Thank you both. Isn't the reason why no one is using the built-in AOE damage function because it gives you a lot less control on the targets to be damaged?
Would this be a lot of work?
If there is any other way (besides "built-in AOE damage") to recognize if area damage is done, then I can...
Would someone know why the following trigger is not being recognized as doing AOE damage?
It picks every unit within 300 AOE and damages them, but Damage Engine does not recognize it being an area damage...
Soldier Deal AOE damage
Game - DamageModifierEvent becomes Equal...
Man this spell is really giving me headaches.
I realized that the above trigger increases the stacks even when two different casters damage an enemy. So to make the spell truly MUI, I tried adding an additional condition on the stacks for each caster.
But currently nothing seems to work...
@HerlySQR Thank you! Let me experiment a bit and get back to you.
@Uncle Would you link the hero / dummy via group? Or what is your go-to way to do this? And yes, I want all abilities to be MUI, because of Morphling...
In terms of performance, is there a difference between these two triggers?
Spin Web Enter Map
Unit - A unit enters (Playable map area)
Or - Any (Conditions) are true
(Unit-type of (Triggering unit))...
I wanted to use AGD's Triggered Incinerate in my map, but it seems to be severly out of date:
For example, if you use it in conjuction with the newest Damage Engine, your hero deals 3 damage instances in 1 attack...
I already posted a similar question about Warpath.
This time it's about Quill Spray though, which seems to be even more difficult...
The description from the Dota 2 wiki (Bristleback):
Whereas Warpath could be done by tracking a Timer (with custom value) for the caster only, here one...
Hey have you considered adding “spell penetration” to your New Bonus system?
Right now you can stack 100% magic resistance (or more) and be completely immune (or heal) to spell damage. Would be a cool new attribute to use in my opinion, to counter this.
For the Damage Bonus ability, In- and Decreasing the ability seems to be the only way to instantly adjust the values. But for auras, Disabling/Enabling alone works.
From the test so far this seems to work properly :-D
I just wanted to update to the new version (NewBonus, NOT extended), and I think there is a bug with BONUS_DAMAGE.
If my variable is a "Real" type I can get the DAMAGE_BONUS:
Custom script: set udg_Attack = GetUnitBonus(GetTriggerUnit(), BONUS_DAMAGE)
However, if I change the variable...
Thank you. Ah man, was a pretty easy fix: I just needed to add "GetUnitBonusReal".
Regarding the timer: I always read though that you should be mindful about using 0.03 sec triggers.
Is that just for old PCs that had troubles processing so many instances of events, and nowadays that's no longer...
Hi Tasyen, were you able to confirm the thing with the arrow?
Since it's happening in the middle of the map, which is usually when a "point" is not correctly recognized, I assume somewhere in the system a point is not correct.
Thank you Uncle! Your test map seems to work perfectly, will try in my map now. But questions:
1) Did you add the "increase and decrease" of the ability only to instantly update the current MS stack? It seems to work just with Disabling/Enabling, so I guess I can give the dummy abilities just 1...
Thank you all! I followed Uncle's advice above, but have some troubles:
1) The Movement Speed adjustment is not working correctly; I'm using Endurance Aura to both show the current stack as buff, and adjust the movement speed. But the new natives (which worked on all my spells so far) do not...