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Level Requirement for item spells.

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Level 7
Joined
Dec 28, 2009
Messages
257
Gday my fella, i have some crab problems here.

You may know, that if you have unit with more spells based on 1 ability, it wont work properly because you wont be able to use the second one. I wanted to add some tab with summoning spells, but there are only 5-6 summoning spells and i need around 11. So i decided to make this summoning stuff to Charged items, like Infernal stone. But, item abilities dont requires level like hero´s. So:

Is it possible to add requirement to item spell, so you wont be able to cast it until hero have level of X?

Thanks very much.
 
Level 13
Joined
Sep 14, 2008
Messages
1,407
I don't have the solution to that but I can tell you how you can do it with the original idea:

You create 11 different versions of the spell "channel". Every one with a modified order ID (channel is the only spell where you can edit this order ID)
You make it non target and create a trigger like this:

Event: Unit starts effect of ability:
Actions:
If(Ability being cast = Summon1)
Create dummy, add summonSpell1 (a real one which actually does what the dummy spell is supposed to do)
Set level (if nessacery)
Make dummy cast
add timer to dummy

If(spell = spell2...)
then you can add the 11 dummy spells to a spellbook and your done
 
Level 7
Joined
Dec 28, 2009
Messages
257
Hmm, thanks!

But i must say im a noob and i still dunno- Whats a dummy spell?
And About the Channel stuff- You mean hero Channel spell, the one with Death Pact icon?

And last evil stuff- Is there a guide to do this Spellbook things? i still dunno how to create this.
 
Level 5
Joined
Mar 27, 2008
Messages
107
I'm not sure if I understood the question right, I'm abit sleepy atm ^.-

  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to summon1
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Level of (Hero1)) Equal to 6
      • Then - Actions
        • Unit - Create 5 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Else - Actions
EDIT: Scratch that

  • Events
    • Unit - A unit Uses an item
  • Conditions
    • (Item-type of (Item being manipulated)) Equal to Inferno Stone
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Level of (Hero manipulating item)) Equal to 6
      • Then - Actions
        • Unit - Create 5 Footman for Player 1 (Red) at (Position of (Hero manipulating item)) facing Default building facing degrees
      • Else - Actions
There, shouldnt this one work?
 
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