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Spell Casting

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Level 8
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Oct 8, 2005
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409
How do you keep custom spells from casting the spell they are based off of ?

example: I made a custom spell based off the "feral spirit" spell, my spell summons "giant rooted ents", but every time I cast "giant rooted ents" it also casts "feral spirit" at the same time and only finishes casting "feral spirit"

I have already changed the activation string to "militia", I thought this would fix it, but it did not...what am I doing wrong ?
 
Level 8
Joined
Oct 8, 2005
Messages
409
let me be more descriptive....all of those spells are being used

I am making an AOS with 74 heroes, the players choose a job class for their hero (each job class is a spell book), this job class contains a spell which summons a tower building unit

This spell needs to be able to be used by all 74 heroes, every summoning spell is being used by at least 3 different heroes

so, unless there is a summoning spell that is not a hero spell......thinking...thinking...thinking.....

Question: are there any unit spell + hero spell combinations that also have this problems ^

could I base the "builder summoning" spell off the "Summon sea elemental" spell ?

or would that mess with the "Summon water elemental" spell since the "Summon sea elemental" spell & "Summon water elemental" spell have the same activation string

Could I base the "builder summoning" spell off the "Watery Minion item" ?

I bet I could !

unless...Would that activate the "Watery Minion item" if a hero is holding it (that would mess with the summoning tokens for the summoner class) ?

My head hurts....crys.....
 
Level 12
Joined
Feb 1, 2007
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1,092
Do you want the builder to be permenet? If not, just do a simple trigger. (Sorry the trigger tags aren't working.)

Event: A Unit starts the effect of an ability.

Conditions: (Ability Being Cast) equal to (Your summon spell) equal to (true)

Actions: Create (1) (Your builder unit) at (Posistion of casting unit) facing... blahblahblah.

Got it? You need a dummy spell that has no effect so when you click it the trigger is the only thing that happens. If you dojn't want the unit to be permanent, add this action after the create unit trigger:

Add Expiration Timer (However Long) to (Last created unit)

Sure you won't see the little thing showing how much time is left, but it works pretty well.
 
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