Reducing Unit Size and Custom Ability Buffs

Swiftbeard

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1. How do I reduce the size of a unit?
2. I made my own Unholy Frenzy ability and changed what it does a little bit and I changed the description. But how come in game when I cast it in game, the status buffs on the unit of Unholy Frenzy still has the same description from before I changed it.
 

Exide

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1. You can reduce a unit's size by using triggers. It's under 'Animation'. 'Animation - Change Unit Size' or something like that.
2. Did you change the buff used by your custom ability to your custom buff?
 

Swiftbeard

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1. You can reduce a unit's size by using triggers. It's under 'Animation'. 'Animation - Change Unit Size' or something like that.
2. Did you change the buff used by your custom ability to your custom buff?

2. I actually straight up removed it, but it still shows up in game when I cast my customed ability.
 

Exide

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2. Removing it from the ability does nothing. WE will think that it's a custom buff that's gone missing and go back to standard.
You need to replace it with a custom buff.
 

Swiftbeard

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thanks got it. As for the reducing of unit sizes...what would my condition be if I just wanted to always have a unit be a specific size?
 

Komaqtion

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This can be done in the objcet editor, under:
Art - Scaling Value
 

Swiftbeard

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I've a few other problems that I cannot quite figure out (mostly because I'm terrible at triggering).

1. In the beginning of my map, players say either -human or -orc to either get human units or orc units. Now, once in a blue moon, a person will say this, and get nothing. I don't quite understand why. 90% it works, but the other 10% it doesn't.

2. I'm trying to make a Raise Dead spell that doesn't have an autocast. I've looked at preexisting abilities, and I think I'm going to need to make a trigger for this.

3. I'm trying to make a ability that increases movement speed only. I was told that if I made a custom cripple ability with the decreased movement speed in the negatives, the speed of the unit with said ability will increase. However, I tried that and saw no results. Maybe I should make a custom Unholy Frenzy or Bloodlust that only increases movement speed?

4. I'm trying to make a divine shield type ability that makes another unit invulnerable, not the unit that has the spell. I've learned that changing the targets on the customed divine shield does nothing.

5. How come even though I've taken Call to Arms out from the town hall/keep/castle, it still shows up in game?
 

Komaqtion

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1. I don't really understand what you mean here :S What's "blue moon" ??
2. Maybe try the item ability, Raise Dead ??? :S And mix with it for your needs :D
3. Just use Endurance Aura, but with 0 in the Attack Speed field ;)
4. Try the Item Temporary Invulnerability, ability :D Just modify the target effect and buff :D
5. Don't know :(
 

Swiftbeard

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1. I don't really understand what you mean here :S What's "blue moon" ??
2. Maybe try the item ability, Raise Dead ??? :S And mix with it for your needs :D
3. Just use Endurance Aura, but with 0 in the Attack Speed field ;)
4. Try the Item Temporary Invulnerability, ability :D Just modify the target effect and buff :D
5. Don't know :(


1. What I meant was that it rarely happens, but sometimes it does for some strange reason.
2.Thanks! It worked
3. I want to be able to point and click the ability onto a friendly unit. Isn't Endurance Aura an auto passive ability?
4. The buff I have is invulnerability and the targets are: Air, Alive, Friend, Ground, Invulnerable, Not Self, Player Units, Vulnerable. However, when I test out the ability, the unit still casts it on itself.
5. =(
 

Komaqtion

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1. Oh, ok then... Maybe post the trigger ?? :D
2. good ;)
3. Ok, but then maybe trigger it :S Create a new ability, based on "Channel" (This is the ideal ability for triggering, and change these fields:
Data - Art Duration -> 0
Data - Disable Other Abilities -> False
Data - Follow Through Time -> 0
Data - Options -> Visible
Data - Target Type -> Unit Target

Then make a trigger which gives endurance aura to the target unit of the ability, and then add it to a spellbook, and disable it... this way they get the effect of the aura, but can't see the icon :D

4. Then sorry, don't know ... Will check more of the existing abilities now :D
 

Komaqtion

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For the target divine shield, here's a JASS version of it... though of course need JNGP... sorry :(

JASS:
scope DivineTarget initializer Init

globals
    private constant integer ABIL_ID = 'A014'                                                        // The rawcode of the ability!
    private constant string PATH = "Abilities\\Spells\\Human\\DivineShield\\DivineShieldTarget.mdl"  // The path to the effect on the target!
    private constant string ATTACH_POINT = "origin"                                                  // Probably explains itself, but the attach point of the effect!
    private constant real DUR = 10                                                                   // The duration of the shield!
endglobals

private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == ABIL_ID
endfunction


private function Spell takes nothing returns nothing
    local unit c = GetTriggerUnit()
    local unit t = GetSpellTargetUnit()
    local effect e = AddSpecialEffectTarget(PATH,t,ATTACH_POINT)
    call SetUnitInvulnerable(t, true)
    call TriggerSleepAction(DUR)
    call SetUnitInvulnerable(t, false)
    call DestroyEffect(e)
    set c = null
    set t = null
endfunction

//===========================================================================
private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddAction(t, function Spell)
    call TriggerAddCondition(t, Condition( function Conditions))
endfunction

endscope
 

Gtam

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Komaqtion just base the ability of frost armour then change the buff to divine shield so not triger fx needed
 

Gtam

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No you still need trigger but you can do what i said and make the triger not create and destroy fx
 

Komaqtion

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Well,anyways, here's the "GUI" version of the trigger:
Trigger:
  • Divine Target GUI
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Divine Target
    • Actions
      • Custom script: local unit target = GetSpellTargetUnit()
      • Custom script: local effect e = AddSpecialEffectTarget("Abilities\\Spells\\Human\\DivineShield\\DivineShieldTarget.mdl",target,"origin")
      • Custom script: call SetUnitInvulnerable(target, true)
      • Wait 10.00 seconds
      • Custom script: call SetUnitInvulnerable(target, false)
      • Custom script: call DestroyEffect(e)
      • Custom script: set target = null


If you base the spell on frost armor, then just remove these lines.
Trigger:
  • Custom script: local effect e = AddSpecialEffectTarget("Abilities\\Spells\\Human\\DivineShield\\DivineShieldTarget.mdl",target,"origin")
    • Custom script: call DestroyEffect(e)
 

Gtam

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Wouldnt you want it to lvl up then you will need a formula for the wait or triggersleepaction
 

Swiftbeard

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i'm terrible at triggers, alrdy my mind has been blown o_O

btw, i posted screen shots of my trigger from what I was talking about before that sometimes didn't work. It's at the bottom of the first page
 
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