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[Trigger] Need help with some Holy/Goblin Spells (Quite lengthy)

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Okay, first of all, I have no experience in JASS. I'm trying to just use trigger editor, as I have NO idea how to do anything else. More to the point, anyway.

I'm trying to make a new race map, and I'm currently struggling in making these spells. I've sorted it into the two races.

(Colour, size changes etc. are there to make it easier to read. If it just makes it really hard I'll get rid of it.)


Inquisitors


The Redeemer (hero)

Divine Intervention

Cooldown- 5 seconds.

100 Mana
Invulnerable the target.

Damage the caster.
100/200/300

Normal unit Hero
3/5/7 1/2/3


The triggers I'd originally made went-

Event: A unit begins casting a ability.
Condition: (Ability being cast equal) to Divine Intervention.
Actions:

Special Effect- Create a special effect attached to origin of (Triggering unit) using Abilities\Spells\Orc\Ancestral Spirit\AncestralSpiritCaster.mdl

Unit- Cause (Triggering Unit) to damage (Triggering Unit), dealing (100.00 x (Real((Level of Divine Intervention for Triggering unit))) damage of attack type chaos and damage type normal.

Unit- Make (Target of ability being cast) Invulnerable.

Wait- Wait 1+(2x(Real((Level of Divine Intervention for Triggering unit)))

Unit- Make (Target of ability being cast) Invulnerable.


Obviously, this doesn't change depending on whether it's a hero or not, but its a start. It all worked for me, except for making the unit non-invulnerable. As far as I could tell, it should've worked. The effect doesn't repeat which I would like it to, but I couldn't work out how to do it. Any ideas?

Okay, next spell.

Fist of God

Cooldown- 7 seconds.

150/225/300 Mana

AoE Damage (Thunderclap size)

Buffs all allies with attack speed increase 0.25/0.5/0.75 for 10 seconds.
Dispels all positive buffs on enemies.

Damage the caster.
100/225/300



Right, I had no idea at all how to do this. I had planned to use Thunderclap as the base spell. I do not have a buff which increases attack speed, as I didn't know what to use for it.

For the dispelling, I pretty much want purge but without all the effects except for dispel.

Next spell-

Inspiring Aura

Cooldown- 1 seconds.

Turns on/off.

0 mana.

Aura.

Increases friendly unit's attack speed and health regen.
Attack speed- 0.1/0.2/0.3
Health regen- 0.1/0.2/0.3

Damage the caster. Slows caster.
Damage- 3dps/6dps/9dps
Speed- -0.25



(Incidentally, the point of this hero is to save himself to sacrifice others.)

Okay, this is a boost which should be used (hopefully) sparingly as a boost in dangerous situations. Again, I didn't have any idea of how I would make this, so this was my first point of turn.

Next Spell-

Martydom

Ultimate

Cooldown- 260 seconds.

0 mana.

Resurrect 6 units nearby, and heal them over time afterwards for 20hps for 30 seconds.

Kill the Martyr.


Right, I have some triggers for this too. This mainly worked, but it had a couple of small issues which were aggravating- animations didn't work properly, and it seemed to respond slowly. As I want to make a properly balanced race map that's fun and non-glitchy, I want things to be as smooth as possible.

Event: A unit begins casting a ability.
Condition: (Ability being cast equal) to Martyrdom.
Actions:

Animation- Play (Triggering unit's death animation)

Unit- Kill (Triggering unit)

Unit- Create 1 Dummy for (Owner of Triggering unit) at (Position of (triggering unit)) facing default building facing degrees.

Unit- Order (Last created unit) to Human Paladin- Resurrection

Unit- Order (Last created unit) to Night Elf Keeper of the Grove- Tranquility

Wait 1.00 seconds

Unit- Remove (last created unit) from the game



The Dummy mentioned has locust, is flying, no model, etc. Has insane amounts of mana though, just in case. In this, the death animation doesn't play, and after casting he just disappears. No dissipation, no falling over, nothing (He does have the animations, incidentally). I also couldn't work out how to change the graphical effect of the regeneration.

Okay, that's all the Inquisitorial spells I need for now, and moving on to...

Goblins


Yes, I'm doing Goblins. There are plenty of models so it makes a nice and fairly easy to acquire resources for race.

So, the last spell for now-

The Mechaneer (Hero)

Mechanic Aura

Aura

Increases the speed workers can repair at by-
.25/.5/.75



This is repair like the ability, not regenerate. The point of this is that the goblins have lots of mechanical units which don't regenerate, so you have small units repairing the machines.

As a final comment- Nothing is balanced yet. Basically, it needs to have the numbers easily editable.

If any of this is definitely not possible at all, then I will use JASS. I just don't how to input it in any way, shape or form. Really, I want to stick to GUI.

Thanks for reading, and nice to meet you all.

-Baelinicus
 
Level 21
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Messages
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Change this:

Event: A unit begins casting a ability.
Condition: (Ability being cast equal) to Divine Intervention.
Actions:

Special Effect- Create a special effect attached to origin of (Triggering unit) using Abilities\Spells\Orc\Ancestral Spirit\AncestralSpiritCaster.mdl

Unit- Cause (Triggering Unit) to damage (Triggering Unit), dealing (100.00 x (Real((Level of Divine Intervention for Triggering unit))) damage of attack type chaos and damage type normal.

Unit- Make (Target of ability being cast) Invulnerable.

Wait- Wait 1+(2x(Real((Level of Divine Intervention for Triggering unit)))

Unit- Make (Target of ability being cast) Invulnerable.

to:

Event: A unit begins casting a ability.
Condition: (Ability being cast equal) to Divine Intervention.
Actions:

Special Effect- Create a special effect attached to origin of (Triggering unit) using Abilities\Spells\Orc\Ancestral Spirit\AncestralSpiritCaster.mdl

Unit- Cause (Triggering Unit) to damage (Triggering Unit), dealing (100.00 x (Real((Level of Divine Intervention for Triggering unit))) damage of attack type chaos and damage type normal.

Unit- Make (Target of ability being cast) Invulnerable.

Wait- Wait 1+(2x(Real((Level of Divine Intervention for Triggering unit)))

Unit- Make (Target of ability being cast) Vulnerable.

this.
 
Level 1
Joined
Jul 15, 2008
Messages
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Ooh, thats a good point.

Ah. I changed that, and it still doesn't work.

Any ideas?

(it was the Unit- Make (Target of ability being cast) Vulnerable. bit, right?)
 
Level 1
Joined
Jul 15, 2008
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OOh, thanks very much. Hang on, I'll check that.


EDIT-

Right, that worked, but cooldown didn't. I changed it to 'A unit finishes casting an ability' from 'A unit begins casting an ability', and the cooldown now works, but he gets banished now every time (it's the base spell I used). Removing all negtative buffs doesn't work either. Any ideas? And again, thank you very much.
 
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