"Puppet" spell

unknown666

New Member
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5
Hey,

I've been playing a game called "Naruto Battle Royal"

Now I want to create a new game which includes the ability of Sasori & Kankuro

But now my problem is that I have no idea how to make the spell, I know how to summon ofcourse but now how to make it bind to a unit and not spirit linked :confused:

This is how the spell works.

You summon a unit.
Your unit is paused ( I ofcourse know how to script that part)
Now you got a spell named "Puppet Control"
When you cast it your units are linked with a kind of manaburn and are unpaused.
now the spell keeps being casted, but when your hero(caster) moves and it stops and your units are paused again.

Could anyone maybe help me?

You can find the map here if you need to see how it works fully.

http://www.epicwar.com/maps/77859/

Early thankings,

unknown666
 

unknown666

New Member
Reaction score
5
Current trigger

Trigger:
  • Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Control Puppets
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Picked unit) Equal to SummonedUnit[(Player number of (Owner of (Triggering unit)))]
            • Then - Actions
              • Unit - Unpause SummonedUnit[(Player number of (Owner of (Triggering unit)))]
              • Unit - Order (Triggering unit) to Night Elf Demon Hunter - Mana Burn SummonedUnit[(Player number of (Owner of (Triggering unit)))]
            • Else - Actions
              • Unit - Pause SummonedUnit[(Player number of (Owner of (Triggering unit)))]


Pausing the unit does not work, mana burn doesn't remain longer as 3 seconds, while I've set it to 9999999999.0 sec
 

kingkwong92

Well-Known Member
Reaction score
25
I have that map too. I'm trying to recreate some of those spells too. I think the trigger is like.

Unit starts channeling an ability

ability equal to puppet control

Pick every unit that is mechanical and is summoned
loop
set position of triggering unit
create 1 dummy for owner of triggering unit
give 3 second generic timer to last created unit
order last created unit to mana drain picked unit


every 0.5 seconds

pick all units in puppet_group and
loop
if matching unit has mana drain equal to yes
unpause picked unit
else
pause picked unit

I haven't tried it, this is freehand but it should work
change mana drain in game constants to give mana or something to allies
base puppet control off channel with 99999 duration
when the puppets are summoned you should have another trigger that adds them to puppet_group
 

unknown666

New Member
Reaction score
5
Ok got it triggered, it works with attacking, but still the bolt remain 3 seconds and unit doesn't unpause.

Triggers:

Trigger:
  • Bear
    • Events
      • Unit - A unit enters BearSelect <gen>
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Unit - Create 1 SummonTest (Level 1) for (Owner of (Triggering unit)) at (Center of AfterSelection teleport <gen>) facing Default building facing degrees
      • Unit Group - Add (Last created unit) to puppetgroup
      • Unit - Pause (Last created unit)
      • Unit - Move (Triggering unit) instantly to (Center of AfterSelection teleport <gen>)


Trigger:
  • ManaLoop
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in puppetgroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff Drain Mana (Target)) Equal to True
            • Then - Actions
              • Unit - Unpause (Picked unit)
            • Else - Actions
              • Unit - Pause (Picked unit)


Trigger:
  • CastNew
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to Control Puppets
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
        • Loop - Actions
          • Set PositionCaster[(Player number of (Owner of (Triggering unit)))] = (Region centered at (Position of (Triggering unit)) with size (0.00, 0.00))
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Center of PositionCaster[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
          • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
          • Unit - Add Puppet Control to (Last created unit)
          • Unit - Order (Last created unit) to Night Elf Demon Hunter - Mana Burn (Picked unit)
 

mordocai

New Member
Reaction score
17
uhm if you mean the string sfx, then its-
special effect create night elf-mana drain from origin of cast to origin of dummy
something like that
 

unknown666

New Member
Reaction score
5
It doesn't work, I've been spending almost this whole day making spells now to be able to create my own spells :)

And I didn't make it leak-free onpurpose because of it not working, and I had to remove the triggers -_-''
 

kingkwong92

Well-Known Member
Reaction score
25
Trigger:
  • Trigger:
    • * Bear
      • o Events
        • + Unit - A unit enters BearSelect <gen>
      • o Conditions
        • + ((Triggering unit) is A Hero) Equal to True
      • o Actions
        • + Unit - Create 1 SummonTest (Level 1) for (Owner of (Triggering unit)) at (Center of AfterSelection teleport <gen>) facing Default building facing degrees
        • + Unit Group - Add (Last created unit) to puppetgroup
        • + Unit - Pause (Last created unit)
        • + Unit - Move (Triggering unit) instantly to (Center of AfterSelection teleport <gen>)
    • Trigger:
      • * ManaLoop
        • o Events
          • + Time - Every 0.50 seconds of game time
        • o Conditions
        • o Actions
          • + Unit Group - Pick every unit in puppetgroup and do (Actions)
            • # Loop - Actions
              • * If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • o If - Conditions
                  • + ((Picked unit) has buff Drain Mana (Target)) Equal to True
                • o Then - Actions
                  • + Unit - Unpause (Picked unit)
                • o Else - Actions
                  • + Unit - Pause (Picked unit)
    • Trigger:
      • * CastNew
        • o Events
          • + Unit - A unit Begins channeling an ability
        • o Conditions
          • + (Ability being cast) Equal to Control Puppets
        • o Actions
          • + Unit Group - Pick every unit in (Units in (puppet_group) owned by (Owner of (Triggering unit))) and do (Actions)
            • # Loop - Actions
              • * Set PositionCaster[(Player number of (Owner of (Triggering unit)))] = (Region centered at (Position of (Triggering unit)) with size (0.00, 0.00))
              • * Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Center of PositionCaster[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
              • * Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
              • * Unit - Add Puppet Control to (Last created unit)
              • * Unit - Order (Last created unit) to Human Bloodmage - Mana drain (Picked unit)
 

kingkwong92

Well-Known Member
Reaction score
25
I just tried siphon mana and it doesn't give a buff.
I got another idea, try this:

Unit starts channeling an ability
ability equal to puppet control
set caster_Loc = position of triggering unit
Pick every unit in puppet_group and
unpause picked unit
lightning - create 1 lightning effect from picked unit to caster_Loc
set lightning[] = last created lightning efect

Unit Stops casting an ability
ability equal to puppetcontrol
pick every unit in puppet_group
pause picked unit
destroy lightning effect lightning[]
 

unknown666

New Member
Reaction score
5
I've made a channel spell, so I can target my own units
But it still doesn't give a buff
I there's no need but I'll try it out

Edit:

I can't make the condition (Ability) only ability being cast but that ain't working since its not being cast
 
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