Starfall Overlapping Imported Spell "Call of the Damned"

Level 21
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This seems to work ok: Call of the Damned. Problem is it randomly stops the loop trigger sometimes, seems to just stop casting. I think it's related to the fact the cast ability is based on Starfall. It triggers the CD of starfall but that's not a huge problem.

I tried replacing it with Channel, it seems to work for the most part if you configure the unique settings to Channel the right way. Wondering if anyone else has any input on this.
 

Uncle

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This seems to work ok: Call of the Damned. Problem is it randomly stops the loop trigger sometimes, seems to just stop casting. I think it's related to the fact the cast ability is based on Starfall. It triggers the CD of starfall but that's not a huge problem.

I tried replacing it with Channel, it seems to work for the most part if you configure the unique settings to Channel the right way. Wondering if anyone else has any input on this.
What's the issue with replacing it with Channel? Or are you just curious as to why this is happening? Any channeled ability will work fine if you configure things properly.

Also, what do you mean it triggers the CD of Starfall? A separate Starfall ability?

Anyway, the spell is unnecessarily complicated with the usage of the Engineering Upgrade trick. All that seems to do is change the name of the ability to "Disable Call of the Damned" instead of "Call of the Damned" and avoid a "double cast" issue which is easily avoided using a different approach to the triggers. I attached an updated map that addresses these issues along with some other tweaks. IE: The Dummy "ritual" Acolytes now share the caster's Player Color and no longer play their "death" animation when the spell ends (the original Acolyte isn't dead so it didn't make sense).

Note that the Dummy unit included in this map is not setup properly for casting spells and should NOT be used for that. I wouldn't mess with it's settings though since it seems to handle it's job without issues (to look for and destroy nearby Destructables).
 

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Level 21
Joined
Mar 16, 2008
Messages
955
What's the issue with replacing it with Channel? Or are you just curious as to why this is happening? Any channeled ability will work fine if you configure things properly.
I just had "disable other abilities" option ticked in the new Channel ability and it disabled some of the trigger loops from working. But now it seems to be working bug free.

Also, what do you mean it triggers the CD of Starfall? A separate Starfall ability?
Yes it casted and used anything with starfall order string. You also need to reconfigure orderstring in the "Call of the Damned" custom spell to be Channel, it seems.

Anyway, the spell is unnecessarily complicated with the usage of the Engineering Upgrade trick. All that seems to do is change the name of the ability to "Disable Call of the Damned" instead of "Call of the Damned" and avoid a "double cast" issue which is easily avoided using a different approach to the triggers. I attached an updated map that addresses these issues along with some other tweaks. IE: The Dummy "ritual" Acolytes now share the caster's Player Color and no longer play their "death" animation when the spell ends (the original Acolyte isn't dead so it didn't make sense).
Oh didn't think of Engineering Upgrade. I read other posts about that but haven't tried implementing it. I'll give your map a try if players report problems. and I think the acolytes are there to be an optional "helper" to speed up the summon timer.

Note that the Dummy unit included in this map is not setup properly for casting spells and should NOT be used for that. I wouldn't mess with it's settings though since it seems to handle it's job without issues (to look for and destroy nearby Destructables).
Ohh hmmm maybe I can delete that then.
 

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,866
I just had "disable other abilities" option ticked in the new Channel ability and it disabled some of the trigger loops from working. But now it seems to be working bug free.
That's because "Disable Other Abilities" Pauses the Unit which should almost never be used.

Yes it casted and used anything with starfall order string. You also need to reconfigure orderstring in the "Call of the Damned" custom spell to be Channel, it seems.
You can do that or change Channel to use the "starfall" Base Order Id. If you look at the "Effect" trigger you can see it's checking if the caster's current order is equal to the "orderstring" variable you mentioned. In other words, it's asking the question "Is the caster still channeling Call of Damned?"

Also, all abilities suffer from the "same order" issue and there's nothing you can really do about it besides avoiding having duplicate copies.
(That or trigger everything and use Channel which can modify it's Order Id)

Oh didn't think of Engineering Upgrade. I read other posts about that but haven't tried implementing it. I'll give your map a try if players report problems. and I think the acolytes are there to be an optional "helper" to speed up the summon timer.
You misunderstood, the spell uses all of that stuff already, I'm not telling you to implement anything. I fully understand how the spell works, I was describing how it was designed in a strange way that required strange solutions.

Ohh hmmm maybe I can delete that then.
That's not what I was saying. Definitely don't do that since the ability relies on that Unit.

The map I uploaded is a version that fixes all of the above issues. You don't have to worry about the Order stuff anymore since I deleted all of it.
 
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