orb question

kaboo

New Member
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i wanted to make a spell like maelstorm(100% chance to cast chain lightning on strike), i based it on orb of slow ability but when my hero has it, he casts the lightning just few times 3 or 4 max. any ideas why it is so, or how to fix it?
 

demotry241

Don't Ever Categorize Yourself.
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those orbs.. requires the unit to specify an attack command such as attack ground or attack unit


if the unit automatically attacks without order given.

orb is nullified. until the player orders the unit to attack something that is.
 

kaboo

New Member
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45
i tried ordered attack as well as automatic attack, none of them worked
 

kaboo

New Member
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45
its normal chain that has far seer.
edit: it will be the mana cost, ure right, im going to try it
 

Accname

2D-Graphics enthusiast
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1,464
well then its simple. remove the cooldown and mana costs. although the spell is casted via the orb effect it still needs mana and still takes time to cool down.
 

Bloodcount

Starcraft II Moderator
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297
i wanted to make a spell like maelstorm(100% chance to cast chain lightning on strike), i based it on orb of slow ability but when my hero has it, he casts the lightning just few times 3 or 4 max. any ideas why it is so, or how to fix it?

Make the chainlightning's cooldown to 0 and the mana cost to 0 as well
 

kaboo

New Member
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45
how to make orb based ability that is cast without targeting someone? like passive thunder clap for that is a % chance to be used when attacking
 

Accname

2D-Graphics enthusiast
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1,464
thats not possible with orb effects.
you have got to trigger other abilitys being cast automatically.
 

Accname

2D-Graphics enthusiast
Reaction score
1,464
only unit target spells. and please dont double post.

but you could trigger it. something like:
Event:
unit is attacked
Condition:
unit type of attacking unit equal to your unit
Action:
order attacking unit to human bloodmage flamestrike position of attacked unit

this would work for 100% chance to cast the spell. if you want less then 100% chance you would have got to use a damage detection system because players could exploit a system using "unit is attacked" event by mass clicking the attack order.
 
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