- Joined
- Jun 16, 2011
- Messages
- 80
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EDIT: [SOLVED]
Thanks to Chonky Dwarf. Putting negative value to button position lets you have it "hidden".
Side Note: to input negative value for button position into object editor, hold shift before opening the field.
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===========================================================================
SIMPLIFIED GOAL:
- When you attack, attempt to cast chain lightning IF it isnt on cooldown
- Dont have this spell visually clogging up the ridiculously limited UI slots
SIMPLIFIED ISSUE:
- hidden spells cant be cast by "issue order"
- Spells within a spellbook (trying the "disable spellbook trick) cant be cast via issue order
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If you could just solve this --- a way to cast a spell (with a cooldown) by trigger, without the spell being visible --- that's what i am hoping to figure out
You can ignore the rest I write below this... I included it only for if the above is not possible.
===========================================================================
===========================================================================
Explained Further:
The Actual Goal is a bit more complicated. (but most of the goals written below this are already solved --- only issue being that I have to make the chain lightning and forked lightning visible when i dont want it to be)
In other words, I only write this to explain why my trigger I post is complicated and why i am reluctant to just try and simulate chain lightning via triggers (as I dont want to just throw away all the effort I put into already making it work)
- learn spells (like chain lightning) via a spell book
- re-add these spells when returning from a morphed form
- be able to have each spell get its own spellbook (within the initial one) that lets you learn upgrades to things like range, dmg, etc)
- autocast chain lightning when attacking
- autocast forked lightning, if it has been learnt, and cant cast chain lightning
- autocasted forked lightning will do basic attack damage to primary target.
---------------------------------------------
Additional Notes:
Doing this in reforged version if that's important. I imagine it may be. I would honestly prefer just having a bigger set of abilities available to be seen in the UI --- this issue is entirely due to me trying to solve for only having like 6-7 slots.
The "Add to player gold" was just my way to test that it did actually meet the conditions and attempt to cast.
The trigger I write below WORKS - but not for hidden spells.
I would really like to avoid creating a new "trigger spell" where I just try to simulate chain lightning. I guess it wouldnt be impossible, and I could just use a timer or something for the cooldown?
===========================================================================
===========================================================================
What I have Currently (That Works IF the spells are VISIBLE):
I am guessing my solution is just going to be simulating chain lightning and forked lightning by doing a unit group command, then adding a timer for a cooldown. But Id really like to avoid this.
EDIT: [SOLVED]
Thanks to Chonky Dwarf. Putting negative value to button position lets you have it "hidden".
Side Note: to input negative value for button position into object editor, hold shift before opening the field.
===========================================================================
===========================================================================
SIMPLIFIED GOAL:
- When you attack, attempt to cast chain lightning IF it isnt on cooldown
- Dont have this spell visually clogging up the ridiculously limited UI slots
SIMPLIFIED ISSUE:
- hidden spells cant be cast by "issue order"
- Spells within a spellbook (trying the "disable spellbook trick) cant be cast via issue order
---------------------------------------------
If you could just solve this --- a way to cast a spell (with a cooldown) by trigger, without the spell being visible --- that's what i am hoping to figure out
You can ignore the rest I write below this... I included it only for if the above is not possible.
===========================================================================
===========================================================================
Explained Further:
The Actual Goal is a bit more complicated. (but most of the goals written below this are already solved --- only issue being that I have to make the chain lightning and forked lightning visible when i dont want it to be)
In other words, I only write this to explain why my trigger I post is complicated and why i am reluctant to just try and simulate chain lightning via triggers (as I dont want to just throw away all the effort I put into already making it work)
- learn spells (like chain lightning) via a spell book
- re-add these spells when returning from a morphed form
- be able to have each spell get its own spellbook (within the initial one) that lets you learn upgrades to things like range, dmg, etc)
- autocast chain lightning when attacking
- autocast forked lightning, if it has been learnt, and cant cast chain lightning
- autocasted forked lightning will do basic attack damage to primary target.
---------------------------------------------
Additional Notes:
Doing this in reforged version if that's important. I imagine it may be. I would honestly prefer just having a bigger set of abilities available to be seen in the UI --- this issue is entirely due to me trying to solve for only having like 6-7 slots.
The "Add to player gold" was just my way to test that it did actually meet the conditions and attempt to cast.
The trigger I write below WORKS - but not for hidden spells.
I would really like to avoid creating a new "trigger spell" where I just try to simulate chain lightning. I guess it wouldnt be impossible, and I could just use a timer or something for the cooldown?
===========================================================================
===========================================================================
What I have Currently (That Works IF the spells are VISIBLE):
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KludgeAttackLightning
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Events
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Unit - A unit Is attacked
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Conditions
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(Unit-type of (Attacking unit)) Equal to Eredar Lord (lightning)
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Learnt_LIGHT_Fork Equal to True
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((Region centered at (Position of (Attacking unit)) with size (((Real(INT_Fork_Range_total)) x 2.00), ((Real(INT_Fork_Range_total)) x 2.00))) contains (Triggering unit)) Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Learnt_LIGHT_Chain Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability Cooldown Remaining of (Attacking unit) for ability Chain Lightning ..) Not equal to 0.00
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Then - Actions
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Unit - Order (Attacking unit) to Neutral Sea Witch - Forked Lightning (Attacked unit)
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Wait 0.30 seconds
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Set VariableSet TempDmg = ((Unit: (Attacking unit)'s Weapon Integer Field: Attack Damage Number Of Dice ('ua1d') at Index:0) x (Random integer number between 1 and (Dice Sides of (Attacking unit) for weapon index 0)))
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Set VariableSet TempDmg = (TempDmg + (Unit: (Attacking unit)'s Weapon Integer Field: Attack Damage Base ('ua1b') at Index:0))
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Set VariableSet TempDmg = (TempDmg - INT_Fork_Dmg_total)
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Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - (Real(TempDmg)))
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Else - Actions
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Else - Actions
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Unit - Order (Attacking unit) to Neutral Sea Witch - Forked Lightning (Attacked unit)
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Wait 0.30 seconds
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Set VariableSet TempDmg = ((Unit: (Attacking unit)'s Weapon Integer Field: Attack Damage Number Of Dice ('ua1d') at Index:0) x (Random integer number between 1 and (Dice Sides of (Attacking unit) for weapon index 0)))
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Set VariableSet TempDmg = (TempDmg + (Unit: (Attacking unit)'s Weapon Integer Field: Attack Damage Base ('ua1b') at Index:0))
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Set VariableSet TempDmg = (TempDmg - INT_Fork_Dmg_total)
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Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - (Real(TempDmg)))
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Region centered at (Position of (Attacking unit)) with size (1400.00, 1400.00)) contains (Triggering unit)) Equal to True
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Learnt_LIGHT_Chain Equal to True
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(Ability Cooldown Remaining of (Attacking unit) for ability Chain Lightning ..) Equal to 0.00
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Then - Actions
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Unit - Order (Attacking unit) to Orc Far Seer - Chain Lightning (Attacked unit)
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Player - Add 1000 to Player 1 (Red).Current gold
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Set VariableSet TriggeredChainLightning = True
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Else - Actions
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Set VariableSet TriggeredChainLightning = False
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I am guessing my solution is just going to be simulating chain lightning and forked lightning by doing a unit group command, then adding a timer for a cooldown. But Id really like to avoid this.
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