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Possesion,Soul & The Rest of the Pile

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Level 5
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Jul 6, 2008
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Hello, been a while since i posted anything , well, this is my queston.

I want to make this.

You start with 1 unit , he has a kind of "possesion" ability that doesnt charge any mana or has a max lvl BUT i want to make it to have the condition to need that the mob is under 5% hp
I tryed making it in Triggers ( GUI )
But seemingly im not that good with that ( atleast not in spell departmentet) it ddnt work.

That is my first problem.

The next thing is that i created a multiboard that add the "soul" of the possesed unit onto the multiboard ( also saved as a CurrentPlayerPossesion(Unit), Souls (Real) SoulType(String).

Now , i want to do so that when a chat player types Combind (SoulType) With (CurrentPlayerPossesion) i want them to create a new unit ( i know how to do the new unit part) but what i cant make is so that it checks if the (Soultype) (name of the unit) autchely exists in the writing players multiboard and Varibles.

To be clear.

1. Posses needs 5% to posses if dont , its cancelled.
2.Check if the player writing has the soul to mix with.
3.Delete the 2 old souls.
4.A New soul of the newly mixed unit spawns.


Thats about it :)
Oh and also almost forgot .
I want to do so when a player types SoulConvert
The current form spawns into a permant use item that a hero can use to transform into that unit

(not many stones) , to be clear it's gonna be 6 stones per player and the "unit" needs to change the ablity of 1 of the stones in the first slot (if its empty) to the SoulConvert unit ( current possesed unit)

Thank you on forhand :):wink:
 
Level 18
Joined
Jan 21, 2006
Messages
2,552
blackricc said:
or has a max lvl

What do you mean it doesn't have a max level?

blackricc said:
i want to make it to have the condition to need that the mob is under 5% hp

So then you'll have to detect when the ability is cast, and figure out whether or not the target units have more than 5% of their maximum life. If they have less than 5% life then you'll want to stop the spell casting by ordering the caster to "stop".

If you want after that you can simulate an error message.

JASS:
library SimError
globals
	private sound	simError	= null
endglobals

function SimError takes player forPlayer, string text returns nothing
    if simError==null then
        set simError = CreateSoundFromLabel("InterfaceError",false,false,false,10,10)
    endif
	if GetLocalPlayer()==forPlayer then
		call ClearTextMessages()
		call DisplayTimedTextToPlayer(forPlayer, 0.52, -1, 2, "|cffffcc00"+text+"|r")
		call StartSound(simError)
	endif
endfunction
endlibrary
 
Level 5
Joined
Jul 6, 2008
Messages
65
Should have explained that better ;) , i ment that it can be cast on all critters,mobs,heroes,and bosses aslong as it's under 5% or under a certain condition.

So then you'll have to detect when the ability is cast, and figure out whether or not the target units have more than 5% of their maximum life. If they have less than 5% life then you'll want to stop the spell casting by ordering the caster to "stop".

That helpt :) thx
 
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