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If you catch the unit casting the ability you can modify majority of the numeric fields by changing them via triggers.
I'm away from my computer with an editor but it's under the ability category. If you are patient I can get back to you in 6 hours, otherwise someone like @Uncle can provide it.
Ah your game version might be an issue, that makes it much more tedious.
If your game version is out of date I would suggest using a damage detection system & a unit indexer to catch the casting unit and save it under the buffed targets.
But you will need to lurk and scour to find what damage detection system works for you.
Using something like Bribe's Damage Engine you can make a trigger like this
example cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Battle Roar
Actions
Set VariableSet BATTLEROAR_CASTER = (Triggering unit)
Set VariableSet Point[1] = (Position of (Triggering unit))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 650.00 of Point[1].) and do (Actions)
Loop - Actions
Set VariableSet BATTLEROAR_KEY = (Custom value of (Picked unit))
Set VariableSet BATTLEROAR_ATT_BONUS[BATTLEROAR_KEY] = ((Real((Strength of BATTLEROAR_CASTER (Include bonuses)))) x 999.00)
Custom script: call RemoveLocation(udg_Point[1])
example attempt at attack while buffed
Events
Game - DamageModifierEvent becomes Equal to 1.00
Conditions
(DamageEventSource has buff Battle Roar) Equal to True
Actions
Set VariableSet BATTLEROAR_KEY = (Custom value of DamageEventSource)
Set VariableSet DamageEventAmount = (DamageEventAmount + BATTLEROAR_ATT_BONUS[BATTLEROAR_KEY])
Download the map from the link above (or find one that matches your equivalent game version.) and fiddle with the triggers to learn more.
Without the fundamentals of variables and copying and pasting trigger structures into other maps you will come to a short journey I'm afraid.
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