Help on warden skills

Sevion

The DIY Ninja
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413
Alright, I made it work. It uses 1 variable and 1 dummy unit. For some reason I couldn't find Locust ability for the dummy but it goes away way too fast for anyone to notice anyways. It's set to work 60% of the time for testing purposes so you'll have to change 'Less than or Equal to 3' to 'Equal to 3'
 

Zapat0

New Member
Reaction score
2
thank you for the map , but dummy uses a fan of knifes ability that is NOT equal to fan of knifes learned by Warden .im i right ?
 

Zapat0

New Member
Reaction score
2
Ghan i do not want my other abilities to be refreshed , so i need a dummy ,k .
how do i make dummy cast a fan of knifes of EQUAL level to fan of knifes casted by Warden .
 

Sevion

The DIY Ninja
Reaction score
413
Eh! Alright! Alright! I'll make it exactly like you want it because you can't edit it yourself! Geez! I'll get right on it, Overlord Master! Gosh! Don't feel bad, Master, because you can't implant a
Code:
Unit - Set Level of Fan of Knives for (Last Created Unit) to (Unit - Level of Fan of Knives for (Event Response - Casting Unit)
which is only one line of easy to implant code in GUI which is so easy to navigate. Don't feel bad, All powerful and almighty superlord of the universe. I've finished the map and added a few things, Master! Please, Master, learn to edit something if you know how to. :)





In case you didn't know I'm saying, "Common! Don't make everyone do your work for you. If it's something you can do on your own edit it in yourself instead of having someone else do it FOR you."
 

Zapat0

New Member
Reaction score
2
k thx .

A simple k , i ve done the map would have been perfect but thx anyways. btw aggresiveness is not going to solve anything.
 

Zapat0

New Member
Reaction score
2
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Blink Strike
((Casting unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Blink Strike for (Triggering unit)) Equal to 1
Then - Actions
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Unit - Cause (Casting unit) to damage Victim_of_bs, dealing (45.00 x (Real((Level of Blink Strike for (Casting unit))))) damage of attack type Spells and damage type Normal
Unit - Order (Triggering unit) to Attack (Target unit of ability being cast)
Else - Actions

So , this is my code for blink strike . As you can see , it has only one level .
I want it to have 3 and 3 diferent damages .

Would it be fine if I do something like this ?

Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Blink Strike
((Casting unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Blink Strike for (Triggering unit)) Equal to 1
(Level of Blink Strike for (Triggering unit)) Equal to 2
(Level of Blink Strike for (Triggering unit)) Equal to 3
Then - Actions
Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast))
Unit - Cause (Casting unit) to damage Victim_of_bs, dealing (45.00 x (Real((Level of Blink Strike for (Casting unit))))) damage of attack type Spells and damage type Normal
Unit - Cause (Casting unit) to damage Victim_of_bs, dealing (45.00 x (Real((Level of Blink Strike for (Casting unit))))) damage of attack type Spells and damage type Normal
Unit - Cause (Casting unit) to damage Victim_of_bs, dealing (45.00 x (Real((Level of Blink Strike for (Casting unit))))) damage of attack type Spells and damage type Normal

Unit - Order (Triggering unit) to Attack (Target unit of ability being cast)
Else - Actions

if not how can i make this?

Thx in Advance
 

Zapat0

New Member
Reaction score
2
first of all thx for the reply.

do you mean that the trigger should have no IF Conditions?


also point leaks if u care about them should be fixed

what do you mean? could you explain a little more .
how to fix that ?
 

