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Hello, I searched for some method to get the damage a unit can deal with the bonuses, but I don't find any more than control the bonuses with systems (but I wanna consider auras and buffs) or getting directly the value from the frame (but I need have selected only the unit and sync the value and...
I know there are many threads about bouncing attack, but none of the answer on my question. I need to increase damage with each bounce. I tried to:
Set damage loss factor to value higer than 1.00, for example 2.00. And it works very odd, because:
First target(default damage) -> second...
So to explain further:
I am making a boss, a large fire elemental. I want it to apply a debuff to a target, which will cause an explosion on the target after a while. The twist is, I want this explosion to deal x amount of damage when this target stands alone with no friendlies nearby, or y...
Something I noticed is when a unit dies for the remaining fire of abilities like "Rain of fire" the game don't give credits to the casting unit and I think there is not the unique ability with this issue, do you know how to fix it?
Hello I know exist a Damage detector, but it will be updated for current versions and I am using the 1.26, do you have one that works fine for that version?
Well to be more specific i want the Forked lightning ability to have a damage over time for like 10 damage per second that last through 10 seconds does anyone know how to trigger this?
I have an Item called Mutant blood that has a dummy spell on it. The idea is when it is used, it causes the user to do 10 more damage for 60 seconds. What is the best way to do this?
The way I have it now is this trigger.
Disable Mutant Blood
Events
Map initialization...
hey there,
I'm trying to make a spell that very basically modifies the attack of some units ( I just want to make "all picked units" attack for X% more damage when they attack units belonging to player Y ). I am having trouble detecting a few aspects necessary for this -
how much damage the...
Is there a way to make damage based spells? I saw attribute-based spells like ability deals Agility x2 Strength x3. But I want to damage based spells like Searing Arrows. Adding bonus damage to spells or multiplying hero damage. Thanks for your help in advance. Sorry for my English.
Can someone tell me why this doesn't give any gold when a unit is killed by this method, despite it clearly saying "The source unit gets credit for kills resulting from this damage" please? This is the trigger:
SC SkyBarrage
Events
Unit - A unit Starts the effect of an ability...
I know there are fixes for the event mentioned at the title. Sure, it works, but it's also buggy. I want a damage detection system that's easy to use and a spell with an example with this dds will help me with this. I hope that spell is MUI. Can anyone help?
How can I pick every units between two points and deal damage to them? Let's say I have Point A and Point B, I want any unit that crosses the red line between those two points to die instantly like in the example below :
I know some of you will say : why don't you just use regions? Well...
Just patched to the new 1.31 patch and I don't know if this is related, but I have a dummy unit that casts a 0 damage Storm Bolt to stun units. For some reason the Storm Bolt is dealing a very small amount of damage, it appears to be about 0.5. I'm staring at it in the Object Editor and it's...
I'm getting some "interesting" results, when I make use of the GetEventDamage() together with the pretty cool damage libraries in Wurst.
The problem seems to be that the DamageTypes library, sometimes makes extra damage calls, which are also being registered by the DamageDetection. It results...
I want to pick every unt in a group matching some conitions and then deal damage to them. This works fine as long as I don't kill any unit. If I do, then the UnitGroup loop still cycles through all units inside the UnitGroup, but:
1. every other unit after the dead one, doesn't recieve damage...
If I have a structure that has 5 armor point value (Fortified type), and a unit that has 20 attack damage point (Hero type), the armor reduction of Hero against Fortified is 0.5.
So the in-game damage result is 7.692.
What is the formula to get the result damage?
How can I make the damage that this detonator causes in the area only my enemies receive? When I activate it, it damages my own units and my allies and I do not want that.
This function should return the damage bonus of an attack type against an armor from Gameplay Constants.
function hAI_GetUnitArmorReduction takes unit u, attacktype aType returns real
local boolean dmgEventEnabled = IsTriggerEnabled(udg_hAI_DE_DamageEventTrigger)
local real...
Can somebody please help me how to increase damage and armor based on a hero's stats whenever Battle Roar is casted?
