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Old 02-20-2008   #1
 
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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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Old 02-20-2008   #2
 
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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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Old 02-29-2008   #3
 
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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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Old 03-02-2008   #4
 
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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
Of course this code leaks, of the worst kind, and might not be as it should be (I'm not sure what spell makers do when they wait for the dummy unit to cast and do nothing so they can remove the dummy unit. I used a loop, bleh.).
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Old 03-03-2008   #5
 
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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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