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Hi Guys , I have questions, How can I make my Boss cast a spell?, And How can I make a Damage Area Spell (What I mean is that when my Boss cast a spell there's an Damage Area)
Do you mean modified spell? If you mean modified spell, you may use GUI functions: Issue order unit attack unit/point/no target.
But modified spells are unable to change their base order ID ( except channel ) , so if you have 2 spells which based on the same ability will conflict if the unit has 2 same based spell ( the unit will try to cast 2 spell )
About 2nd question: Use GUI function : Unit - Damage area, but that would required a trigger to work on it.
Do you mean modified spell? If you mean modified spell, you may use GUI functions: Issue order unit attack unit/point/no target.
But modified spells are unable to change their base order ID ( except channel ) , so if you have 2 spells which based on the same ability will conflict if the unit has 2 same based spell ( the unit will try to cast 2 spell )
About 2nd question: Use GUI function : Unit - Damage area, but that would required a trigger to work on it.
Or instead of ordering unit you can just put the trigger of the custom spell like what I do on my maps.
Creeps Abilities
Events
Unit - A unit Is attacked
Conditions
Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Wizard Staff) Equal to (==) True
(Random integer number between 1 and 100) Less than or equal to (<=) 20
Then - Actions
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Set CA_Damage[(Player number of (Owner of (Triggering unit)))] = 120
Set CA_Point = (Position of (Triggering unit))
Set CA_Group = (Units within 400.00 of CA_Point matching ((((Matching unit) is An Ancient) Equal to (==) False) and ((((Matching unit) is Magic Immune) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and (((Matching unit) belongs to an enemy of
Unit Group - Pick every unit in CA_Group and do (Actions)
Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing CA_Damage[(Player number of (Owner of (Triggering unit)))] damage of attack type Spells and damage type Normal
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is An Ancient) Equal to (==) False
Then - Actions
Set KB2D_Source = (Attacked unit)
Set KB2D_Target = (Attacking unit)
Custom script: set udg_KB2D_TempKey = GetHandleId(udg_KB2D_Target)
Set KB2D_SFX = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
Set KB2D_Distance = 250.00
Set KB2D_Duration = 0.70
Set KB2D_Loc = (Position of KB2D_Source)
Set KB2D_Offset = (Position of KB2D_Target)
Set KB2D_Angle = (Angle from KB2D_Loc to KB2D_Offset)
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is alive) Equal to (==) True
Then - Actions
Floating Text - Create floating text that reads (|c000080c0 + ((String((Integer(CA_Damage[(Player number of (Owner of (Triggering unit)))])))) + |r)) above (Picked unit) with Z offset 0.00, using font size 7.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90.00 degrees
Floating Text - Show (Last created floating text) for AllPlayers
Else - Actions
Custom script: call RemoveLocation (udg_CA_Point)
Custom script: call DestroyGroup (udg_CA_Group)
Else - Actions
You can do it like that if the Boss' ability is unique for himself.
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