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Trigger that uses auras temporarily.

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Level 4
Joined
Jan 1, 2008
Messages
99
The original spell is Wind Walk.

But, I want it to increase all damage by 50% when stealthed (In wind walk). When Wind Walk is over, I want the damage to also be gone.

This is what I'm using, but I don't know how to make the Wdamagetest1 (Which is the aura that gives 50% more damage- aka modifed Command aura)
go away after Wind Walk is finished.


This is what I'm using but it doesn't work as intended.

Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Wind Walk (Test1)
Actions
Set Temp_Integer_1 = (Level of Wind Walk (Test1) for (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Temp_Integer_1 Equal to 1
Then - Actions
Unit - Add Wdmgtest1 to (Triggering unit)
Else - Actions



What is intended is for the command aura to be removed once Wind Walk is done.

Help? :(
 
Level 13
Joined
Nov 22, 2006
Messages
1,260
You can use the "Wait for condition" action. The condition part (in that action) should check if the buff of the Wind Walk ability is NOT on the hero. After that action remove the aura.

So basically, the wait for condition will wait until the hero no longer has the wind walk ability buff and then the aura will be returned.


P.S. You can set the "check every x seconds" to whatever you want. The smaller number you put, the more accurately the aura will be removed.


EDIT: Also, another way to do this is to make a timer (with an expiration time of about 0.1), make it repeating and create another trigger which fires each time that timer finishes his timeout (you have that event in the "Time" part, I think). Then in that other trigger you can check whether the hero has the buff.

The second method is better, imo.
 
Level 11
Joined
May 31, 2008
Messages
698
Why would you increase its damage if it cant even attack while it has windwalk?
But to remove the ability just make a trigger like this:
Unit is attacked
If attacking unit has buff windwalk
Remove Command aura from attacking unit

Unit begins effect of ability
If ability being cast is windwalk
wait 30 seconds
remove command aura from triggering unit
 
Level 4
Joined
Jan 1, 2008
Messages
99
Why would you increase its damage if it cant even attack while it has windwalk?
But to remove the ability just make a trigger like this:
Unit is attacked
If attacking unit has buff windwalk
Remove Command aura from attacking unit

Unit begins effect of ability
If ability being cast is windwalk
wait 30 seconds
remove command aura from triggering unit


That may have been slightly misunderstood, the melee damage will be increased for the backstab right after it leaves stealth.

This would mean there's a 1-2 second delay before the damage increase buff will wear off.
 
Level 11
Joined
May 31, 2008
Messages
698
Oh i see. Instead of using command aura just do a critical strike ability. Make it have 100% chance and you can set the percent to whatever. That way it will look exactly like the regualr backstab except it will be a percent. And it shud be easy to add and remove it

A unit is attacked
If attacking unit has buff windwalk
Add Crit to attacking unit
wait .5 seconds
Remove Crit from attacking unit

OR: (this might be better but it uses the aura)

A unit is attacked
If attacking unit has buff windwalk
set TempLoc = position of attacking unit
Create 1 BuffPlacer for owner of attacking unit at TempLoc
Give last created unit a .1 second timed life
call RemoveLocation(udg_TempLoc)

In the second one you dont have to worry about waiting (BuffPlacer is a unit with command aura)
Make the range for command aura something like 100 and make it only effect heroes
Alternatively you can create a dummy unit that casts inner fire on the attacking unit, that might actually be better because aura buffs stay on a unit for like 2 seconds even after the unit with the aura is dead. Also you wouldnt have to worry about the small chance of a nearby unit obtaining the aura
 
Level 12
Joined
Aug 22, 2008
Messages
911
Instead of the aura use Roar and modify the duration to the windwalk duration time. You could also remove the Roar buff manually once the windwalk unit attacks, using event "A unit is attacked" and condition "Attacking unit has buff Windwalk", and of course wait a while.
 
Level 4
Joined
Jan 1, 2008
Messages
99
Oh i see. Instead of using command aura just do a critical strike ability. Make it have 100% chance and you can set the percent to whatever. That way it will look exactly like the regualr backstab except it will be a percent. And it shud be easy to add and remove it

A unit is attacked
If attacking unit has buff windwalk
Add Crit to attacking unit
wait .5 seconds
Remove Crit from attacking unit

OR: (this might be better but it uses the aura)

A unit is attacked
If attacking unit has buff windwalk
set TempLoc = position of attacking unit
Create 1 BuffPlacer for owner of attacking unit at TempLoc
Give last created unit a .1 second timed life
call RemoveLocation(udg_TempLoc)

In the second one you dont have to worry about waiting (BuffPlacer is a unit with command aura)
Make the range for command aura something like 100 and make it only effect heroes
Alternatively you can create a dummy unit that casts inner fire on the attacking unit, that might actually be better because aura buffs stay on a unit for like 2 seconds even after the unit with the aura is dead. Also you wouldnt have to worry about the small chance of a nearby unit obtaining the aura

Can you create a sample map for this trigger? :eek:.
 
Level 11
Joined
May 31, 2008
Messages
698
Here it is. I used the command aura buff. The other ways wouldnt work. I think the critical strike one would work, but it is disabled by the backstab damage, which for some reason still stays there even when i uncheck "Backstab Damage boolean". Maybe you can make an invisibility spell that a dummy unit casts and a bonus movespeed spell that another dummy casts.
 

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