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[Spell] Running out of spells, can't stack ... what to do?

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Level 2
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I'm working on an alternated melee map with different races. The trouble I'm running into is that unlike standard WC3, the special roles and traits of the units are being largely defined by abilities.

My first army is the Blood Elves. Every single unit has at least one ability. Most of them have multiple.

The trouble is that I'm kind of running out of abilities to use, since spells with the same ID don't stack.

By way of example ...

I used Inner Fire to make an auto-cast damage buff. Inner Fire is a great spell with lots of Data fields, but I only needed it for damage.

Then, I wanted to have a way to give single targets an Armor buff from a different spell. So I used a Bloodlust spell which spawns a dummy caster that uses a Roar-based spell with a small AOE that only effects the Bloodlust target.

After many iterations of work-arounds like that I'm starting to run out of spells to use. If this were a Hero-based map I'm given to understand I can use lots of clever tools using spellbooks, item-based boosts, self-only auras, etc - but this is a melee map. I need to have this stuff work on a variety of units, not just a single hero.

(I tried using Channel as the base for some skills, but whenever you have a group of units using the same spell based on Channel, they don't cast it individually, they all try to cast it simultaneously, which is horrible for some types of spells)

Please keep in mind I'm a very average/amateur user. I know absolutely nothing about JASS scripting and am not overly familiar with doing spells that are entirely trigger-based.
 
Level 2
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Channel has an option called "Unique Cast". When a group of units is ordered to cast an ability, this option makes it so that only one casts it.
Well that just figures. The guide I was reading about Channel said "Unique Cast" was something I should ignore because it was only ever used for JASS scripting.

Do you use JNGP editor?
No, I'm using the standard World Editor. Don't even know what JNGP is!
 
Level 21
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Mar 27, 2012
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JNGP is a modified version of world editor. It allows breaking some limits(tiles, doodad count, etc), adds lots of small features and vJASS support.
I mostly code in vJASS, so if you're willing to learn at least a little bit I could make you some spells. Even if you don't know how to use vJASS there are some useful systems that only require you to know how to use GUI. For instance, Physical Damage Detection allows you to detect and modify damage being done. I've also devised a technique that uses it to make the damage of object editor spells modifiable ingame and detect when a specific spell hits.
If you want to keep using the normal editor, you'll probably find Wietlol's Effect Over Time System useful. Yes, you will need at least some kind of triggers.

I encountered the same problem a year ago btw. The object editor eventually becomes insufficient for making abilities. It took me about a year, but now I'm able to write pretty much any spell I want myself.
 
Level 25
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You can't have multiple spells based opon the same spell on a unit, EXCEPT if they're based off Channel with a different ID.

"Then, I wanted to have a way to give single targets an Armor buff from a different spell. So I used a Bloodlust spell which spawns a dummy caster that uses a Roar-based spell with a small AOE that only effects the Bloodlust target."

Cast you just have the dummy unit cast Inner Fire on the unit? As long as the dummy unit only has 1 inner fire ability (it should just have the ability its supposed to cast), it should work.
 
Ahh, the typical "I'm running out of buff spells to modify" problem.

Unfortunately, I have bad news for you: there is not much you can do about it.
However, here is the good news: you can basicly use every orderstring that exists in this game by using "channel" and just triggering your buff/debuff spells.

To make custom buffs/debuffs, you need some scripting knowledge and import some powerful libraries that allow custom buff definition. BonusMod is also highly recommended or any library that allows timed status effects. There are several.
 
Level 24
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Most usefull libraries and systems are witten in some kind of vJASS features so will require JNGP to work. (Usual libraries such as TimerUtils, Table, etc are for some non-vJASS systems required so they need JNGP as well.)

My Effect Over Time is GUI designed. (Recommended for GUI users.)

Download JNGP 2.0. (Yes you need an account on blizzardmodding.info but trust me, it is worth it.)
 
Level 2
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Well this all sounds rather technical and intimidating but I appreciate everyone being so helpful. I might give this JGNP a try but I'll say in advance, I have a long history of opening up editors, finding I have no idea how to use them, and just giving up. I've stuck with WC3's for so long because it's nice and noob friendly.

Cast you just have the dummy unit cast Inner Fire on the unit? As long as the dummy unit only has 1 inner fire ability (it should just have the ability its supposed to cast), it should work.

Sadly no, because if a unit already has the Damage Boost based on Inner Fire, trying to apply an Armor Boost based on Inner Fire would overwrite the first buff buff causing issues with graphics and duration.

Oh how I wish I could just re-use Inner Fire for everything, it's such a great spell.
 
Level 21
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I've played many kinds of games myself and I have to note that the Wc3 editor seems way better than others to me. It's the one that taught me programming even though I didn't have any previous experience whatsoever.
If you don't find anything, I can maybe set up some kind of simple system that provides the full functionality of all normal WC3 buffs. It'd be in vJASS, but if I made something like this, I'd keep the syntax simpler than usual.
 
Level 2
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Well I'm attempting to install JGNP but I can't seem to get the damn thing to unpack from it's zipped form. I downloaded the unzipping tool specified but it just won't work. Followed their tutorials but it just fails to unzip, telling me 'Can not open file as archive'

And here I was actually looking forward to trying this out...
 
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