War Cry Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to War Cry
Actions
Set Unit_WC_Caster...
Hello everyone. I found another way of detecting whether the damage came from a spell or from natural damage.
Now, for those of you who do not know how magic damage is detected, I advise you to look at the following links:
Physical Damage Detection
Damage Engine
In short, they detect magical...
Hello
I need some help with a trigger i couldn't complete for an ability
The ability is target to a point
When cast it creates a dummy and pick one random enemy organic unit in a range (prioritize heroes) and starts damaging it every second
If the unit leaves the maximum area the dummy will...
I am NOT good at the data editor. I tried to alter the zealot's charge ability use use a set effect and the effects in the set would: 1) Cause the charge to happen, 2) Cause a stunning effect on the target, and 3) Cause additional flat damage to the target.
What really happens is if I click to...
I am in the process of messing around with the editor, and from time to time working on my long term custom campaign project. Overall with everything in it made from scratch, I tend to keep my style of making that campaign more simplified than the usual ones. Perfect example would be units...
Hey all, I just recently started working with the map editor and it's a blast, but I've sort of hit a wall with an idea I'd like to implement, I'm not sure if you're familiar with Dungeons and Dragons 5e style combat, but basically....
Say you want to attack someone, they have an "Armor Class"...
So, I was trying to remove locust in-game seamlessly (click and drag select) for my RP map, so I decided to play around with Crow Form.
I thought I had everything figured out, but then my units started getting the attack type of the crow form unit, instead of their own attack type. Apparently...
Hi. I am in the middle of making a map called The Desolation of the Scourge and am reaching the final stages of development. One of the aspects of the map is to make human units take damage while on blighted ground. I have tried to give them a negative health regeneration while on blight but it...
Hi everyone, I want to create an ability that heal allies and damage enemies at the same time with bounces (like Rokhan's Healing Wave but does damage too). I'm newbie with the world editor and I have no idea how to make a trigger for this ability. Can you help me?
Hey Guys,
Here once again seeking wisdom, I've run into a predicament where as I'm trying to develop my Map (Which is similar in nature to Risk, Greece, Lords Of Europe, and so forth) I'm having difficulties in trying to determine how to allow my buildings, which will need to be captured...
hi guys i want to make a spell like dota 2 monkey king that here is a tooltip.
Boundless Strike
Monkey King enlarges his staff and slams it against the ground, stunning enemies in a line and damaging them with a critical hit based on his attack. Has True Strike.
MANA COST: 100
COOLDOWN: 25...
I made a trigger version of shockwave ability but for some reason it does not works properly
Disparo
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ability
Actions
Set Final = (Target point of ability being...
Hello
I need some help with triggers
I am trying to make a Region moves every .05 seconds to the position of a specific unit.
Also i need that if another unit enters this region kill both
Made those but did not work for me
Moving
Events
Time - Every 0.03 seconds of game time...
Hello i need some help
How can i detect the Item death(by attacking it)?
Because i am want to make a specific item on the map that could be destroyed or picked up with different results on each case
By adding the AOE Damage on death ability it hurts units but when picked up
I've tried changing the Gameplay Constant "Gameplay - Magic Immunes Resist Damage" to "False" but it still doesn't damage them. It still stuns them or slows them down, so I don't think it's an issue with "Stats - Targets Allowed". I'm testing this on the creep units "Enraged Elemental" and...
Hey guys first of all I'm sorry if I posted in the wrong sub-forum, just dunno where to post this question of mine.
So, I used to believe Gryphon Rider has magic damage since tft's release but I just now discovered while using world editor that Gryphon Rider has actually piercing damage...
Hey i'm trying to make a spell that damages unit with in 200 Aoe of the target point of ability being cast based on the level of intelligence my hero has multiplies by the level of the ability being cast but my trigger for some reason isn't working :
Arcane Blast
Events
Unit - A...
Example of spell with a ratio of armor. I changed the defensive multiplier to 0.01 in my map. And the trigger on and off matching to a text of display of the damages which undergoes the unity, so I deactivated it because to put the armor in a variable it was necessary to inflict the damages.
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