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Problems with Kawarimi

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Level 12
Joined
Mar 23, 2008
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942
I'm trying to do the Kawarimi jutsu, I'm doing a thing that after you active it, you have some seconds of "imortality" and if you got attacked while you are "imortal" you switch places with a log.

  • Kawarimi
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Kawarimi no Jutsu (based in taunt)
    • Actions
      • Unit - Add Spell Book (Kawarimi Damage Reduction) to (Casting unit)
      • Player - Disable Spell Book (Kawarimi Damage Reduction) for (Owner of (Casting unit))
      • Wait (Real((Level of Kawarimi no Jutsu (based in taunt) for (Casting unit)))) seconds
      • Unit - Remove Spell Book (Kawarimi Damage Reduction) from (Casting unit)
That spell book contains two skills, one with 100% spell damage reduction, and another with 999999 attack reduction.

  • Kawarimi is attacked
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Spell Book (Kawarimi Damage Reduction) for (Attacked unit)) Greater than 0
    • Actions
      • Set SpellPoint[0] = (Position of (Attacked unit))
      • Unit - Remove Spell Book (Kawarimi Damage Reduction) from (Attacked unit)
      • Special Effect - Create a special effect at SpellPoint[0] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Create 1 Log for Neutral Passive at SpellPoint[0] facing Default building facing degrees
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Dummy Caster for Neutral Passive at SpellPoint[0] facing Default building facing degrees
      • Unit - Set level of Kawarimi (Wind Walk) for (Last created unit) to (Level of Kawarimi no Jutsu (based in taunt) for (Attacked unit))
      • Unit - Order (Last created unit) to Neutral - Firebolt (Attacked unit)
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_SpellPoint[0])
Here is the problem, everything seems to work, but the unit don't cast wind walk on my unit!

Some pictures of things:





All the fields not showed in the last image are blank.

Also, I would like to know if this event: "Unit - A unit Is attacked" will work if someone uses a offensive spell at the unit.
 
Last edited:
Level 3
Joined
Jul 24, 2007
Messages
40
Well you cant cast wind walk onto a unit. you could give it to the caster and have him cast it and then remove it quickly, but you cannot target a unit. You could use "unit - hide" to make the unit hide. O, try the Invisibility spell. It is a Human Sorcerouses ( i know i cant spell) spell, it can be cast upon units.
 
Level 3
Joined
Jul 24, 2007
Messages
40
well thank you dofys
i cant think of an idea right now but if i do ill post it...sorry
-update nvrm i got an idea
In your spell save the casting unit as a global variable then enable this trigger

  • Events : Unit-Starts the effect of an ability
  • Condition : Unit Comparison -target unit of ability equals Caster(This is a global variable)
  • Actions : (Copy Spell here or use Run trigger ignoring conditions)
 
Last edited:
Level 12
Joined
Mar 23, 2008
Messages
942
I'm having another problem:

  • Kawarimi is attacked
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Spell Book (Kawarimi Damage Reduction) for (Attacked unit)) Greater than 0
    • Actions
      • Set SpellPoint[0] = (Position of (Attacked unit))
      • Unit - Remove Spell Book (Kawarimi Damage Reduction) from (Attacked unit)
      • Special Effect - Create a special effect at SpellPoint[0] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
      • Special Effect - Destroy (Last created special effect)
      • Sound - Play poof2 <gen> at 100.00% volume, located at SpellPoint[0] with Z offset 0.00
      • Sound - Destroy (Last played sound)
      • Unit - Create 1 Log for Neutral Passive at SpellPoint[0] facing Default building facing degrees
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Dummy Caster for Neutral Passive at SpellPoint[0] facing Default building facing degrees
      • Unit - Set level of Kawarimi (based in Invisibility) for (Last created unit) to (Level of Kawarimi no Jutsu (based in taunt) for (Attacked unit))
      • Unit - Order (Last created unit) to Human Sorceress - Invisibility (Attacked unit)
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_SpellPoint[0])
The Sound don't play...
 

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Level 3
Joined
Jul 24, 2007
Messages
40
yo, its becuase the sound is destroyed before it can be played
try saving the sound in a varable then destroy it after the spell.

  • Actions:
  • play sound
  • sound1 = Last Played Sound
  • BLAH
  • BLAH
  • BLAH
  • Sound - Destroy sound1
If it still doesnt work try

  • play sound
  • Set sound1 = Last Played Sound
  • BLAH
  • BLAH
  • BLAH
  • Wait 1.5
  • Sound - Destroy sound1
 
Last edited:
Level 12
Joined
Mar 23, 2008
Messages
942
No, even without the sound- destroy last played sound still not play.

Edit: LOL WTF IS HAPPENING TO MY MAP? Now the trigger is crazy!! The log never spawn, you only become invis the first time you use the skill ingame and the sfx is the only one that always work o_O

  • Kawarimi is attacked
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Spell Book (Kawarimi Damage Reduction) for (Attacked unit)) Greater than 0
    • Actions
      • Set SpellPoint[0] = (Position of (Attacked unit))
      • Unit - Remove Spell Book (Kawarimi Damage Reduction) from (Attacked unit)
      • Special Effect - Create a special effect at SpellPoint[0] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
      • Special Effect - Destroy (Last created special effect)
      • Sound - Play poof2 <gen> at 100.00% volume, located at SpellPoint[0] with Z offset 0.00
      • Sound - Destroy (Last played sound)
      • Unit - Create 1 Log for Neutral Passive at SpellPoint[0] facing Default building facing degrees
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Create 1 Dummy Caster for Neutral Passive at SpellPoint[0] facing Default building facing degrees
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Unit - Set level of Kawarimi (based in Invisibility) for (Last created unit) to (Level of Kawarimi no Jutsu (based in taunt) for (Attacked unit))
      • Unit - Order (Last created unit) to Human Sorceress - Invisibility (Attacked unit)
      • Custom script: call RemoveLocation(udg_SpellPoint[0])
 
Level 12
Joined
Mar 23, 2008
Messages
942
I already deleted the sound, but the trigger still crazy!

