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Spell Request

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Level 2
Joined
Mar 9, 2004
Messages
39
make range of like 100 change animation to attack
Events:
a hero is ordered to do (like finger of death)
Conditions:
Hero has (finger of death or whatever) at lvl 1-10
Actions:
change fly height to (a little higher)
then add a wait
then add change fly height to (a little higher)
wait
add a little higher
wait
then lower
wait
then lower
wait
reset original height

this should work and to change the damage u just need to edit the datafields but u get the idea... hopefully :lol:
:wink: hope i helped :wink:
 
Level 2
Joined
Mar 2, 2004
Messages
20
in ToB is a jump attack.. the roger jolly hoist i think

make a stormbolt ability
missile art = model of you hero
missile arc = how high you want the hero to jump (0.5 is good)

then add a trigger :

event : unit starts casting a spell

Conditions: Unittype of casting unit is (unittype of you hero)

(ability being cast) = (the spell u want to use)

Actions:

set (variable)= casting unit
Unit-hide (Variable)
wait 1 second (depends on missile speed)
move (variable) to pos of taget unit of ability being cast
unit- unhide(variable)


only thing you gotta work on is the stormbolt ability to cange the damage.. hope i could help ya
 
Level 7
Joined
Mar 26, 2004
Messages
350
basically, ziNv is right but don't forget to make different lvls, to add the damage and also don't forget to make your hero flying, because else the "change hflying high" functions won't work
 
Level 5
Joined
Jun 21, 2004
Messages
148
@ ziNv

I tried your idea, and its good in threory but... multiple problems occure here

1) When you hide the caster, you cant see the attack
2) The missle being the unit casting wont work b/c when the missle hits the target it has a death animation.
 
Level 7
Joined
Mar 26, 2004
Messages
350
first make the hero flying. then create an unit-targeted dummy spell, e.g. stormbolt (delete the missile animation and the damage) and create 3 variables (1 real and 2 unit variables). then use triggers:

learn trigger:
Code:
event: generic unit event - unit learns an ability
condition: skill comparison - ability being learned equal to "your dummy spell"
acton: variable: set "real variable" = "real variable + 1"

now the effect trigger (what will happen if the hero casts the ability):
Code:
event: generic unit event - unit starts casting an ability
condition: ability comparison - ability being cast equal too your "dummy spell"
action: set "1. unit variable" = triggering unit
set "2. unit variable" = targeted unit of ability being cast
unit - pause on "1. unit variable"
unit - pause on "2. unit variable"
unit - make "1. unit variable" invulnerable
animation - set "1. unit variable"'s flying high to 200 at 0
unit - move "1. unit variable" instantly to position of "2. unit variable"
unit - make "1. unit variable" face "2. unit variable" over 0 sec.
animation - set "1. unit variable"'s flying high to 0 at 2
wait 2 sec.
if/then/else multiple actions:
     if condition: real comparison - "real variable" =1
    then:  unit - set life of "2. unit variable" to life of "2. unit variable" - 50 (or whatever)
if/then/else multiple actions:
     if condition: real comparison - "real variable" =2
    then:  unit - set life of "2. unit variable" to life of "2. unit variable" - 100 (or whatever)
if/then/else multiple actions:
     if condition: real comparison - "real variable" =3
    then:  unit - set life of "2. unit variable" to life of "2. unit variable" - 150 (or whatever)
unit - unpause "2. unit variable" 
unit - unpause "1. unit variable" 
unit - make "1. unit variable" vulnerable

here u have the first 3 lvl's.
i haven't tested it, but this should work.
add some specialeffects or use the unit animations to make it better looking.
 
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