How Boss Script Fight?

aaronksw

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I'm trying to make a boss script fight similar to WoW, where the boss casts certain abilities periodically but I can't get it to work. The main problem is the units don't always cast the ability when the cooldown is finished. Instead, they'll just sit there with full mana and do a regular attack.

Also, I have custom abilities that I want the boss to use, so the Issue Command Trigger isn't useful because it only lets me pick default abilities to cast. Can anyone tell me the easiest or some easy ways to make a boss fight the way I want it? Thanks!
 

Faust

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the Issue Command Trigger isn't useful because it only lets me pick default abilities to cast

THAT is terribly wrong. You just need to know the command string. If you base your ability off for example war stomp, you have to order it to do warstomp
 

aaronksw

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Umm.. AI?

This doesn't really help me... I can open the AI menu but as far as I can tell, it only affects players, not individual units. Plz elaborate.

THAT is terribly wrong. You just need to know the command string. If you base your ability off for example war stomp, you have to order it to do warstomp

But if I command it to do War Stomp, it will just do the normal War Stomp. I want it to do a custom one without me having to mess with the normal default spells because I may base more than one custom spell off a single normal spell.
 

Accname

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you cant base more skills on the same one and give them to a single unit. each unit can just have 1 war stomp or war stomp based abilitys (or any other skill). and to make him use the abilitys when the cooldown is over you could order him to use them by a trigger which is running every 1.00 seconds or something like that.
 

Caedin88

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This doesn't really help me... I can open the AI menu but as far as I can tell, it only affects players, not individual units. Plz elaborate.



But if I command it to do War Stomp, it will just do the normal War Stomp. I want it to do a custom one without me having to mess with the normal default spells because I may base more than one custom spell off a single normal spell.

When you make your custom ability take the spell your spell was based off of, and order him to cast that. So if you make a spell called 'Reduce Armor' that you use Faerie Fire for as the basis, if you do Unit - Night Elf - cast Faerie Fire on target he will then use 'Reduce Armor' instead.
 

aaronksw

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When you make your custom ability take the spell your spell was based off of, and order him to cast that. So if you make a spell called 'Reduce Armor' that you use Faerie Fire for as the basis, if you do Unit - Night Elf - cast Faerie Fire on target he will then use 'Reduce Armor' instead.

So I don't have to change the original spell? I can create a new spell based off the original and if I order the unit to cast the original spell, he will actually cast the custom? The reason I don't want to change the original is because I often use it for another unit. For example, I would give Slam (Neutral Hostile) to a creep, but then have an upgraded version for a different unit.
 

aaronksw

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Great, that's useful.

But does anyone know a good trigger for starting the trigger?

Like, 1 second, if unit is attacked, cast spell? But is there a trigger to make them cast a spell whenever the cooldown is done and only if it's fighting another unit?
 

Black Hawk

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You could do this:

Code:
Begin Battle
    Events
        Unit - [Boss] Is attacked
    Conditions
        (Triggering unit) Equal to [Your Unit]
    Actions
        Unit - Order (Attacked unit) to [Begining Spell] [COLOR="Red"]{if there is no target}[/COLOR]
        Unit - Order (Attacked unit) to [Begining Spell] (Position of (Triggering unit))[COLOR="red"]{For a point requireing spell}[/COLOR]
        Unit - Order (Attacked unit) to [Beginning Spell] (Triggering unit) [COLOR="red"]{If it targets the Unit}[/COLOR]
 

n00b1l1ty

Lєgєπd of Mysтicfаlcoи
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My BOSS trigger.. Hope this will help you..

Code:
Medivh Attacked
    Events
        Unit - A unit Is attacked
    Conditions
        ((Unit-type of (Attacked unit)) Equal to Medivh (Elder)) or ((Unit-type of (Attacked unit)) Equal to Drak'thul (Elder))
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Random integer number between 1 and 3) Equal to 1
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Random integer number between 1 and 3) Equal to 1
                    Then - Actions
                        Unit - Order (Attacked unit) to Undead Lich - Frost Nova (Attacking unit)
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Random integer number between 1 and 3) Equal to 2
                            Then - Actions
                                Unit - Order (Attacked unit) to Orc Shadow Hunter - Hex (Attacking unit)
                            Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Random integer number between 1 and 3) Equal to 3
                                    Then - Actions
                                        Unit - Order (Attacked unit) to Orc Tauren Chieftain - War Stomp
                                    Else - Actions
                                        Do nothing
            Else - Actions
                Do nothing
 

D.V.D

Make a wish
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THAT is terribly wrong. You just need to know the command string. If you base your ability off for example war stomp, you have to order it to do warstomp
That's not going to work. If you tell hm to do a warstomp, the unit will do it even if it's under cooldown. You need to check the cooldown first before you tell him to cast the ability.
 

aaronksw

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This is great information. Thanks everyone!

However, I noticed something. If the units are just running away and not attacking, then the boss won't use his abilities (though he will still attack). I tried to use the trigger: "Notices a target within range" but the boss still won't use Storm Bolt unless the unit within range is ordered to attack. Is there a way to get around this and have the boss use abilities even if the enemies are running away?
 

MoonSlinger

I Love using Cheap Tricks... only Results matters
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You can try territorial bosses

Assumptions:
- Your boss stay in fix location


What to do
Draw a region covering the whole boss area (where the fight will be)


Pseudo Triggers
Trigger 1:
E- Unit enters <Boss Area>
C-
A- Turn on Trigger 2


Trigger 2:
E- Every 2 seconds of game time
C-
A-
Set Attackers = all units in <Boss Area> matching ((matching Unit) is enemy to (Owner of (Boss)))

If Attackers is empty then
-- Turn off Trigger 2
-- Skip remaining actions

Set Target = Random unit in Attackers
If (Random integer number between 1 and 3) Equal to 1 then
-- Order boss to cast some spells at Target


Notes
Target is a unit variable
Attackers is a unit group variable
The Unit group leaks, you need to clean it up
 
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