How to make a Spell that can turn off and on?

DarkBELL

New Member
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1
I'm trying to create.. well... a spell that can be turn off and turn on, just like the title of the topic.

To be Specific, I want a spell that when activated, change the model of the hero and give bonus Strength to my Hero and Bonus Movementspeed, but will continuously drain his HP per seconds unless he deactivated the spell

I really don't know how to make this kind of spell, like I don't know where to even start, what spell do I suppose to base it on. So please help me.:confused:
 

Happy

Well-Known Member
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71
basing it on immolation or defend wouldnt be good....

make a custom metamorphosis spell and trigger the bonus and the HP-reduce per second.
(make the meta permanent and add the same spell to the meta unit)
 

WolfieeifloW

WEHZ Helper
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372
Why would it not be good?
Metamorphosis, IIRC, is hard to reverse.
Using a spell that's whole purpose is turning on/off, and triggering the effects is not.
 

tommerbob

Minecraft. :D
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110
Another option is to use Night Elf Bear Form. It turns on/off, and changes the model of the hero automatically. You just need to trigger the additional effects.
 

vypur85

Hibernate
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803
Both Immolation and Metamorphosis/Bear Form would be good base abilities, depending on the way you trigger them.
Metamorphosis can be turned on and off with no problems. Defend is a bad idea though.

If you use Immolation:
Make it so that it targets self, and you will get your HP drain without needing to trigger it.
Then trigger the morph, and other bonuses.

If you use Metamorphosis/Bear Form:
You don't have to trigger the morph. Set duration to 0, and you can alternate the morph.
Then trigger the HP drain, and other bonuses.

An example of trigger:
Code:
Event
   A unit is issued an order without target
Condition
   Level of Immolation for (Triggering unit) is Greater than 0
Actions
   If then else
      (Issued order) Equal to immolation
   Then - Actions
      Unit - Add abilities that gives bonuses (Speed etc)
      Unit - Add Chaos1 to (Triggering unit) -- [I]Check out Chaos in Object Editor to see what it does[/I]
   Else
      Unit - Remove abilities...
      Unit - Add Chaos2 to (Triggering unit)
OR
Code:
Event
   A unit starts the effect of an ability
Condition
   Ability being cast Equal to Bear Form
Actions
   If then else
      Unit type of (Triggering unit) Equal to YourAlternateForm
   Then - Actions
      Unit - Add abilities that gives bonuses (Speed etc)
      Unit - Add Permanent Immolation that hurts self
   Else
      Unit - Remove abilities...
      Unit - Remove Permanent Immolation that hurts self

Didn't expect to type this much. =.= Untested though.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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613
Why not set the alternate form to have negative HP regeneration? If the alternate form loses health every second, it might still be offset by bonus regeneration from abilites or Strength.
 

keychup

Active Member
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34
Use Robo-Goblin. It has a bonus strength field you can use. After that you can edit the alternate model by adding these Normal abilities to the unit:
-"Building Damage Aura (Tornado)" and make the ability target "Self" only so that it damages itself (as opposed to negative regeneration)
-"Slow Aura (Tornado)" and make the ability target "Self" only and give it a positive movement speed factor (So that the bonus movespeed is percentage-based as opposed to fixed).

And voila. No triggers needed.

EDIT: might be worth mentioning that Building Damage Aura (Tornado) and Slow Aura (Tornado) are both passive abilities with no icons. Slow Aura is perfect for almost any situation where you give yourself passive % speed bonuses (example: with every attack to the same target your gain 2% movespeed and 5% attackspeed). Building Damage Aura works better than Permanent Immolation as the damage in Permanent Immolation does not change when leveled up.
 
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