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[Trigger] help with skills please.

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Level 8
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Sep 25, 2007
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382
hi ppl, can someone help me with this skills:

"water walk":
Passive.
unit can freely walk on water , but it cost 1 of MP per sec. can someone show me?

"shadow clones" targeted style:

you click the skill (icon), then the target aim appears, when you select the point of summoning (of shaodw clone) the shadow clone appear, this skill requires poor mana and cooldown (it all depends of build and skills xD). also , the range of skill is 400.

maybe my english bad... sorry.

and this ability (though this is difficult):

+50 MS , intelligence destributed in strenght and agility, + 10 damage, burn +1.5 HP regen.
+75 MS, "" "" "" "" "" "" "" (the same before), +15 damage, burn + 2 HP regen.
+100 MS , "" "" "" "" "" "" (same as the first), +20 damage, burn + 2.5 HP regen.


this last seems really difficult, can someone tell me how to make it ?.
 
Last edited:
Level 29
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Jul 29, 2007
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5,174
1.
  • Unknown
    • Events
      • Unit - A unit Learns a skill
    • Conditions
    • Actions
      • Unit - Add classification of A flying unit to (Triggering unit)

Didn't find any place to make the unit "hovering" so I think this is the only way.

2. Just make any dummy spell.
  • Unknown
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dummy_Spell
    • Actions
      • Set Point = (Target point of ability being cast)
      • -------- Add special effects or whatever you want --------
      • Unit - Create 1 Footman for (Owner of (Triggering unit)) at Point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Point)


3. Didn't understand what you want the spell to do.
 
Level 9
Joined
May 27, 2006
Messages
498
1.
  • Unknown
    • Events
      • Unit - A unit Learns a skill
    • Conditions
    • Actions
      • Unit - Add classification of A flying unit to (Triggering unit)

This only adds a clasification, so units that can target only flying units will be able to attack this unit... But im not sure if it works this way :p

2. Just make any dummy spell.
  • Unknown
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Dummy_Spell
    • Actions
      • Set Point = (Target point of ability being cast)
      • -------- Add special effects or whatever you want --------
      • Unit - Create 1 Footman for (Owner of (Triggering unit)) at Point facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Point)

Maybe after casting the ability, add a disabled spellbook containing blademaster`s illusion spell to the casting unit and force it to use the spell...?
 
Level 2
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Dec 2, 2007
Messages
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You should explain a little more, i could only understand the first spell...

And...A casteable but passive :O.

RaMMz.

FIRST:

Well...this skill is a little complicated, i could make collision off when it starts casting "Water Walk" (originally, inmolation), so the unit can get in water and all that; but the problem is that when i deactivate Water Walk, i cant turn the collision On again. Here's the trigger:


  • Untitled Trigger 001
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Water Walk
    • Actions
      • Unit - Turn collision for (Casting unit) Off
Maybe after casting the ability, add a disabled spellbook containing blademaster`s illusion spell to the casting unit and force it to use the spell...?

Maybe he can start the custom ability from "Mirror Image" (Blademaster's illusion spell), and without aim, just casteable.
 
Last edited:
Level 29
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Jul 29, 2007
Messages
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For this to work you would need to set a boolean to true when the unit first casts the spell.

  • Unknown
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Your_Ability
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean[(Player number of (Owner of (Triggering unit)))] Equal to True
        • Then - Actions
          • Unit - Turn collision for Hero[(Player number of (Owner of (Triggering unit)))] On
          • -------- And whatever else you want to do like the second trigger --------
        • Else - Actions

This trigger will make the unit stop floating if his mana goes down to 0

  • Unknown
    • Events
    • Conditions
    • Actions
      • Trigger - Add to (This trigger) the event (Unit - Hero[1]'s mana becomes Equal to 0.00)
      • Trigger - Add to (This trigger) the event (Unit - Hero[2]'s mana becomes Equal to 0.00)
      • Trigger - Add to (This trigger) the event (Unit - Hero[3]'s mana becomes Equal to 0.00)
      • -------- Etc. for all heros --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has Your_Buff) Equal to True
        • Then - Actions
          • Unit - Turn collision for (Triggering unit) On
          • Unit - Remove Your_Buff buff from (Triggering unit)
          • -------- From here on, its a way to kill the unit if he loses all his mana on water, optional terefor --------
          • -------- You would need to put a terrain type that will be only on water to make this work --------
          • -------- Sadly can't put condition of water, only terrain type --------
          • Set Point = (Position of (Triggering unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Terrain type at Point) Equal to Lordaeron Summer - Dirt
            • Then - Actions
              • Unit - Kill (Triggering unit)
            • Else - Actions
            • Custom script: call RemoveLocation(udg_Point)
        • Else - Actions

Didn't really understand whats your first ability, I thought its normal summoning ?

