Custom Spell


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Blake
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Custom Spell

Postby Blake » Thu Apr 24, 2008 7:10 pm

I made a spell that casts a buff on a unit and if that unit is killed while being being under the buff, the unit is resurrected, the buff can be dispelled...

Here are the triggers:

Rebirth
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Rebirth
    Actions
        Set RUnit = (Target unit of ability being cast)
        Trigger - Turn on Rebirth Buff Destroyed

Rebirth Buff Destroyed
    Events
        Time - Every 0.50 seconds of game time
    Conditions
        ((RUnit is alive) Equal to True) and ((RUnit has buff Rebirth (Custom)) Equal to False)
    Actions
        Set RUnit = NoUnit
        Trigger - Turn off (This trigger)


Raise Rebirth Unit
    Events
        Unit - A unit Dies
    Conditions
        (Dying unit) Equal to RUnit
    Actions
        Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Other\Awaken\Awaken.mdl
        Unit - Create 1 (Unit-type of RUnit) for Player 1 (Red) at (Position of (Dying unit)) facing Default building facing degrees

Now I was wondering if there was a better way this can be done...

Also I know that I can make a dummy unit with a modified ability of resurrection appear and cast it to bring back the fallen unit...
Last edited by Blake on Thu Apr 24, 2008 7:12 pm, edited 1 time in total.


tipereth
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Re: Custom Spell

Postby tipereth » Fri Apr 25, 2008 8:57 am

Uh.


Raise Rebirth Unit
    Events
        Unit - A unit Dies
    Conditions
        (Dying unit) has buff Rebirth equal to True.
    Actions
        Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Other\Awaken\Awaken.mdl
        Unit - Create 1 Unit-type of dying unit at position of Dying Unit.

And you should only need the one trigger.


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Blake
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Re: Custom Spell

Postby Blake » Fri Apr 25, 2008 11:48 am

tipereth wrote:Uh.


Raise Rebirth Unit
    Events
        Unit - A unit Dies
    Conditions
        (Dying unit) has buff Rebirth equal to True.
    Actions
        Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Other\Awaken\Awaken.mdl
        Unit - Create 1 Unit-type of dying unit at position of Dying Unit.

And you should only need the one trigger.


I'm pretty sure that any buffs a unit has are removed once the unit dies, so this trigger alone will not work.


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Re: Custom Spell

Postby tipereth » Fri Apr 25, 2008 1:16 pm

Try it.

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Xenon
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Re: Custom Spell

Postby Xenon » Fri Apr 25, 2008 3:51 pm

It's a really bad idea to create special effects and not destroy them. Just destroy the (last created special effect) immediately; it won't just disappear immediately but will be removed after 5 seconds, which is usually enough for short-term animated ones.


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Blake
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Re: Custom Spell

Postby Blake » Fri Apr 25, 2008 6:11 pm

I've tried it, it doesn't seem to work, I've also tried it with a slightly altered trigger...

Untitled Trigger 001
    Events
        Unit - A unit Dies
    Conditions
        ((Dying unit) has buff Rebirth of the Phoenix ) Equal to True
    Actions
        Set rebirth = (Dying unit)
        Set RevivePoint = (Position of (Dying unit))
        Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Other\Awaken\Awaken.mdl
        Unit - Create 1 (Unit-type of rebirth) for Player 1 (Red) at RevivePoint facing Default building facing degrees

Doesn't seem to work either...


Xenon wrote:It's a really bad idea to create special effects and not destroy them. Just destroy the (last created special effect) immediately; it won't just disappear immediately but will be removed after 5 seconds, which is usually enough for short-term animated ones.


What's wrong with not destroying special effects? Do they lag the game up later?

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Re: Custom Spell

Postby Xenon » Fri Apr 25, 2008 6:43 pm

Yes, and there's a limit to the number of special effects that can be in the game at a time. If you don't destroy them they add up.


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Blake
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Re: Custom Spell

Postby Blake » Fri Apr 25, 2008 6:52 pm

Xenon wrote:Yes, and there's a limit to the number of special effects that can be in the game at a time. If you don't destroy them they add up.


Oh, thanks for telling me, I thought that just because they're not visible means they ceased to exist..

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Re: Custom Spell

Postby RazorclawX » Fri Apr 25, 2008 6:53 pm

Couldn't you use the triggers to temporarily add a variant of Reincarnate to the unit, then remove it later?
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Topic author
Blake
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Re: Custom Spell

Postby Blake » Fri Apr 25, 2008 7:01 pm

RazorclawX wrote:Couldn't you use the triggers to temporarily add a variant of Reincarnate to the unit, then remove it later?


Trouble is, I was trying to make it so that even if an enemy unit was put under this spell it would be reborn as your unit...there's an item called "ruin of rebirth" I believe, if i remember correctly that does just that, however the ability wont work unless a dead unit actually drops that item...

Thing is to make this spell dispel-able you need to make another trigger, because  buffs are automatically removed from a dead unit upon death...
Last edited by Blake on Fri Apr 25, 2008 7:04 pm, edited 1 time in total.


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