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Night Spells

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Level 3
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Hello, I'm sorry, I know there have been questions asked about spells that are only active at night, but they haven't quite answered my question(s).

I'm making a Vampire for my map, and as we all know Vampires are supposed to be weak during the day. I want him to have an Aura (Endurance Aura) that increases his movement speed during the night, but is disabled during the day. (Only disabled, so you can still see the icon, but its grayed out)

I also wanted him to have a basic damage spell that is the same as above, disabled during the day but "click-able" during the night. I greatly appreciate any help! :D
 
Level 3
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Event:
Game> Time of Day is equal to <time>
Action:
Unit> Remove ability
Unit> Add ability

Simple as that, or you can do two triggers, or one trigger with 2 events. One for morning/night. Each morning put in a spell holder, at night put the ability back.

Ditto for the damage spell.
 
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Thanks, these work very well, but is there any way to just disable the spells? For example, when you open the menu and you have a Hero selected, his skills only turn grey. This is the effect I want when it is day, so you can't click the ability, but it's still there.
 
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I really can't think of anything to just grey out an ability. The best is like I said, to just remove the one that works and add the placement holder during the day with a slightly grayed button, but isn't clickable.

Otherwise, I'm sorry, but I don't know.

Edit:

You want an ability like the Night-Elf hide... Sorry I just got that connection. I really don't know, your best bet is to look at the ability stats for Hide and see if you can duplicate it for another ability.
 
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Cool, thanks for the help! I think I can do what you said, replace the ability with a passive skill that has a disabled icon, or something like that. Thanks! :D :D
 
Level 15
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Meh, that's a daft way to do it.

Give the ability a requirement...

All you do is make two units with model none.mdl (plus invulnerable, ghost etc - so they're basicly non-existant).

When it's day, remove the night unit and create a day unit - and vice versa.

Then your night spells just need a requirement of night unit.
 
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Daft you say? Compare the amount of actions needed for each, mine might take at most 4, plus 2 custom spells. Yours would require 2 custom units, a custom spell, plus 3 triggers per unit.

It's laggier to make the units, or move them about, since they are units. Adding and removing the ability also allows him the power to change the tool tip information. So in the day time he can do a DotA style thing and do "In the daytime, he receives no bonus" then at night the spell can say "It's night, HUNT!" or something.

Please, do not put down others ideas, simply say "This is another way to do it" and offer it up.
 
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Whitehorn said:
Meh, that's a daft way to do it.

Give the ability a requirement...

All you do is make two units with model none.mdl (plus invulnerable, ghost etc - so they're basicly non-existant).

When it's day, remove the night unit and create a day unit - and vice versa.

Then your night spells just need a requirement of night unit.

This gives me an idea for modifing the techtree requirements, though... Thanks :)
 
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860
frog15 said:
Daft you say? Compare the amount of actions needed for each, mine might take at most 4, plus 2 custom spells. Yours would require 2 custom units, a custom spell, plus 3 triggers per unit.

It's laggier to make the units, or move them about, since they are units. Adding and removing the ability also allows him the power to change the tool tip information. So in the day time he can do a DotA style thing and do "In the daytime, he receives no bonus" then at night the spell can say "It's night, HUNT!" or something.

Please, do not put down others ideas, simply say "This is another way to do it" and offer it up.

Really, 3 triggers per unit? Where did you pull that from?

YOURS uses 2 triggers per unit. Removing a spell and putting in a dummy spell for the unit every time is BAD.

Mine uses NO triggers per unit. It uses 2 Triggers per player.

Don't ever bring Dota in as an example if you want ANY credibility.

And if you think 2 model-less units lag, you really need to start over in the learning department.

"It's night, HUNT!"

Awesome tool tip - that will help everyone understand the spell won't it!

Please, do not put down others ideas, simply say "This is another way to do it" and offer it up.

Lolz
 
Level 3
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Oct 21, 2004
Messages
72
Your still doing it. I offered up DotA as a reference as it seems to be the only map that everyone has any connection to. If it loses my credibility then there's something wrong with the reader, not the writer.

I don't really want to argue, the lag issue isn't that big of a problem either way, ordering a unit to move to the hero to give him an aura, or move that unit away and put in its place one that has an aura with no effect is probally as laggy as removing an ability and then adding it.

Event:
Game time of day 12:00
Game time of day 24:00
Condition:
Actions:
If game time of day is equal to 12:00 do actions
+loop
Remove <dummy ability place holder>
Add <real ability>
end loop
If game time of day is equal to 24:00 do actions
+loop
Remove <real ability>
Add <dummy ability place holder>

bingo... done.
 
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