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[Spell] About the trigger cause damage around area

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Level 4
Joined
May 18, 2011
Messages
67
About the trigger cause damage around area (Solved thanks to Venomous)

hi its me again, and i wanted to ask how to make my spell to only damage the enemies around the area but the thing is my spell also target my allied units and i want my spell to deal base on my casters int. i included the trigger for my spell hope someone help me, thanks in advance...

  • Frost Nova
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Frost Nova [Lich]
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Frost Nova [Lich] for (Triggering unit)) Equal to 1
        • Then - Actions
          • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 300.00 at (Target point of ability being cast), dealing (1.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Frost Nova [Lich] for (Triggering unit)) Equal to 2
        • Then - Actions
          • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 300.00 at (Target point of ability being cast), dealing (2.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Frost Nova [Lich] for (Triggering unit)) Equal to 3
        • Then - Actions
          • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 300.00 at (Target point of ability being cast), dealing (3.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Frost Nova [Lich] for (Triggering unit)) Equal to 4
        • Then - Actions
          • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 300.00 at (Target point of ability being cast), dealing (4.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Frost Nova [Lich] for (Triggering unit)) Equal to 5
        • Then - Actions
          • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 300.00 at (Target point of ability being cast), dealing (15.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
        • Else - Actions
 
Last edited:
Level 12
Joined
Sep 11, 2011
Messages
1,176
are you sure it's 15 x intelligence in level 5 ?

here

  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • Set tempPoint = (Position of (Triggering unit))
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 300.00 of tempPoint) and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Real((Level of Animate Dead for (Triggering unit)))) x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation (udg_tempPoint)
 
Level 4
Joined
May 18, 2011
Messages
67
are you sure it's 15 x intelligence in level 5 ?

here

  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • Set tempPoint = (Position of (Triggering unit))
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 300.00 of tempPoint) and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Real((Level of Animate Dead for (Triggering unit)))) x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation (udg_tempPoint)

  • Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Real((Level of Animate Dead for (Triggering unit)))) x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
will this auto adjust the damage dealt by my caster?, and yes 15 x heros int, because i find 5 x heroes int kinda weak on later enemies, which is 50k HP per enemy unit...
 
Level 12
Joined
Sep 11, 2011
Messages
1,176
yes, that will adjust the damage automatically, i use level of the ability x intelligence, so when the frost nova is level 1, 1 x int, level 2, 2 x int.

since the last one is 15 x int, then that won't work anymore. this is the new one

  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • Set tempPoint = (Position of (Triggering unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Animate Dead for (Triggering unit)) Less than 5
        • Then - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 300.00 of tempPoint) and do (Actions)
            • Loop - Actions
              • Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Real((Level of Animate Dead for (Triggering unit)))) x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
        • Else - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 300.00 of tempPoint) and do (Actions)
            • Loop - Actions
              • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (15.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation (udg_tempPoint)
 
Level 4
Joined
May 18, 2011
Messages
67
yes, that will adjust the damage automatically, i use level of the ability x intelligence, so when the frost nova is level 1, 1 x int, level 2, 2 x int.

since the last one is 15 x int, then that won't work anymore. this is the new one

  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • Set tempPoint = (Position of (Triggering unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Animate Dead for (Triggering unit)) Less than 5
        • Then - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 300.00 of tempPoint) and do (Actions)
            • Loop - Actions
              • Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Real((Level of Animate Dead for (Triggering unit)))) x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
        • Else - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 300.00 of tempPoint) and do (Actions)
            • Loop - Actions
              • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (15.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation (udg_tempPoint)

many many thanks it works like magic now, and thanks for the quick reply, i can always rely on you sir venomous...
 
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