[Edit] Ok I guess this is what you want for the first ability.

  • Unknown
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Some_Ability
    • Actions
      • Unit - Add Mirror Image to (Triggering unit)
      • Unit - Order (Triggering unit) to Orc Blademaster - Mirror Image
      • Unit - Remove Mirror Image from (Triggering unit)
      • Set Point = (Target point of ability being cast)
      • Unit - Move (Last created unit) instantly to Point
      • Custom script: call RemoveLocation(udg_Point)
 
Last edited:
Level 2
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Dec 2, 2007
Messages
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instead of making it a flying unit from ghostwolf's first trigger make it amphibious if you can, and then if you can check if the unit is on water, then give the unit an ability like immolation that doesnt do anything but drain your mana then remove it if ur on land.

That's not possible, the GhostWolf's solution is the most effective i think. But you can make it more "generic", by using my trigger, because if that unit has the ability (Water Walk) is a hero...

And you can't identify if that region is water or not, only terrain type (Lordaeron Summer - Dirty, for example); the other option is making a rect in each water region.
 
Level 8
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Messages
382
thanks for the help, the most important thing is the clone skill. i dunno how to explain it better, it adds: Movement Speed , Burn (like demon hunter) , bonus damage , and the stat points of "intelligence" are distributed in strnght stat points and agility stat points, though i cant explain it better.

im trying all the suggestion...

also, can someone tell me how to make a dummy ability (not unit though)...:wgrin:... please, im a begginer at spell triggers...

edit: i think everyone missunderstand me :grin:... when you click the "kage bunshin" (shadow clones) icon, the target aim appears, and then you just have to click in certain range and the clone appear exactly there... or im wrong with triggers...
 
Last edited:
Level 2
Joined
Dec 2, 2007
Messages
22
I will explain this one...i guess it's passive...If it's not passive, make it passive, it's better like this as i see.

and this ability (though this is difficult):

+50 MS , intelligence destributed in strenght and agility, + 10 damage, burn +1.5 HP regen.
+75 MS, "" "" "" "" "" "" "" (the same before), +15 damage, burn + 2 HP regen.
+100 MS , "" "" "" "" "" "" (same as the first), +20 damage, burn + 2.5 HP regen.
Ultimate
Level 1 - Grants +50 Movement Speed, +10 Damage, +1.5 HP regen/sec. Intelligence distributed in strenght and agility.

Level 2 - Grants +75 Movement Speed, +15 Damage, +2 HP regen/sec.
Intelligence distributed in strenght and agility.

Level 3 - Grants +100 Movement Speed, +20 Damage, +2.5 HP regen/sec.
Intelligence distributed in strenght and agility.
When it says "Intelligence distributed in strenght and agility", i guess its for example:

Attributes: 50 strenght - 65 agility - 30 intelligence.
New attributes: 50 + 15 strenght - 65 + 15 agility - 30 intelligence.

This are the triggers:

  • Level 1
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Ultimate
      • (Learned skill level) Equal to 1
    • Actions
      • Unit - Set (Learning Hero) movement speed to ((Default movement speed of (Learning Hero)) + 50.00)
      • Hero - Modify Strength of (Learning Hero): Add ((Intelligence of (Learning Hero) (Exclude bonuses)) / 2)
      • Hero - Modify Agility of (Learning Hero): Add ((Intelligence of (Learning Hero) (Exclude bonuses)) / 2)
  • Level 2
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Ultimate
      • (Learned skill level) Equal to 2
    • Actions
      • Unit - Set (Learning Hero) movement speed to ((Default movement speed of (Learning Hero)) + 75.00)
      • Hero - Modify Strength of (Learning Hero): Add ((Intelligence of (Learning Hero) (Exclude bonuses)) / 2)
      • Hero - Modify Agility of (Learning Hero): Add ((Intelligence of (Learning Hero) (Exclude bonuses)) / 2)
  • Level 3
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Ultimate
      • (Learned skill level) Equal to 3
    • Actions
      • Unit - Set (Learning Hero) movement speed to ((Default movement speed of (Learning Hero)) + 100.00)
      • Hero - Modify Strength of (Learning Hero): Add ((Intelligence of (Learning Hero) (Exclude bonuses)) / 2)
      • Hero - Modify Agility of (Learning Hero): Add ((Intelligence of (Learning Hero) (Exclude bonuses)) / 2)
If you wait i will upload my testing map and you can see it working =), also, you need the ability (originally command aura). Ultimate works perfect, but i couldn't make HP regen.

