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What I would do is change the base spell to something like Thunderclap, make it so it doesn't actually do anything by changing all the stats that matter, and then trigger it...
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to <Whatever>
Actions
Set Tempgroup = (Units in (Playable map area))
For each (Integer integer) from 0 to 10, do (Actions)
Loop - Actions
Set Tempunit = (Random unit from Tempgroup)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of Tempunit) is an enemy of (Owner of (Triggering unit))) Equal to True
Then - Actions
Unit - Cause (Triggering unit) to damage Tempunit, dealing 150.00 damage of attack type Chaos and damage type Normal
Else - Actions
Unit Group - Remove Tempunit from Tempgroup
Custom script: call DestroyGroup(udg_Tempgroup)
That's pretty simpe. No Special Effects, just a flat damage done to all enemies. You can take it as far as you want to go, making it based on the level of the spell or whatever. It uses three variables, just because I like to keep things orderly, but you could cut it down to one... I think. Maybe two. I'm not sure how the Integer A and Integer B works with loops, so I specified my own integer.
integer a and b work as normal integers... but if you use them several times you will start to notice problems, because the get overwritten by themselves (its like using the same variable a lot of times at the same time )
They work as normal integers? How do you specify them is what I am confused about, though. Meh, this isn't the place to ask about it, as I don't want to hijack his thread. Just easier for me to use one integer variable and set it to what I need.
can I make this trigger summon units around the temppoint
The goal of this spell is to basically rain infernals down on everything in the map. Im thinking right now I will just create a whole bunch of random regions and have target regionXXX with XXXX trigger
It's a doomclock system, time runs out unit casts _______ infernals go everywhere.
what do you mean by "everything"? Every unit? every building, every destructible?
You can just pick every unit in playable area, and then lets say, create dummy there, and then pick all dummies and make them cast inferno on their position, it might work. But would be very laggy
Um, cant he just use Unit Group - pick every unit in entire playable aria and do multiple actions? Sounds way simpler to me.
Aldo that could be me. Variables always make my head spin.
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