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Alpa Betic Hero Ability.

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Hi! I would like to make the following request of an hero ability:

LETTER ? DEATH

Ability type: none-target.

Effect:
Randoming an A B C randomed letter from A to Z
All units in 1000 area are checked if they have the letter in their name (a or A not matter).
All units that don't have the letter in their name take 200/250/300/350/400 spell type damage of attack type force.
All units that do have the letter in their name take 300/350/400/450/500 spell type damage of attack type force.
The random letter appears as "RANDOMED _ " above the caster head.

Thanks and rep in advance.
 
Did I get this right?
  • Untitled Trigger 001
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Damage, Litterly (R)
    • Actions
      • Set int = (Random integer number between 1 and 21)
      • Set RandomedLetter = (Substring(abcdefghijklmnopqrstuvwxyz, int, int))
      • Floating Text - Create floating text that reads (Randomed + RandomedLetter) above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
      • Floating Text - Set the velocity of (Last created floating text) to 90.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • Set p = (Position of (Triggering unit))
      • Set A = (Player number of (Owner of (Triggering unit)))
      • Set ug = (Units within 700.00 of p matching (((Level of Invulnerable (Neutral) for (Matching unit)) Equal to 0) and (((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Player(A))) Equal to True)) and ((Level of Uneffected (spell
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (ug is empty) Equal to False
        • Then - Actions
          • Unit Group - Pick every unit in ug and do (Actions)
            • Loop - Actions
              • Set string = (String((Name of (Picked unit))) as Lower case)
              • Set int = (Length of string)
              • Set boolean = False
              • For each (Integer A) from 1 to int, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Substring(string, (Integer A), (Integer A))) Equal to RandomedLetter
                    • Then - Actions
                      • Set boolean = True
                      • Set int = (Integer A)
                    • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • boolean Equal to True
                • Then - Actions
                  • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (250.00 + (50.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) damage of attack type Spells and damage type Force
                  • Floating Text - Create floating text that reads Extra Damage above (Picked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
                  • Floating Text - Set the velocity of (Last created floating text) to 90.00 towards 90.00 degrees
                  • Floating Text - Change (Last created floating text): Disable permanence
                  • Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
                  • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                • Else - Actions
                  • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (150.00 + (50.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) damage of attack type Spells and damage type Force
                  • Floating Text - Create floating text that reads Normal Damage above (Picked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                  • Floating Text - Set the velocity of (Last created floating text) to 90.00 towards 90.00 degrees
                  • Floating Text - Change (Last created floating text): Disable permanence
                  • Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
                  • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        • Else - Actions
      • Custom script: call DestroyGroup(udg_ug)
      • Custom script: call RemoveLocation(udg_p)
Is that good enough? :thumbs_up:/:thumbs_down:
 
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