I'm triying to make Water Walk work. =), just try to wait.

--RaMMz--

EDIT:

WATER WALKING IS WORKING !
 
Last edited:
Level 2
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Dec 2, 2007
Messages
22
No problem, here you got it...and a little map decoration :p.

NOTE: Under the water, there's rock terrain-type.
 

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  • Ultimate_And_WaterWalk.w3x
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Level 29
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Jul 29, 2007
Messages
5,174
As I said use both our triggers and it would work fine.
You would also probably like to change the unit's flying height so it wouldn't be "swimming-and-getting-all-wet" walk but be water walk, like the trigger below

  • Unknown
    • Events
      • Unit - A unit enters Water-Region <gen>
    • Conditions
    • Actions
      • Unit - Add Crow Form to (Triggering unit)
      • Animation - Change (Triggering unit) flying height to 70.00 at 10000.00
      • Unit - Remove Crow Form from (Triggering unit)
  • Unknown
    • Events
      • Unit - A unit leaves Water-Region <gen>
    • Conditions
    • Actions
      • Unit - Add Crow Form to (Triggering unit)
      • Animation - Change (Triggering unit) flying height to 00.00 at 10000.00
      • Unit - Remove Crow Form from (Triggering unit)

If removing crow removes height then just remove the ability when unit leaves region, didn't check it.
 
Level 2
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Messages
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GhostWolf download my map and see it...it works perfect, don't need to add crow form...

And, he can't be using a lot of regions in all water...(i guess and hope :p).

--RaMMz--
 
Level 2
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Messages
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Nope, crow morph makes it look more realistic, ive tested your water-walking system, RaMMz, and after using ability the mountain king isnt water-walking, but he`s... diving, lol.

Mmmm, yes...i will try to do like the crow morph. Let's see :p.

It doesn't work with crow morph. That only make an animation height changing.
 
Level 12
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Messages
1,193
  • Unknown
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Some_Ability
    • Actions
      • Unit - Add Mirror Image to (Triggering unit)
      • Unit - Order (Triggering unit) to Orc Blademaster - Mirror Image
      • Unit - Remove Mirror Image from (Triggering unit)
      • Set Point = (Target point of ability being cast)
      • Unit - Move (Last created unit) instantly to Point
      • Custom script: call RemoveLocation(udg_Point)
this trigger is not working, since (Last created unit) refers to a unit made by a "Unit - Create" Action. If i would make a trigger like this, it would be

  • Unknown
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Some_Ability
    • Actions
      • Set UnitType = (Unit-type of (Triggering unit))
      • Set Point = (Target point of ability being cast)
      • Set Point2 = (Position of (Triggering unit))
      • Unit - Create 1 DummyUnit for (Owner of (Triggering unit)) at Point2) facing Default building facing
      • Hero - Create Wand of Illusions for (Last created unit)
      • Hero - Order (Last created unit) to use (Last created item) on (Triggering unit)
      • Unit - Add an 2 second Generic exparasion timer for (Last created unit)
      • Set Group = (Units within 100 of Point2 matching (Unit-type of (Matching unit) Equal to UnitType))
      • Set Group2 = (Random 1 unit from Group)
      • Unit Group - Pick every unit in Group2 and do (Actions)
        • Unit - Move (Picked unit)to Point
      • Custom script: call RemoveLocation(udg_Point)
      • Custom script: call RemoveLocation(udg_Point2)
      • Custom script: call DestroyGroup(udg_Group)
      • Custom script: call DestroyGroup(udg_Group2)
the DummyUnit must be able to use Items, and i made this trigger becouse i dont know how to use the Item Illusion spell with triggers :p
 
Last edited:
Level 8
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Sep 25, 2007
Messages
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ok ty, im trying it at night (im in a cyber cofee).

EDIT: i try it, but it shows an error from "Group" (variable).
can you make it for me please? also, is this targeted in a ceratin range?

@ RaMMZ: ultimate is active (is for a certain time).
water walk is passive xD...
ty anyway.
 
Last edited:
Level 2
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Dec 2, 2007
Messages
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ok ty, im trying it at night (im in a cyber cofee).

EDIT: i try it, but it shows an error from "Group" (variable).
can you make it for me please? also, is this targeted in a ceratin range?

@ RaMMZ: ultimate is active (is for a certain time).
water walk is passive xD...
ty anyway.

Ok, i will try to fix them :p...

If its pasive, you will need to make rects in every water place...I will make triggers for it and the respective ability, and repost the map ;).

