- Joined
- Sep 25, 2005
- Messages
- 71
Okay. So not sure where to start with this one. I don't really aim to just implement a complete DDS here, ideally I'd like to learn how to code some basic functions.
I'm trying to create an ability which is -not- an orb ability (not just trying to object editor a Lightning Orb with a certain ability,) which will proc an effect periodically - when the unit successfully makes an attack against a valid target. For now, let's just say it creates a special effect, does 50. spell damage, has a 100% chance to hit (I'd like to code it in a way that I can basically interchange the chance just in case I ever go down the dark path that is Chance-On-Hit...) but can only happen every 5 seconds.
I'm not sure if this is correct, but I'm trying to code something along the lines of Kunkka' (from DotA) passive.
Starting from the bottom up, what can I use to have an event, register the type and source adequately to detect whether it was from spelldamage (ideally a specific spell,) or from an auto-attack?
I'm trying to create an ability which is -not- an orb ability (not just trying to object editor a Lightning Orb with a certain ability,) which will proc an effect periodically - when the unit successfully makes an attack against a valid target. For now, let's just say it creates a special effect, does 50. spell damage, has a 100% chance to hit (I'd like to code it in a way that I can basically interchange the chance just in case I ever go down the dark path that is Chance-On-Hit...) but can only happen every 5 seconds.
I'm not sure if this is correct, but I'm trying to code something along the lines of Kunkka' (from DotA) passive.
Starting from the bottom up, what can I use to have an event, register the type and source adequately to detect whether it was from spelldamage (ideally a specific spell,) or from an auto-attack?