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| | #1 |
![]() Join Date: Feb 2007 Location: Paradise City
Posts: 618
![]() | Triggered Skills Is there a way to get units to cast custom spells? The "Unit - Issue Order Targeting A Unit" doesn't cut it. I'm not exactly sure what a "dummy" unit is, but do I have to use them? |
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| | #2 |
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: Triggered Skills All spells have a "Order Code". If you have based the custom spell of a blizzard spell then order the unit to cast that blizzard spell*. Example: I have made my own custom spell of Blink. So if I want to order my unit to cast my custom spell, I order the unit to cast blink. * Only if you haven't changed the order code - if you don't know how, then you haven't. Dummy units is unit that you cannot see, hear or touch. Commonly used for spells. A example could be that you want your unit to cast Shadow Strike and Storm Bolt at the same time. But here is the problem. Your unit can't cast both since there is no spell for both actions. Therefore you have a dummy unit created for casting the Storm Bolt while your hero cast the Shadow Strike. So dummy units is for doing what one unit can't do alone. |
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| | #3 |
![]() Join Date: Feb 2007 Location: Paradise City
Posts: 618
![]() | Re: Triggered Skills Well, I was just wondering why not all of the spells showed up on the "Unit - Issue Order Targeting A Unit", such as Locust. Maybe I'm just not paying attention? :P And the dummy units... how would I go about using (triggering) them? Like, just a quick example? ![]() |
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| | #4 |
![]() Join Date: Sep 2006 Location: Denmark (GMT+1)
Posts: 2,173
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Re: Triggered Skills Lets do like the given example in my post above. We want to cast storm bolt and shadow strike at the same time, yet no spell can do that. Here our dummy unit comes into picture. Dummy unit is usually based of a footman or so. Remove shadow, change model to a space, no food cost, no sight vision, unlimited mana & hit points, no attacks and the "Ghost" & "Locust" ability added. All this makes this unit impossible to kill and can move all over the place. With the dummy unit created we create our trigger. It would look something like this: Code: Storm Bolt Shadow Strike
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Storm Bolt
Actions
Set MyTaget = (Target unit of ability being cast)
Unit - Create 1 Footman for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Add Shadow Strike to (Last created unit)
Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike MyTaget
For each (Integer A) from 1 to 0, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current order of (Last created unit)) Equal to (Order(stop))
Then - Actions
Custom script: exitwhen true
Else - Actions
Wait 0.10 seconds
Unit - Remove (Last created unit) from the game |
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| | #5 |
![]() Join Date: Feb 2007 Location: Paradise City
Posts: 618
![]() | Re: Triggered Skills Well, that worked the first time, but then I tried an "Ensnare + Shadow Strike" mix, and it didn't work... the unit died instantly :P I have another Shadow Strike spell in my map, but works just fine (it's not triggered though)... Maybe it's because both of my spells had Durations? |
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