im not sure how to make this ability

Grundy

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ok the idea for this one came from watching Inu Yasha.... if you've seen that, you know those spirit demon things that always fly around kikio (probably spelled her name wrong but tahts how its pronounced)? well i was thinking of an ability kinda like them things, like locust swarm but instead of making like 20 lil units taht attack enemies and heal you i was thinking of making like 5 or 6 units that dont attack but move with you (the same way the locusts do) and when they find a corpse they move to the corpse, corpse disappears, then it flies back to you and heals you for x HP and after it heals you it goes away. anyone got any ideas for how to make this work? maybe it could be based off of locust swarm or maybe heres some other way to do it?

another ability i want to make is Gravity Flux, throws the target into the air and it takes damage when it hits the ground. i tried to base it off of impale but i dont want he spike to come up from the ground. if i change the buff to NOT have the spike then the units just disappear when they are hit and reappear 1 second later instead of goign up in the air and falling down 1 second later. i tried to make it single target too and use cyclone for it but that didnt work either. no matter what i do i cant get rid of the tornado effect on cyclone. theres no target art so thats not it and the 2 buffs it has, "Cyclone" and "Cyclone <Extra>" don't have the tornado effect either. i got rid of both of those buffs and it still looks exactly the same.
 
for first spell:
err this is a hard one:
- u will need multi triggers which will disables local variables
- that means withouth global variables you cannot make a trigger that moves units like loctus.
- Global variables means overwritting themselves
- you cannot order something, pick or touch a unit which has loctus ability even in triggers.
- you cannot create untouchable units without loctus ability

this ability can be done but you must not forget all possibilities like people playing with their dummy units in game.. order them to move, scout around...

okay lets try
- dummy unit will be a flying unit
- dummy unit will have wander(neutral) ability
- has an outocast ability to remove corpses around which can be spirit of vegance which has "0" on maximum unit summoned section and 100 or less casting range lets call it custom remove corpse spell
- mus have another dummy unit which marks your main dummy units with a buff if they casts thier remove corpse spell this canbe bloodlust without attachment points and any effect

Code:
---Side trigger which will defines if your main dummy units has cast their abilities
a units starts effect of an ability
ability being cast equal to (custom remove corpse spell)
actions:
create the second dummy unit at position of caster
wait 0.5 secs
order the second dummy unit cast bloodlust to caster
remove the second dummy unit from game
(use local variables to define the caster and the dummy unit here)

Code:
---main Trigger which will be start when ur unit casts this custom ability:
[B]first step:[/B]
creating 5 dummy units random point in region which is:
Random point in (Region centered at (Position of (Casting unit)) with size (1000.00, 100.00)
[B]Second step:[/B]
pick every target units within the same region above and do actions:
    assign a local integer n = n+1
    assaign a local unit array myArray(n) to picked unit
[B]Thirth step:[/B]
for each integer a to local n
 Pick random dummy unit form all dummy units owned by caster and do
    if myArray(integer a) is dead
    then
    move picked dummy unit to position of myArray(integer a) 
    else
    move picked dummy unit to rondom point in region defined above
Wait some seconds according to your dummy units move speed
[B]Fourth step:[/B]
pick every dummy units owned by caster and do actions:
  if picked unit has spesific buff bloodlust(which hasbeen setted at side trigger)
   then
   set local variable x=x+1
   unit order picked unit move position of caster
   else 
   unit order picked unit to move random point in region defined above
Wait another some seconds whic will be the tmie that dummys return your hero
[B]Fifth step[/B]
foreach integar a to x do actions
   speatial effect create healing effect on your caster
   set casters life = casterslife + abilities healing amount
end loop
Then redo this steps untill casting time finishes
baaah......

this is a way basic way to this spell with many custom Jass Functions and more comparsions that can be look like a loctus swarm


for second spell:
Create a dummy unit that has cyclone ability then add your hero a spell that does nothing may be from cahnnel when hero casts this ability create the dummy unit and order it to cast cyclone to "target unit ability being cast" wait some seconds untill cyclone finishes(dont forget a unit with a cyclone buff is invulnerable) and order "casting unit" (which is your hero) to demage that unit. You will need local some variables ofcourse
and let you know:
Withouth impale or cyclone effect you cannot make a ground unit fly with triggers

I hope at least they have given you an opinion
 
hey i just thought of this at work today, you think this way will work?

i use locust swarm, but edit the locusts to give them no attack, and give them an autocast raise dead ability with a 100 cast range, 500 auto cast range (just a little side question im not sure about cast range and auto cast range, does that mean if auto cast is on then it was try to cast on any corpse with in 500 range so it will just move to within 100 range of the corpse and then cast it?) and give it a healing ability that has 100 cast range. then i make a trigger for event Unit - a unit spawns a summoned unit. condition unit-type comparision, summoning unit equal to locust. actions: unit - remove summoned unit from the game, unit - order summoning unit to heal hero.

