movement speed is shown in green even if it is moving slower.

What I mean is, even if the unit's movement speed goes from average to very slow, the very slow text will be shown in green instead of red.
 
Level 4
Joined
Jul 20, 2012
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First of, make a spell which your unit will use primarily (Acid Bomb-based with no damage over time and no AoE, just slow to target unit), then make dummy units with different Acid Bombs with unlimited range and almost-instant missile speed (max them values out)... make trigger that creates all those dummies at whatever point you want and order all of them to use their Acid Bombs on unit being cast on whenever your main unit uses its primary Acid Bomb ability... the trick comes now, btw if you don't want to have this spell to be missile-based use Slow or whatever without auto-cast, whatever, the trick is to set all those dummy units' Acid Bomb to be a little bit delayed, for example 1st Acid Bomb of 1st dummy unit will have 5s cast time the other 10s, the other 15s and so on with shorter duration every other skill... aaand it's done just make sure you kill or delete those created dummy units properly...

- this will cause the unit to be slowed by 10% for 10 seconds for example or what number suits you better, then the unit is hit after 5 seconds by another higher slow with also 10 seconds duration and again after 5 seconds, bam!
- the thing is that the unit's debuffs do not stack so you don't have to worry about having 1st Acid Bomb slowing effect + the other one but I'm not quite sure how it would work if two allies or non-allies cast their Acid Bombs on one mutual target, my guess is that those slow effects will overlap somehow but it won't matter much as the trigger will run smoothly at all times
- to protect this spell even better (from spell-shield or debuff stealing which is impossible because it's not really a stealable debuff) you can put created units that cast those Acid Bombs under condition "if unit being cast on has buff = Acid Bomb" or whatever...

This is tricky to make all those dummy units and their abilities but it's effective, If there's nobody with better solution feel free to use this or ask... ;)
 
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