Auto-Cast Tower-D

Lifespiker

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I made a negative armor Inner Fire and gave it to one of my towers. It's auto-cast (and the little things are going around the icon meaning that it's on) but the tower won't cast it on creeps that walk by. The targets are correct and the range is fine. Is there some trick to this that I am missing?

Thanks,
Lifespiker

P.S. When I build the tower the negative Inner Fire is on autocast automatically, but when I upgrade the tower it is not automatically autocast. This is a seperate problem.
 
For the upgrade problem, does the new tower have a preset auto-cast ability that is set to your inner fire as the first one has (or should have)? Also, I believe that auto-cast spells that target friendly units will not actually auto-cast on enemy units, trigger it would be your best bet here.
 
Option 1:
Use Critical Strike and Rename it to "InnerFire"
Change the icon, effects, tooltip, description, etc.
Description should be, like, Each attack from this tower decreases its target's armor by (Value)!
Add that ability to your tower.

Create a trigger:
Trigger:
  • Event
    • A unit owned by (Player that you used as "Creeps" assuming this is TD map) is attacked
    • Conditions
      • (Attacking unit) Equals to (Name of Tower)
    • Action
      • Custom script: local unit udg_Unit
      • Create 1 DummyCaster at (Position of (Attacked Unit)) for (Owner of (Attacking unit)) facing Default building facing degrees
      • Set Unit = (Last created unit)
      • Order Unit to cast (Base spell of inner fire or spell with same Base ID) on (Attacked unit)
      • Wait 0.10 seconds
      • Remove Unit from game
      • Custom script: call RemoveUnit(udg_Unit)


Ehh... Free handed that.



Option 2:
You use the trigger to make the tower cast it every time it attacks

Trigger:
  • Event
    • A unit owned by (Player that you used as "Creeps" assuming this is TD map) is attacked
    • Conditions
      • (Attacking unit) Equals to (Name of Tower)
    • Action
      • Order (Attacking unit) to (Base spell of inner fire or spell with same Base ID) on (Attacked unit)



[EDIT]
If you want to let your tower have 2 Upgrades...
Level 1 Tower -5 Armor
Level 2 Tower -10 Armor
Level 3 Tower -15Armor

I suggest you use Option 1.

But create 3 DIFFERENT Bogus spells based off Critical strike and add them as Default abilities for the respective towers.
Then, Create 3 levels of Inner Fire.

And 3 Triggers,
Each for each tower upgrade.
 
I think Inner Fire only autocasts on units that are under attack. Why not use Faerie Fire (with "Always Autocast" set to true)?
 
I think Inner Fire only autocasts on units that are under attack. Why not use Faerie Fire (with "Always Autocast" set to true)?

Interesting thought.
I tested it some time ago, it doesn't cast the spell at all like this.

And by Inner fire, I thought he meant Faerie fire xD
Aren't they the same? o.0
 
And by Inner fire, I thought he meant Faerie fire xD
Aren't they the same? o.0
No.

So I just tested Inner Fire targetable on enemies, and it would only be autocast when the caster is under attack. Faerie Fire with Always Autocast true will autocast on any enemy in range.
 
Use dummy is a no-no option. Just order the tower to cast spell to creep.
Event - Unit attacked
Condition - attacked unit is owned by creeps' owner, attacking has ability of "blah"
Action - Order attacking unit to "blah" attacked unit.
 
OK I have found dummies to be the best way. I put searing arrows on the tower which has the same cooldown as the tower's attack. Everytime the tower attacks a dummy spawns (If the tower has enough mana as per my trigger condition) and casts the spell I want on the Attacked Unit. I find if I don't do it this way and simply tell the tower to cast the spell it messes up his attack or at least it LOOKS like it does.
 
I think I know why he said it was a no-no.
I just finished a TD map recently, (Read: Yesterday)

And got 7other friends to test it.
7people building many towers which use dummies for abilities.
What do you guys think the result is?

Unnecessary lag. =/
 
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