- Joined
- Dec 25, 2010
- Messages
- 972
Based on these Ideas by @apcrabnightlive can someone make those spells?
I made a crushing wave stomp spell. Its sends out a wave in a circle around the Myrmidon knocking units back and stunning them for a few seconds. To import it you will need a knockback system. The spell is in my map here. It's called waterstomp, ignore everything else. Copy the dummy unit's spell and the waterstomp spell first, then the dummy unit, and finally the trigger. Look in the trigger for the knockback system I use. It will have a trigger that says run trigger x. Copy trigger x and import that too. That is the knockback system. DOwnload the map Here.
If you want crushing wave to lower armor, just create dummy units in a line. Give the dummy units a short distance howl with no buff. Order them to howl and remove them from the game. BooM! Crushing Wave that lowers armor.
Do you already use a damage detection system in your map ?
If so, then Empowering Tides is very easy to make ( if it only concerns units damaged by attacks, not by range in front of the hero). If you tell me what damage detection you use I can do that one for you![]()
Do you prefer GUI or JASS?
I plan to use the same system used in a spellpack I requested before which is located here for you to see
Doesn't seem like that map uses a Damage Detection System.
You could try Bribe's. It's pretty good and easy to use.
Alright, I need that system with the exact ability you will use later on ( = Cleave, for the Id) and the unit type ( for conditions).Then Bribe's DDS it is
Alright, I need that system with the exact ability you will use later on ( = Cleave, for the Id) and the unit type ( for conditions).
You can handle Kraken Shell with the DDS, too, by the way.
Yes, and I need the exact ability you use as well as the unit.
I can create the ability for you, but I need the unit Id. I assume you don't know a lot about trigger, so I would like to make it as less hard to configure as possible.
Therefore I need the unit object data of the hero.
I know how to config my friend
You can Use whatever you wish and you can give a good config for it
and the Hero's ID ingame will be "NH00"
Testing is up to you, DDS not included.
Here
I made a mistake in a global condition. Go to Register trigger and change the condition to Unit type of Learning hero Equal Mountainking, not DamageEventSource.
Then it works.
10% chance
Empowered Tide
Events
Game - DamageEvent becomes Equal 1.00
Conditions
(Unit-type of DamageEventSource) Equal Mountainking
(DamageEventSource is in HeroesWithEmpoweredTide) Equal True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
'IF'-Conditions
(Random integer number between 1 and 10) Equal 1
'THEN'-Actions
Custom script: local integer i
Custom script: set i = GetUnitAbilityLevel( udg_DamageEventSource, udg_EmpoweredTide)
Unit - Create 1 Caster Dummy for (Owner of DamageEventSource) at (Position of DamageEventSource) facing (Facing of DamageEventSource) degrees
Custom script: set udg_Dummy = GetLastCreatedUnit()
Unit - Add Slow to Dummy
Set Slow = Slow
Custom script: call SetUnitAbilityLevel( udg_Dummy, udg_Slow, i)
Unit - Order Dummy to Sorceress - 'Slow' DamageEventTarget
Unit - Add a 1.00 second Standard expiration timer to Dummy
'ELSE'-Actions
I'm getting the error "line 304: Locals are only supported at the top of the function"
Oh yes, move the line
as first action before anything else in the Actions block
Custom script: local integer i
If you would show me how
Why use locals in the first place?
Use a global "TempInteger" variable and then you can replace all the custom scripts by GUI actions... when you are making something in GUI, then use GUI and only custom scripts where necessary.
Be aware that you leak a location on each attack.
Also, change the check from
(DamageEventSource is in HeroesWithEmpoweredTide)
to
(Level of Empowered Tide for DamageEventSource is greater than 0)
Last but not least, when you use a variable like "Slow", then USE it.
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The post was more aimed at Ardenian, but all should be very easy to do.
You can find numberless threads about leaks like locations and how to fix them... so I will not explain them here.
Replacing the local variables with global variables should be no problem.
You just create a global variable of type integer and use that one instead of "i" and you should replace all custom scripts with the corresponding GUI actions.
"Set <variable> = Last created unit"
"Set <variable> = Level of ability for unit"
"Unit - Set level of ability of unit to integer"
The condition of the group vs ability check is an integer comparison comparing the level of EmpoweredTide to 0. (If it is 0, he doesnt have the ability.)
The slow variable should actually be a constant initialized at map init (preferably) or in global variables.
Equal as a variable of the Empowered Tide ability and the Caster Dummy.