- Joined
- Aug 18, 2006
- Messages
- 1,193
well, did you set the conditions to make the trigger pick only enemy units?
first of all, that trigger leaks 1 PointHow I make the tigger?
my is this:
Atribute demage
Events
unit start efect of an abilyty
Conditios
ability begin cast equal to Attack
Actions
Set TempReal = (real agility of Razier(spectre) <gen>)
Unity Group - Pick every unit in (units with 150 of (Position of Raziel(Spectre) 0013 <gen>) maching (((Picked unit) belongs enemy of player 9 (gray)) Equal to (true)) and do action (Unit - cause Raziel(Spectre) 0013 <gen> to demage (picked unit) dealing (TempReal) demage of attack type (hero) and demage type (normal)
waths is wrong?
hey im REALLY noobie at map making and im trying to make a passive ability that reduces damage and slows attackers.
can you help me??
either post here or prefered email me at [email protected]
please help, and any other map making advise would be very helpful!
Can i ask something? How can i make the blink-strike abilty blinked exactly behind the enemy?
I've managed creating a night passive ability but there is a problem, the dummy ability apears to and I don't know where to find the Visible option to untick it so it will not appear. Can anyone help?
Here's a trick I found without the usage of the complicated trigger. You just make a puppet unit at an undisclosed location where you give the unit control for 1 second when the hero casts the spell and have that unit perform item illusion on the hero.
Someone can help me?
if - "A unit Starts the effect of an Ability", the cooldown of that ability wont move...
and if - "A unit finishes casting an Ability" - sometime the effect wont happen....
please help me!
does anyone know how to make a spell where at night the hero gets increased AS and damage and movement speed and it also changes his model?
Hey i tried to make an ability simmilar to Pudge's " Rot " from DotA and here is how i made it before you told me the great ideea about making the buffs diffrent on each level :
This is how i turned it on .
Stygian Aura On
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(immolation))
Actions
Set StygianCaster = (Ordered unit)
Set StygianActivate = True
This is how i turned if off .
Stygian Aura Off
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(unimmolation))
Actions
Set StygianCaster = No unit
Set StygianActivate = False
Custom script: call RemoveLocation(udg_StygianPosition)
And this is the actual spell wich has 3 levels cause its an ulti .
Stygian Aura l3lackKnight
Events
Time - Every 1.00 seconds of game time
Conditions
StygianActivate Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of |cffffcc00S|rtygian Aura for (Triggering unit)) Equal to 1
Then - Actions
Set StygianDamage = (((Life of StygianCaster) / 100.00) x 5.00)
Unit - Set life of StygianCaster to ((Life of StygianCaster) - StygianDamage)
Set StygianPosition = (Position of StygianCaster)
Unit Group - Pick every unit in (Units within 600.00 of StygianPosition matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of and do (Actions)
Loop - Actions
Custom script: local texttag StygianDamageText
Custom script: local effect StygianDamageEffect
Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
Custom script: set StygianDamageEffect = GetLastCreatedEffectBJ()
Unit - Cause StygianCaster to damage (Picked unit), dealing StygianDamage damage of attack type Spells and damage type Normal
Floating Text - Create floating text that reads (String((Integer(StygianDamage)))) above (Picked unit) with Z offset 10.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Custom script: set StygianDamageText = GetLastCreatedTextTag()
Custom script: call SetTextTagVelocityBJ( StygianDamageText, 64, 90 )
Custom script: call SetTextTagPermanentBJ( StygianDamageText, false )
Custom script: call SetTextTagLifespanBJ( StygianDamageText, 1.00 )
Wait 1.00 seconds
Custom script: call DestroyEffect(StygianDamageEffect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of |cffffcc00S|rtygian Aura for (Triggering unit)) Equal to 2
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of |cffffcc00S|rtygian Aura for (Triggering unit)) Equal to 2
Then - Actions
Set StygianDamage = (((Life of StygianCaster) / 100.00) x 10.00)
Unit - Set life of StygianCaster to ((Life of StygianCaster) - StygianDamage)
Set StygianPosition = (Position of StygianCaster)
Unit Group - Pick every unit in (Units within 600.00 of StygianPosition matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of and do (Actions)
Loop - Actions
Custom script: local texttag StygianDamageText
Custom script: local effect StygianDamageEffect
Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
Custom script: set StygianDamageEffect = GetLastCreatedEffectBJ()
Unit - Cause StygianCaster to damage (Picked unit), dealing StygianDamage damage of attack type Spells and damage type Normal
Floating Text - Create floating text that reads (String((Integer(StygianDamage)))) above (Picked unit) with Z offset 10.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Custom script: set StygianDamageText = GetLastCreatedTextTag()
Custom script: call SetTextTagVelocityBJ( StygianDamageText, 64, 90 )
Custom script: call SetTextTagPermanentBJ( StygianDamageText, false )
Custom script: call SetTextTagLifespanBJ( StygianDamageText, 1.00 )
Wait 1.00 seconds
Custom script: call DestroyEffect(StygianDamageEffect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of |cffffcc00S|rtygian Aura for (Triggering unit)) Equal to 3
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Do nothing
Custom script: call RemoveLocation(udg_StygianPosition)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of |cffffcc00S|rtygian Aura for (Triggering unit)) Equal to 3
Then - Actions
Set StygianDamage = (((Life of StygianCaster) / 100.00) x 15.00)
Unit - Set life of StygianCaster to ((Life of StygianCaster) - StygianDamage)
Set StygianPosition = (Position of StygianCaster)
Unit Group - Pick every unit in (Units within 600.00 of StygianPosition matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of and do (Actions)
Loop - Actions
Custom script: local texttag StygianDamageText
Custom script: local effect StygianDamageEffect
Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
Custom script: set StygianDamageEffect = GetLastCreatedEffectBJ()
Unit - Cause StygianCaster to damage (Picked unit), dealing StygianDamage damage of attack type Spells and damage type Normal
Floating Text - Create floating text that reads (String((Integer(StygianDamage)))) above (Picked unit) with Z offset 10.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Custom script: set StygianDamageText = GetLastCreatedTextTag()
Custom script: call SetTextTagVelocityBJ( StygianDamageText, 64, 90 )
Custom script: call SetTextTagPermanentBJ( StygianDamageText, false )
Custom script: call SetTextTagLifespanBJ( StygianDamageText, 1.00 )
Wait 1.00 seconds
Custom script: call DestroyEffect(StygianDamageEffect)
Else - Actions
Do nothing
Not very good right ? I also tried splitting it into 3 diffrent triggers wich would turn off when you learn another level of the spell ( if you learn Stygian Aura level 2 then the trigger 4 the level 1 would be turned off ) . Well tell me what you think .........
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