Slapshot136

Divide et impera
Reaction score
471
Code:
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Blink Strike 
((Casting unit) is A Hero) Equal to True
Actions
set (temp_loc) = (Position of (Target unit of ability being cast))
Unit - Move (Triggering unit) instantly to (temp_loc)
Custom script:   call RemoveLocation(udg_temp_point)
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (45.00 x (Real((Level of Blink Strike for (Triggering unit))))) damage of attack type Spells and damage type Normal
Unit - Order (Triggering unit) to Attack (Target unit of ability being cast)

that should work, and it also is leakless. look for a leak tutorial if u need more of an explanation

p.s. use code tagz cuz they make things a lot easier to read
 

Zapat0

New Member
Reaction score
2
Hi there , im creating a skill and i need help .
This is what the skill is about :

-I dont have a name for the ability (help plz :confused:) <--(Ultimate)

the warden launches a shadow strike ,she becomes invulnerable and is hidenn, 1 second later 4 images of her appear (they become invulnerable too) at different positions and they launch 1 shadow strike and they dissapear .
3 seconds after the "launchings" are finished the warden appears , and become vulnerable again .

adding a sound (one that is already in the editor) would be nice?

ok.here is the triggering.

Code :

Events
Unit - Warden 0013 <gen> Starts the effect of an ability
Conditions
(Ability being cast) Equal to SS
Actions
Set SSCaster = Warden 0013 <gen>
Set SSTarget = (Target unit of ability being cast)
Set SSpoint = (Position of SSTarget)
Set SSpoint2 = (SSpoint offset by 500.00 towards 0.00 degrees)
Set SSpoint3 = (SSpoint offset by 500.00 towards 180.00 degrees)
Set SSpoint4 = (SSpoint offset by 500.00 towards 90.00 degrees)
Set SSpoint5 = (SSpoint offset by 500.00 towards 270.00 degrees)
Unit - Make SSCaster Invulnerable
Unit - Hide SSCaster
Unit - Create 1 Observer for Player 1 (Red) at (Position of SSTarget) facing Default building facing degrees
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
Unit - Make (Last created unit) Invulnerable
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Wait 1.00 seconds
Unit - Create 1 Image of Warden for (Owner of SSCaster) at SSpoint2 facing SSpoint
Unit - Make (Last created unit) Invulnerable
Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike SSTarget
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Create 1 Image of Warden for (Owner of SSCaster) at SSpoint3 facing SSpoint
Unit - Make (Last created unit) Invulnerable
Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike SSTarget
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Create 1 Image of Warden for (Owner of SSCaster) at SSpoint4 facing SSpoint
Unit - Make (Last created unit) Invulnerable
Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike SSTarget
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Create 1 Image of Warden for (Owner of SSCaster) at SSpoint5 facing SSpoint
Unit - Make (Last created unit) Invulnerable
Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike SSTarget
Unit - Add a 0.50 second Generic expiration timer
Wait 2.75 seconds
Unit - Unhide SSCaster
Unit - Make SSCaster Vulnerable


large code , i know , how can i make it smaller ? can i ? are there any leaks ?]
how to correct them ?


thx in advance , as always :shades:
 

Flare

Stops copies me!
Reaction score
662
as far as i kno, sspoint 1-5 will cause leaks (im not an expert on leaks etc so ull have to hope someone comes along to confirm this). the remove the point after its used, use the action Custom Script. its fairly close to the top of the actions list. once u find custom script action, do:

Code:
Actions:
Custom Script: call RemoveLocation (udg_SSpoint)

and repeat that for all the other sspoints (upper/lower case must be exact i.e. SSPOINT or something like that wont remove the SSpoint.

as regards making it any shorter, i have an idea but ive never tested it myself so i wont try it incase it doesnt work at all ^^

for anyone who might have a better idea, wud "for every integer A (1 to 4), spawn 1 <dummy unit name> at position of SSTarget offset by <some number> towards <integer A x 90> degrees. im gonna try that out when i get a chance, but shud that spawn the dummies at 90/180/270/360 degrees?

if someone can confirm this, i hope it helps u zapat0, it SHUD cut down the amount of code considerably since u wud only need 4 actions for the dummy spawning
 

Zapat0

New Member
Reaction score
2
thx , and yes the degrees thing is/are needed.
sorry my english is bad , its not my native language.
 

