• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

removing hidden auras / daze on attack

Status
Not open for further replies.
Level 4
Joined
Aug 14, 2007
Messages
66
ive got 2 spells that arent working correctly. One of them is a roar spell based off taunt that adds a custom made spell book ability thats been disabled with a custom made endurance aura in it. it is suppose to remove the spell book ability after 15 seconds but it doesnt.
  • Koruk Clan Yell
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Koruk Clan Yell
    • Actions
      • Unit - Add KorukClanAura[(Level of Koruk Clan Yell for (Casting unit))] to (Casting unit)
      • Wait 15.00 seconds
      • Unit - Remove KorukClanAura[1] from (Casting unit)
      • Unit - Remove KorukClanAura[2] from (Casting unit)
      • Unit - Remove KorukClanAura[3] from (Casting unit)
Also i have an ability based off evasion that also gives a chance to damage and daze the attacker by spawning an invisible unit on the attacker that casts a custom version of thunderclap with a very small aoe but thats not working either.

  • Back Kick
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Kroblus Eagleye
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Back Kick for (Attacked unit)) Greater than 0
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Random integer number between 1 and 100) Less than or equal to 10
            • Then - Actions
              • Unit - Cause (Attacked unit) to damage (Attacking unit), dealing (50.00 + (25.00 x (Real((Level of Back Kick for (Attacked unit)))))) damage of attack type Pierce and damage type Normal
              • Set SpellTempPoint = (Position of (Attacking unit))
              • Unit - Create 1 Cast Dummy for (Owner of (Attacked unit)) at SpellTempPoint facing Default building facing degrees
              • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
              • Unit - Add Daze to (Last created unit)
              • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
              • Custom script: call RemoveLocation(udg_SpellTempPoint)
            • Else - Actions
              • Do nothing
        • Else - Actions
          • Do nothing
can anyone help?
 
Level 11
Joined
Dec 11, 2007
Messages
888
  • Koruk Clan Yell
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Koruk Clan Yell
    • Actions
      • Unit - Add KorukClanAura[(Level of Koruk Clan Yell for (Casting unit))] to (Casting unit)
      • Wait 15.00 seconds
      • Unit - Remove KorukClanAura[1] from (Casting unit)
      • Unit - Remove KorukClanAura[2] from (Casting unit)
      • Unit - Remove KorukClanAura[3] from (Casting unit)
try to replace casting unit with triggering unit and see if it works

  • Back Kick
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacked unit)) Equal to Kroblus Eagleye
    • Actions
      • Set IntegerVar = Random number between 1 and 100
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Back Kick for (Attacked unit)) Greater than 0
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • IntegerVar Less than or equal to 10
            • Then - Actions
              • Unit - Cause (Attacked unit) to damage (Attacking unit), dealing (50.00 + (25.00 x (Real((Level of Back Kick for (Attacked unit)))))) damage of attack type Pierce and damage type Normal
              • Set SpellTempPoint = (Position of (Attacking unit))
              • Unit - Create 1 Cast Dummy for (Owner of (Attacked unit)) at SpellTempPoint facing Default building facing degrees
              • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
              • Unit - Add Daze to (Last created unit)
              • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
              • Custom script: call RemoveLocation(udg_SpellTempPoint)
            • Else - Actions
              • Do nothing
        • Else - Actions
          • Do nothing
at this trigger you need to add a variable
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
Spell problems do not go on the help zone.
[self="http://www.hiveworkshop.com/forums/forumdisplay.php?f=309"]
spellsandsystems.gif
»»» Spells and Systems
[/self]
Talk regarding custom created spells and systems takes place in here. Get help creating a spell or implementing a system etc.
Do NOT request for help or talk about spell-creation in the World Editor Help Zone. Spell-matters go on the Spells and Systems, which has it's link above.
~Thread Moved
 
Level 5
Joined
Aug 27, 2007
Messages
138
Well, the problem for your first spell is simple enough. You need a variable to take the place of the casting unit or it'll be overwritten (GetTriggerUnit() might work). I don't think you need a variable for the second spell though.


The use of an AoE spell for a targetted effect seems kind of... sloppy. I believe that's what's causing your problem, but I can't tell since I can't see the object data. It would probably be best to modify slow to suit your needs and have a dummy unit cast slow on the target, that way, you won't have to worry about the target ever getting out of range.
 
Status
Not open for further replies.
Top