I have some questions(as the title would imply) about setting up a few spells through Triggers. I know very little about GUI and JASS, and I'm fairly new to using the editor for things like this, but, anyway, here are my questions:
1. I want to setup a spell that is used as an on-hit ability that deals damage based on level&stats but has a cooldown. I tried using a few of the in-game ones that are similiar as a base(cold arrows and searing arrows), the ability was used on hit, the cooldown procced properly, but the triggers didn't add any damage. I'd also like the ability to stun for 1 second, but I couldn't find a way to stun the unit with triggers.
This is what I have so far(Currently using Cold Arrows as base ability, have duration for Heros&Units set to 1 second, slows by 0.01 and deals 0.01 damage, I assumed this necessary for triggers):
2. I also wanted a passive ability like Immolate(which I tried using as a base) that burned nearby enemies for damage, but that also increases health regen by a flat amount in an AoE around the hero containing it. I also tried Unholy Aura as a base, but having the health regen at 0.05 seemed to increase his actual health regen by a lot more than 0.05, and I wasn't sure how to set-up the AoE damage
3. The third ability I'm having trouble with is a mana-shield-like ability that absorbs 1 damage per point of mana, and increases mana regen. I used Mana Shield as a base, because it seemed obvious, but I still can't find a way to set-up triggers to increase regeneration.
So far, this is the spell I have working, it's faily simple and I used paskovich's tutorial(http://www.hiveworkshop.com/forums/...ials-279/creating-some-basic-abilities-32827/) to set-up the knockback. In fact, really all I did was add the trigger for damage and the trigger for the unit to attack move to the caster(sometimes the unit would drop aggro, or just wouldn't aggro from the initial cast)
EDIT: Also, I want the abilities to preferably be multiplayer(MUI if I'm not mistaken?), no duplicate classes currently, but I MAY change that in the future, once I've set up more of the map.
EDITAGAIN: After re-reading it, I noticed I didn't really ask any questions, sorry : /
Here are the questions, stripped and basic:
1. How do I set up an on-hit ability with a cooldown that stuns and deals damage, with a small knockback?
2. How do I set up an ability to increase health regen by a flat amount in an aura around the unit, and burn nearby enemies for flat damage?
3. How do I set up a mana-shield-esque ability that also increases the unit's mana regeneration by a flat amount?
1. I want to setup a spell that is used as an on-hit ability that deals damage based on level&stats but has a cooldown. I tried using a few of the in-game ones that are similiar as a base(cold arrows and searing arrows), the ability was used on hit, the cooldown procced properly, but the triggers didn't add any damage. I'd also like the ability to stun for 1 second, but I couldn't find a way to stun the unit with triggers.
This is what I have so far(Currently using Cold Arrows as base ability, have duration for Heros&Units set to 1 second, slows by 0.01 and deals 0.01 damage, I assumed this necessary for triggers):
-
Slam
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Slam
-
Actions
- Set Caster2 = (Triggering unit)
- Set Target2 = (Target unit of ability being cast)
- Set LoopCounter2 = 0
- Unit - Cause Caster2 to damage Target2, dealing ((Real((Strength of Caster2 (Include bonuses)))) x (0.10 x (Real((Level of Slam for Caster2))))) damage of attack type Normal and damage type Normal
- Trigger - Turn on SlamMove <gen>
-
Events
-
SlamMove
-
Events
- Time - Every 0.02 seconds of game time
- Conditions
-
Actions
- Set TempLoc03 = (Position of Caster2)
- Set TempLoc04 = (Position of Target2)
- Set TempLoc05 = (TempLoc04 offset by 5.00 towards (Angle from TempLoc03 to TempLoc04) degrees)
- Unit - Move Target1 instantly to TempLoc05
- Custom script: call RemoveLocation(udg_TempLoc03)
- Custom script: call RemoveLocation(udg_TempLoc04)
- Custom script: call RemoveLocation(udg_TempLoc05)
- Set LoopCounter2 = (LoopCounter2 + 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- LoopCounter Greater than 25
-
Then - Actions
- Unit - Order Target2 to Attack Caster2
- Trigger - Turn off (This trigger)
- Else - Actions
-
If - Conditions
-
Events
2. I also wanted a passive ability like Immolate(which I tried using as a base) that burned nearby enemies for damage, but that also increases health regen by a flat amount in an AoE around the hero containing it. I also tried Unholy Aura as a base, but having the health regen at 0.05 seemed to increase his actual health regen by a lot more than 0.05, and I wasn't sure how to set-up the AoE damage
3. The third ability I'm having trouble with is a mana-shield-like ability that absorbs 1 damage per point of mana, and increases mana regen. I used Mana Shield as a base, because it seemed obvious, but I still can't find a way to set-up triggers to increase regeneration.
So far, this is the spell I have working, it's faily simple and I used paskovich's tutorial(http://www.hiveworkshop.com/forums/...ials-279/creating-some-basic-abilities-32827/) to set-up the knockback. In fact, really all I did was add the trigger for damage and the trigger for the unit to attack move to the caster(sometimes the unit would drop aggro, or just wouldn't aggro from the initial cast)
-
AquaJet
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Aqua Jet (Neutral Hostile)
-
Actions
- Set Caster1 = (Triggering unit)
- Set Target1 = (Target unit of ability being cast)
- Set LoopCounter = 0
- Unit - Cause Caster1 to damage Target1, dealing ((Real((Intelligence of Caster1 (Include bonuses)))) x (0.10 x (Real((Level of Aqua Jet (Neutral Hostile) for Caster1))))) damage of attack type Spells and damage type Normal
- Trigger - Turn on AquaJetMove <gen>
-
Events
-
AquaJetMove
-
Events
- Time - Every 0.02 seconds of game time
- Conditions
-
Actions
- Set TempLoc00 = (Position of Caster1)
- Set TempLoc01 = (Position of Target1)
- Set TempLoc02 = (TempLoc01 offset by 5.00 towards (Angle from TempLoc00 to TempLoc01) degrees)
- Unit - Move Target1 instantly to TempLoc02
- Custom script: call RemoveLocation(udg_TempLoc00)
- Custom script: call RemoveLocation(udg_TempLoc01)
- Custom script: call RemoveLocation(udg_TempLoc02)
- Set LoopCounter = (LoopCounter + 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- LoopCounter Greater than 50
-
Then - Actions
- Unit - Order Target1 to Attack Caster1
- Trigger - Turn off (This trigger)
- Else - Actions
-
If - Conditions
-
Events
EDIT: Also, I want the abilities to preferably be multiplayer(MUI if I'm not mistaken?), no duplicate classes currently, but I MAY change that in the future, once I've set up more of the map.
EDITAGAIN: After re-reading it, I noticed I didn't really ask any questions, sorry : /
Here are the questions, stripped and basic:
1. How do I set up an on-hit ability with a cooldown that stuns and deals damage, with a small knockback?
2. How do I set up an ability to increase health regen by a flat amount in an aura around the unit, and burn nearby enemies for flat damage?
3. How do I set up a mana-shield-esque ability that also increases the unit's mana regeneration by a flat amount?
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