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Premade spells or custom?

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Was wondering if these type of spells/aura already exists.

If a building has this aura, prevents units from repairing the building.

And 2nd, one that prevents the building from regenerating health points.
 
Both of them are triggered spells.

The first one you might want to use the Unit - Issue target order event, and detect whether it's a harvest order or not. If yes, you order the unit to stop and display a message for only one player.

As for the second, you could set the vanilla object editor regeneration field to 0 for all buildings, and give an ability based on Item Life Regeneration (Ring of Regen.) to them. Then, use a hashtable or something else in order to keep track of units that have their hp regen disabled so that you may give the spell back to those structures.

EDIT: For the first one, do what Kaijyuu said as it is way better.
 
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For the repair prevention, there's the Liquid Fire debuff. Will still require some triggering to apply to debuff though (dummy units attacking structures).

  • Untitled Trigger 002
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is A structure) Equal to True
        • Then - Actions
          • Unit - Add Frozen to (Triggering unit)
          • Wait 4.00 seconds
          • Unit - Remove (Ability being cast) from (Triggering unit)
        • Else - Actions
I can't seen to find the "add buff" action, only to remove buffs or add abilities.

Also, I saw an action that is "Set custom value" Can that be used to set a property of an object?
Like there is a property in buildings that is HP Regeneration. Can I set that property to X with this command?
 
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That's not how Liquid Fire works. It adds a buff to a target upon being attacked by a unit which possesses Liquid Fire. That means a dummy unit must have liquid fire and attack the building in order to place the buff. Unfortunately, there's no add buff function, and the "Add Ability" native doesn't seem to work with buffs.
 
That's not how Liquid Fire works. It adds a buff to a target upon being attacked by a unit which possesses Liquid Fire. That means a dummy unit must have liquid fire and attack the building in order to place the buff. Unfortunately, there's no add buff function, and the "Add Ability" native doesn't seem to work with buffs.
Oh kk gotcha thanks.

And are you guys sure there is no other already built buff that prevents hit point regeneration?

Is there no way to alter an objects child properties via trigger or script?

Like Wall.HitPointRegeneration = 0
 
I added liquid fire to my enemy unit, and it doesn't seem to transfer to the wall. I added it as both passive and normal ability.

I tried to repair my wall while he was attacking and was successful. Any idea what the issue is?
 
Seems to be something wrong with my unit, I uploaded the map with my unit added in. He has the ability.

Edit: Problem was the attack type was not set to missile, appears the attack type has to be specific for the ability to work. Thanks for your help.

Is there a way to remove the fiery effect though that happens? Sadly if I can't then I'll have to find an alternate to this spell.

Edit: Figured that out too xD
 

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Last edited:
  • Reset infernal effects on buildings
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is A structure) Equal to True
          • (Unit-type of (Attacking unit)) Equal to Frost Infernal
        • Then - Actions
          • Wait 4.00 seconds
          • Unit - Remove All buffs from (Triggering unit)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is A structure) Equal to True
          • (Unit-type of (Attacking unit)) Equal to Corrosive Infernal
        • Then - Actions
          • Unit - Remove Wall Tower Regen Ability from (Triggering unit)
          • Wait 4.00 seconds
          • Unit - Add Wall Tower Regen Ability to (Triggering unit)
        • Else - Actions
So I did what you said, but here I'm having an issue. When the building is under attack I remove the ability, and wait 4 seconds and add it back. The way this spell works is that even if it's removed as soon as it fires it heals 500 HP even though it was removed before it would of healed the entire HP.

So instead of adding it back after 4 seconds I need to check if the unit is under attack, how would I go about doing that?
Thanks.
 
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