Ultimate drains mana or cost for time? (i will make it for now by a cost for time)
 
Level 8
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Sep 25, 2007
Messages
382
@ Brainstorm: ty very much.
@ RaMMs: ty very much. also, the ultimate is for a period of time... and it have to metamorph it any of the units, though... if not , do it the way you want xD...

ty to all...

EDIT: also, can someone tell me this:

when the trigger of conditions say: (ability being cast) equal to (here you put Some_Ability).

Some_Ability is a variable of another custom spell? if it a custom, please tell me which.
 
Level 2
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Dec 2, 2007
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@ Brainstorm: ty very much.
@ RaMMs: ty very much. also, the ultimate is for a period of time... and it have to metamorph it any of the units, though... if not , do it the way you want xD...

ty to all...

And a last question, it gives you +hp regen or burns hp ? :S, it's not clear.
 
Level 8
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is like an AoS, but lika rare form (not like DotA). but is not a map based on series or something like that...
 
Level 29
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5,174
Ultimate

  • Unknown
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Your_Ability
    • Actions
      • Set Unit_Variable = (Triggering unit)
      • Set Integer_Variable = (Intelligence of (Triggering unit) (Include bonuses))
      • Hero - Modify Strength of (Triggering unit): Add (Integer_Variable / 2)
      • Hero - Modify Agility of (Triggering unit): Add (Integer_Variable / 2)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Your_Ability for (Triggering unit)) Equal to 1
        • Then - Actions
          • Set Real_Variable = 20.00
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Your_Ability for (Triggering unit)) Equal to 2
            • Then - Actions
              • Set Real_Variable = 30.00
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Your_Ability for (Triggering unit)) Equal to 3
                • Then - Actions
                  • Set Real_Variable = 40.00
                • Else - Actions
      • Set Boolean_Variable = True
  • Unknown2
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean_Variable Equal to True
        • Then - Actions
          • Set Real_Variable = (Real_Variable - 1.00)
        • Else - Actions
  • Unknown3
    • Events
      • Game - Real_Variable becomes Equal to 0.00
    • Conditions
    • Actions
      • Unit - Remove Your_Buff buff from Unit_Variable
      • Hero - Modify Strength of Unit_Variable: Subtract Integer_Variable
      • Hero - Modify Agility of Unit_Variable: Subtract Integer_Variable

For the hp regen / damage aura and stuff just make auras without any buffs (so they'll be invisible), and remove like I did on the third trigger.

If you have any questions - ask.

[Warning] This is not MUI or even near it.
If you want MUI edit it to whatever you need.

Some explainations:

Real_Varialbe = time of the spell.
You can't use harrays in it because the event (its located in Game if you can't find it) can't use harrays.

You need the Unit_Variable only for the 3rd trigger.

For hp regen you can use Immolation with -x in its damage modifier (thats if you want hp regen in aura).
 
Level 8
Joined
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382
but how? for example, what about serpent ward? how i will trigger serpent ward? thats my doubt, the trigger mainly... i choose serpent ward as the dummy ability...
 
Level 29
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5,174
You can't base it on a summon ability since it wouldn't summon your hero.
It would summon your hero TYPE with starting level/states and you would need to manualy change his level/states to your own hero's ones (and as a "side effect", the player wouldn't be able to recognize his true hero unless you make him with some effects on him or something like that which will show also the enemy which is the real one...).
 
Level 8
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Messages
382
i already found the solution for clones :grin:... it was simple... i change the serpent ward for a unit (i will add the model of my hero to the summoning unit, so then i have 1.000 clones and there is only 1 hero :xxd:)... well thanks to all... but also, i have a problem with other attack..

i need to simulate like a fart :xxd:... this is so pathetic... i use an AoE like Flame Strike (fart will be an AoE too). so this AoE does damage per sec, the same that flame strike, the thing is that i dunno if i can change the special effects of flame strike... can i??? or it doesnt display like some skills=???
 
Level 8
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Clones - yeah, but i can make a model with cloud death type and make it a unit with my hero model...

Flame Strike - im asking what effect is that (like the DotA alchemist)...
 
Level 29
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5,174
Clone - are you really reading what I am typing here ? the clone will be level 1/starting states, also if your hero would be level 100 and +10000000 states ...

Flame Strike - its the high elf hero spell (there are circles getting smaller for like 1 second and then a pillar of fire erupts in the middle and burns units for some time).
 
Level 8
Joined
Sep 25, 2007
Messages
382
Clone - clones are appart the hero (jsut similar in stat things)... then, when you lvl up the skill, you can cast clones quicker and with less mana requirement... nothing with the hero leveling...
 
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