Spell Shield Ability

kelogsloops

You can change this now in User CP.
Reaction score
45
i was planning to make a spell that works like, when this aiblity is cast, it makes 3 fire orbs move in circles around the caster(i got that working) and then, each time a negative spell is cast on the target, the spell would be negated (adding spell amulet to the caster) and one of hte fire orbs would explode; the shield can only negate three spells.
i've got the fire orbs working (HURRRRAY), but thats about it... i can't find a way to negate the spells. i've added an item ability, Spell Shield to the hero and which is removed through triggers.

Trigger:
  • Fire Shield
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Sacred Shield (Morph)
    • Actions
      • Set Caster = (Casting unit)
      • Hashtable - Save Handle OfCaster as 1 of (Key (Casting unit)) in hashtable
      • Hashtable - Save 3 as 2 of (Key (Casting unit)) in hashtable
      • Unit - Add Spell Shield (Amulet) to Caster
      • Special Effect - Create a special effect at (Position of Caster) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Create 1 Fire Shield for (Owner of Caster) at ((Position of Caster) offset by 300.00 towards 0.00 degrees) facing 90.00 degrees
      • Hashtable - Save 0.00 as 1 of (Key (Last created unit)) in hashtable
      • Hashtable - Save 15.00 as 2 of (Key (Last created unit)) in hashtable
      • Hashtable - Save Handle OfCaster as 3 of (Key (Last created unit)) in hashtable
      • Unit - Create 1 Fire Shield for (Owner of Caster) at ((Position of Caster) offset by 300.00 towards 120.00 degrees) facing 90.00 degrees
      • Hashtable - Save 120.00 as 1 of (Key (Last created unit)) in hashtable
      • Hashtable - Save 15.00 as 2 of (Key (Last created unit)) in hashtable
      • Hashtable - Save Handle OfCaster as 3 of (Key (Last created unit)) in hashtable
      • Unit - Create 1 Fire Shield for (Owner of Caster) at ((Position of Caster) offset by 300.00 towards 240.00 degrees) facing 90.00 degrees
      • Hashtable - Save 240.00 as 1 of (Key (Last created unit)) in hashtable
      • Hashtable - Save 15.00 as 2 of (Key (Last created unit)) in hashtable
      • Hashtable - Save Handle OfCaster as 3 of (Key (Last created unit)) in hashtable
    • Fire Move
      • Events
        • Time - Every 0.02 seconds of game time
      • Conditions
      • Actions
        • Unit Group - Pick every unit in (Units of type Fire Shield) and do (Actions)
          • Loop - Actions
            • Set Angle = (Load 1 of (Key (Picked unit)) from hashtable)
            • Set RemainingTime = (Load 2 of (Key (Picked unit)) from hashtable)
            • Set Caster = (Load 3 of (Key (Picked unit)) in hashtable)
            • Set TargetPoint = ((Position of Caster) offset by 300.00 towards (Angle + 1.50) degrees)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • RemainingTime Greater than 0.00
              • Then - Actions
                • Unit - Move (Picked unit) instantly to TargetPoint
                • Hashtable - Save (RemainingTime - 0.02) as 2 of (Key (Picked unit)) in hashtable
                • Hashtable - Save (Angle + 1.50) as 1 of (Key (Picked unit)) in hashtable
              • Else - Actions
                • Unit - Kill (Picked unit)
                • Unit - Remove Spell Shield (Amulet) from Caster
                • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in (Last created hashtable)
    • Fire Shield Check
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • ((Target unit of ability being cast) has buff Sacred Shield) Equal to True
        • ((Target unit of ability being cast) belongs to an enemy of (Owner of (Casting unit))) Equal to True
      • Actions
        • Unit Group - Pick every unit in (Units of type Scarlet Keeper) and do (Actions)
          • Loop - Actions
            • Set Caster = (Load 3 of (Key (Picked unit)) in hashtable)
            • Set Integer = (Load 2 of (Key (Picked unit)) from hashtable)
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Integer Greater than 0
              • Then - Actions
                • Hashtable - Save (Integer - 1) as 2 of (Key (Picked unit)) in hashtable
                • Unit Group - Pick every unit in (Random 1 units from (Units of type Fire Shield)) and do (Actions)
                  • Loop - Actions
                    • Unit - Kill (Picked unit)
              • Else - Actions
                • Unit - Remove Spell Shield (Amulet) from Caster
                • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in (Last created hashtable)
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Maybe you can do something like this, first add the caster into a unit group

Every 1 second

Check if the unit has the buff of the spellshield.

If it doesn't have it,

load the integer from caster

if the integer is greater than 1,

set integer = integer - 1 and save it

destroy 1 of the fireballs

give it spell shield again

if the integer is not greater than 1(else)

remove the fireball, clear hashtable etc.
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
i can't find a way to negate the spells. i've added an item ability, Spell Shield to the hero and which is removed through triggers.
Well, Spell Shield triggers the Starts The Effect event, so you can just add the ability to the hero upon starting the buff, use (Ability being cast) Equal to Spell Shield and subtract 1 fireball each time until 0, then remove Spell Shield.

However, Spell Shield is a hard ability to work with and almost totally incompatible with triggered spells (since you can't tell which spell was blocked nor which unit cast the blocked spell). Instead, I'd suggest using a dummy to microstun any enemy unit casting a spell that targets a unit with the shielding buff (at Starts The Effect so it'll still cost a cooldown and mana), and completely forego using Spell Shield. This way, if the stunning trigger is at the top of your trigger list, it'll happen before other triggered spells, and in those subsequent spells you can check whether the order of the caster is still the order of the spell it's supposed to be casting, and stop the trigger if it's not. (Yes, this requires editing all triggered spells to include that check. It works on its own for WC3 stock spells, though.)
 
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