Hi Hivers!
How do I do this; when Kael/Bloodmage casts a spell 1 of his sphere will disappear and will return after awhile... Thanks!
Nope- Can a player ever have more than 1 Blood mage-type unit (or any other unit for whom you wish to remove spheres)?
Nope- Can more than 1 player have such a unit?
0.01 would be silly and is not worth mentioning at all, you know thatI think an interval of 1.00 second would not hurt, Apo.
Logically, we would count as 1... 2... 3...
Never 0.5... 1.0... 1.5...
Although if you really want to keep realistic count, you should make it 0.01 second per check, but that would lag the game if it prolongs wouldn't it ?
So an interval of 1.00 second is okay in this case.
THANKS FOR THE HELP ap0calypse!! +Rep to all
Yes, but I figure that he needs it for some kind of system (like 'you cannot cast a spell unless you have enough orbs').Geries said:Doesn't the "sphere" ability that (blood)mages have by default do this?
let me try changing itYou used "Triggering Unit" in the Regain Spheres-trigger. You should use the variable "heroBloodMage" (it may be my own mistake, I don't know).
thanksCongratulations on not being a peon anymore
Yes, but I figure that he needs it for some kind of system (like 'you cannot cast a spell unless you have enough orbs').
You done it very well, just wanted to say about the the "if not": I was using it once, and since I overdid it, the map crushed: if not:ifnot: ifnot: on the 10 time it just crushed my map. unfixedable other than this methode of parting if: if: if: if: x1000 times won't crush, since I got used to it, I don't use ifnot anymore. And about the spells, Whatever spell that done immidiatly, without need of TARGETING, will be done instantly so stop wont effect them. And some spells that are stopped immdiatly will still make your hero lose the mana for the try, but Im not sure which spells exactly.Well, best_player_88 pretty much nailed it
There are only 2 things that could have been better.
The first one is that is adding a fourth orb won't work because the blood mage only has 3 attachment points to put the orbs in (sprite,first-third). Of course, it's possible to attach 2 orbs on the same attachment point, but it wouldn't look that great.
The second one is that if you have multiple if-then-elses (ITE's) and you're certain that if ITE 1 is true, then the rest is false, you should put the others in the else-section.
If the hero does not have the correct orb, simply order him to stop (Unit - Order unit with no target).As opposed to...
- -------- SomeInteger = integer between 0 and 2 --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- SomeInteger Equal to 0
- Then - Actions
- -------- Integer == 0 --------
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- SomeInteger Equal to 1
- Then - Actions
- -------- Integer == 1 --------
- Else - Actions
- -------- Integer == 2 --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- SomeInteger Equal to 0
- Then - Actions
- -------- Integer == 0 --------
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- SomeInteger Equal to 1
- Then - Actions
- -------- Integer == 1 --------
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- SomeInteger Equal to 2
- Then - Actions
- -------- Integer == 2 --------
- Else - Actions
This won't work for a few spells (such as wind walk I believe), but changing the event to "begins channeling" should eliminate a few of those.
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of Spheres (fire) (2) for (Triggering unit)) Equal to 0
- Then - Actions
- Unit - Order heroBloodMage to Stop
- Else - Actions
- Unit - Remove Spheres (fire) (2) from heroBloodMage
- Set sphereTimer[2] = 5.00
THANKS FOR YOUR HELP GUYS!!If the hero does not have the correct orb, simply order him to stop (Unit - Order unit with no target).
This won't work for a few spells (such as wind walk I believe), but changing the event to "begins channeling" should eliminate a few of those.
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of Spheres (fire) (2) for (Triggering unit)) Equal to 0
- Then - Actions
- Unit - Order heroBloodMage to Stop
- Else - Actions
- Unit - Remove Spheres (fire) (2) from heroBloodMage
- Set sphereTimer[2] = 5.00