EDIT: LOL I'm THE MOST STUPID GUY IN THE EARTH.
I was testing the trigger inside base, so when the log and caster spawn, they are moved to outside base >.<

EDIT2: The sound still not playing...
 
Level 3
Joined
Jul 24, 2007
Messages
40
o well then post the spell so i can see it sometime ....uuhh i have only memorized 27/65 Chinese flashcards for my test tomorrow
Try removing leaqks and nulling variables, it should help fix your spell.
 
Last edited:
Level 12
Joined
Apr 27, 2008
Messages
1,228
No idea about the sound, but about the skill triggering from spells:
add another event: a unit begins casting an ability
With the conditions will be a bit more tricky becouse it should work with attacks and spells so make multiple conditions
Conditions: Or multiple conditions:
(Level of Spell Book (Kawarimi Damage Reduction) for (Attacked unit)) Greater than 0)
then
Add an And Multiple conditions:
(Level of Spell Book (Kawarimi Damage Reduction) for (Target unit of ability being cast)) Greater than 0)
and
the owner of the Unit casting the ability is an enemy of the owner of the target unit of the ability being cast
And that's it.
 
Level 12
Joined
Mar 23, 2008
Messages
942
No idea about the sound, but about the skill triggering from spells:
add another event: a unit begins casting an ability
With the conditions will be a bit more tricky becouse it should work with attacks and spells so make multiple conditions
Conditions: Or multiple conditions:
(Level of Spell Book (Kawarimi Damage Reduction) for (Attacked unit)) Greater than 0)
then
Add an And Multiple conditions:
(Level of Spell Book (Kawarimi Damage Reduction) for (Target unit of ability being cast)) Greater than 0)
and
the owner of the Unit casting the ability is an enemy of the owner of the target unit of the ability being cast
And that's it.
That will give me a problem with all the events that uses (Attacked Unit)

  • Kawarimi is attacked
    • Events
      • Unit - A unit Begins casting an ability
      • Unit - A unit Is attacked
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Level of Spell Book (Kawarimi Damage Reduction) for (Attacked unit)) Greater than 0
          • And - All (Conditions) are true
            • Conditions
              • (Level of Spell Book (Kawarimi Damage Reduction) for (Target unit of ability being cast)) Greater than 0
              • ((Owner of (Casting unit)) is an enemy of (Owner of (Target unit of ability being cast))) Equal to True
    • Actions
      • Set SpellPoint[0] = (Position of (Attacked unit))
      • Unit - Remove Spell Book (Kawarimi Damage Reduction) from (Attacked unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Attacked unit)) Equal to Kyubi Jinchuuriki
        • Then - Actions
          • Unit - Create 1 Naruto bunshin for Neutral Passive at SpellPoint[0] facing Default building facing degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Create 1 Dummy Caster for Neutral Passive at SpellPoint[0] facing Default building facing degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Set level of Kawarimi (based in Invisibility) for (Last created unit) to (Level of Kawarimi no Jutsu (based in taunt) for (Attacked unit))
          • Unit - Order (Last created unit) to Human Sorceress - Invisibility (Attacked unit)
          • Sound - Play poof2 <gen> at 100.00% volume, located at SpellPoint[0] with Z offset 0.00
          • Special Effect - Create a special effect at SpellPoint[0] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation(udg_SpellPoint[0])
        • Else - Actions
          • Unit - Create 1 Log for Neutral Passive at SpellPoint[0] facing Default building facing degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Special Effect - Create a special effect at SpellPoint[0] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
          • Special Effect - Destroy (Last created special effect)
          • Sound - Play poof2 <gen> at 100.00% volume, located at SpellPoint[0] with Z offset 0.00
          • Sound - Destroy (Last played sound)
          • Unit - Create 1 Dummy Caster for Neutral Passive at SpellPoint[0] facing Default building facing degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Set level of Kawarimi (based in Invisibility) for (Last created unit) to (Level of Kawarimi no Jutsu (based in taunt) for (Attacked unit))
          • Unit - Order (Last created unit) to Human Sorceress - Invisibility (Attacked unit)
          • Custom script: call RemoveLocation(udg_SpellPoint[0])
 
Level 12
Joined
Apr 27, 2008
Messages
1,228
I do not understand why you would need to create a Naruto clone when you are using an escape jutso.
But the problem is the same again where do you create the special effects and which unit corresponds to what event. Maybe you should split the trigger.
Or you can try to complicate things by checking if the trigger has been called by an ability used event.
 
Level 12
Joined
Mar 23, 2008
Messages
942
I do not understand why you would need to create a Naruto clone when you are using an escape jutso.
But the problem is the same again where do you create the special effects and which unit corresponds to what event. Maybe you should split the trigger.
Or you can try to complicate things by checking if the trigger has been called by an ability used event.
Because naruto uses a clones instead of wood to kawarimi xD
This is just a cosmetic thing, but its giving me so much problem...

But what I'm telling is that, for example:

(Unit-type of (Attacked unit)) Equal to Kyubi Jinchuuriki
Unit - Remove Spell Book (Kawarimi Damage Reduction) from (Attacked unit)

will not work if the trigger got called by the spell way;=.
 
Level 12
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Messages
1,228
Yeah, as i said the problem is still there.
The check if it is Naruto causes no problems.
P.s. Have you seen the Naruto shippuuden movie ?
 
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