Flare

Stops copies me!
Reaction score
662
what you could do for the the positioning of your images is create a timer in the variable editor called SStimer or something along those lines.

at the part where u wait 1 sec then spawn the dummy wardens
Code:
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
Unit - Make (Last created unit) Invulnerable
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Wait 1.00 seconds

u cud start the countdown timer (SStimer) that expires in one second and immediately after that, add the action "turn on <SSdamage>" (or watever u wanna call it so u kno wat it does) (make a backup of the map if it doesnt work out right). after the "start SStimer as a one-shot timer that will expire in 1 second" and "turn on SSeffect", u shud be able to remove all the "spawn 1 image of warden at sspoint facing sstarget"

make sure that SSdamage is initially off, u can do this by right-clicking its name and clicking initially on button if there is a tick there OR above the trigger comment area, u can just click the Initially On checkbox IF if it is ticked, and that will turn it off initially (we dont want random spawns)

then add 1 or 2 more triggers (depending on wat u wud rather, i think the 2 triggers is a bit easier)

for the second trigger, it shud go something like this, lets call it SSdamage

Code:
Events:
Periodic Event: Every 0.25 seconds of game-time
Conditions:
-
Actions:
Spawn 1 <dummy warden> at position of <variable assigned to target unit> offset by <how far away from the target your dummy will be spawned> towards Elapsed time for <SStimer> X 360
Unit - Make (Last created unit) Invulnerable
Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike SSTarget
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)

this should spawn ur dummy units at 90/180/270/160 degrees every 0.25 seconds. now, to prevent the units from being spawned forever since the event will occur every 0.25 sec, we use another trigger called SS turn off (for example)

Code:
Events:
SStimer expires
Conditions:
-
Actions:
Turn off SSdamage

now, if uve been able to follow me this far, when sstimer expires, ssdamage will be deactivated so ur whole spell may take longer than before, but it takes a chunk out of the amount of code u used. it may seem confusing to you, and if it is, sry but its the only way i can make it.

so, to bring it all together, u shud have 3 triggers.
1) this trigger activates when ur hero casts the spell (what you've posted with a few slight edits i.e. taken out the spawn warden image and cast spell, added timer to control spawning of dummies and added <turn on ssdamage> action), it hides the hero and summons the observer unit

2) this will spawn units every 0.25 sec at angle of 90 (0.25x360), 180 (0.5x360), 270 (0.75x360) and 360(1.00x360) and they shud all use the ability u gave them

3) this will turn off the second trigger so it doesnt continue forever

2moro nite, i will be able to post a demo map with it as i dont have world editor on this computer if you are having too much difficulty with this post :S
 

Darkchaoself

What is this i dont even
Reaction score
106
How is that confusing? Its not like there are any hard variables, just changing what you already have a bit. I really think you're not doing any work, and having others do it for you, so you can just import. Try. Your not making a map, the community is.

I actually agree with Sevion.

"Common! Don't make everyone do your work for you. If it's something you can do on your own edit it in yourself instead of having someone else do it FOR you."

Dont feel bad Sevion, im kinda supporting you on this.
 

Flare

Stops copies me!
Reaction score
662
ok, ive done a fairly simple demo map (uses only 1 fairly short trigger and does exactly wat ur trigger did, except for spawning an observer unit).
i made it using standard WE incase u didnt have WEU, but if you do, u shud change the expiration timer type from its current type to summoned unit (if thats an option).
the expiration timer type that i set plays the dummys death animation and make the scream that warden makes when she dies ^^
also, ull have to add some dmg to the shadow strike (dummy) ability becoz for some reason, casting 4x shadowstrike that dealt 0 initial dmg and 10dmg per 3 sec killed a 1000hp unit instantly.

well, hf with ur warden hero and hopefully ull learn somethin new ^^

also:
3 variables used. SSCaster (triggering unit), SSTarg (target unit) and SSTargPt (position of target unit)

edit: just realised that SSTargPt will leak, so ull have to add call RemoveLocation (udg_SSTargPt) after the last action in the trigger
 

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