new trigger: event Unit - a unit starts the effect of a spell. condition ability comparison - ability being cast equal to heal, unit-type comparison - unit-type of casting unit equal to locust. actions: wait 2 seconds, unit - remove casting unit from the game.

do you think that way would work?
 
problem is u cannot pick, give order or remove a unit with a loctus ability even in triggers i said that before so this will not work.
also Loctus units dont cast spells as i said you cannot order to cast spell too this will not work again

so forget about loctus.. you must do something to simulate it i. just writed a basic example the spell will be alot more complicated and confusing if you try to do it.

also an outo cast spell range means unit will cast this spell outomatically when a unit enters to this range. they will not fallow a unit to come their range. Forexample raise dead with 400 range means this spell will be outocast if there are any corpses withing 400 range of unit carrying this ability. So unit will not move, search to find a corpse.
 
are you sure about that? i have a simple teleporting trigger in my hero wars map, unit enters region, move entering unit instantly to other region. i remember seeing a locust unit get teleported by it.

and "range" and "auto-cast range" are 2 different values in an ability.
 
Why not try it out grundy, then u would know if it worked. to me it seemes like it would work, but then agian im not very good at triggers ^^
 
yea you're right they dont cast spells if they have the locust ability.
and when i try to order them to they just stop moving.

maybe i'll change this ability to one that summons a "soul collector" from a dead body with infinite duration but had a max number of unit summoned like 5 or something and they'll have no attack but i'll give them the raise dead ability and after they cast it remove that ability and add heal ability (that only works on player unis and heroes) so that way you can save the heal for when ever you need it instead of automatically being healed whenever there's a corpse nearby even if you dont need it
 
ok theres another ability im trying to make now, Life Wave it deals 90% of the caster's max HP to the caster, or sets the caster's life to 10, which ever one leaves it with more hp.
if caster has 500 hp of 500 max hp then it would set its life to (500) - (500 * .9)
if caster has 480 hp of 500 max hp then it would set its life to (480) - (500 * .9)
if caster has 400 hp of 500 max hp then it would set its life to 10.
the spell deals damage to nearby enemy units and heals nearby friendly units for however much life it lost * .5
if the caster had 500 hp of 500 max hp it takes 450 damage from casting the spell and then it does 450 * .5 = 225 damage to all enemies in the area, and heals all allies in the area for 225 hp.
i use this trigger:
Code:
NEC Life Wave
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to NEC Life Wave 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Life of (Casting unit)) - ((Max life of (Casting unit)) x 0.90)) Greater than 10.00
            Then - Actions
                Set LifeWaveAmount = ((Max life of (Casting unit)) x 0.90)
            Else - Actions
                Set LifeWaveAmount = ((Life of (Casting unit)) - 10.00)
        Unit Group - Pick every unit in (Units within 512.00 of (Position of (Casting unit)) matching (((Owner of (Matching unit)) is an enemy of (Owner of (Casting unit))) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Order (Casting unit) to damage (Picked unit) for (LifeWaveAmount x 0.50) using attack type Spells and damage type Divine.
        Unit Group - Pick every unit in (Units within 512.00 of (Position of (Casting unit)) matching (((Owner of (Matching unit)) is an ally of (Owner of (Casting unit))) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Order (Casting unit) to damage (Picked unit) for (LifeWaveAmount x -0.50) using attack type Spells and damage type Divine.
        Unit - Set life of (Casting unit) to ((Life of (Casting unit)) - LifeWaveAmount)
now, everything in this trigger works. i've tested it, it DOES do the right amount of damage to every unit in the area, it DOES heal every allied unit in the area for the right amount, and it DOES set the casters life to the right amount. so it all works perfectly fine. but the thing is theres no buff/effect. and i cant just use
Code:
Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
inside the loop because that makes the effect loop endlessly on the unit, even when it dies the effect stays on the corpse. and i cant do
Code:
Special Effect - Destroy (Last created special effect)
because there are a lot of units with the effect that i need to remove it from. so what do i do?
 
About that locust talk:

I think you can order a unit to move if it has locust, if it not had locust from the begining ie add the ability to the unit with a trigger. I know i had a map where locusted units was ordered with triggers. These locusted units can also attack but cannot be attacked or selected.
But I may remember wrong :(.

Usefull info:
If I remember right the raw code for locust is 'Aloc'. (locust isnt in the ability list in GUI so you need to change that function to JASS and replace the raw code).


Doesnt Special Effect - Destroy (Last created special effect) Remove the effect when it is "done"?
 
phyrex1an said:
Doesnt Special Effect - Destroy (Last created special effect) Remove the effect when it is "done"?
hmm you're right. i just tried it. that's awesome. i thought it would just instantly remove it i didnt know it waits till the end of the effect.
 
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