[Solved] Making HolyBolt AoE

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I am working with ObjectEditor and just want to make standard HolyBolt of Paladin AoE. I created a custom ability based on HolyBolt. What field should I modify to make Holybolt AoE with choosing an area like in Flamestrike? Or is it only possible with triggers?
 

Uncle

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Unfortunately the Object Editor is very limited in what it can do. You can edit the fields available to you like Damage, Mana Cost, Cooldown, etc. but you cannot customize an Ability to do something outside of it's hardcoded behavior.

Luckily, the Trigger Editor can do this rather easily:
  • Holy Light Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Holy Light (Hero)
    • Actions
      • Set VariableSet HolyLight_Caster = (Triggering unit)
      • Set VariableSet HolyLight_Point = (Target point of ability being cast)
      • -------- --------
      • Unit - Create 1 Dummy for (Owner of HolyLight_Caster) at HolyLight_Point facing Default building facing degrees
      • Set VariableSet HolyLight_Dummy = (Last created unit)
      • Unit - Add Holy Light (Dummy) to HolyLight_Dummy
      • Unit - Set level of Holy Light (Dummy) for HolyLight_Dummy to (Level of Holy Light (Hero) for HolyLight_Caster)
      • Unit - Add a 0.20 second Generic expiration timer to HolyLight_Dummy
      • -------- --------
      • Set VariableSet HolyLight_Group = (Units within 300.00 of HolyLight_Point.)
      • Unit Group - Pick every unit in HolyLight_Group and do (Actions)
        • Loop - Actions
          • Set VariableSet HolyLight_Target = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • HolyLight_Target Not equal to HolyLight_Caster
            • Then - Actions
              • Unit - Order HolyLight_Dummy to Human Paladin - Holy Light HolyLight_Target
            • Else - Actions
      • -------- --------
      • Custom script: call RemoveLocation(udg_HolyLight_Point)
      • Custom script: call DestroyGroup(udg_HolyLight_Group)
What we're doing here is using a Dummy unit to cast Holy Light for us. This is an unselectable and unseeable unit that cannot attack or be attacked thanks to the Locust ability in combination with tweaking some of the Units other fields. Once setup properly, we can use this Dummy unit in our triggers in order to cast any spell that we want, on any number of units, anywhere we want.

The Custom Script stuff at the bottom of the trigger is optional but recommended. It's there to clean up the memory leaks that are created by using a Point/Unit Group. Memory leaks are basically trash that hasn't been discarded properly which can hurt your maps performance.
 

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