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[Spell] Dota- Dwarven Sniper's Sharpnel

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Hello; The Sharpnel spell fires a ball full of shrapnel into the air which promptly explodes, showering the target area in explosive pellets. Enemy units that walk in this area get damaged and slowed. Deals 1/3 damage to buildings. Lasts for 8 seconds. I tried using the Cluster Rockets spell but it's different from the Sharpnel. Looks like it needs triggers--- can anyone help with that? Does anyone have a solution?
 
Level 16
Joined
Mar 27, 2011
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Edit: Fixed structures being slowed.

Here, I think this will work:

  • Dwarven Snipers Sharpnel 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Shrapnel
    • Actions
      • Trigger - Turn on Dwarven Snipers Sharpnel 2 <gen>
      • Wait 8.00 seconds
      • Trigger - Turn off Dwarven Snipers Sharpnel 2 <gen>
  • Dwarven Snipers Sharpnel 2
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set TempPoint = (Target point of ability being cast)
      • -------- This is a formula to calculate the damage. This is the actual damage in dota too. --------
      • -------- 12, 24, 36, 48 --------
      • Set SharpnelDamage = (12 x (Level of Shrapnel for (Casting unit)))
      • Custom script: set bj_wantDestroyGroup = true
      • -------- Picks all units that are an enemy of the caster --------
      • Unit Group - Pick every unit in (Units within 350.00 of TempPoint matching (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True)) and do (Actions)
        • Loop - Actions
          • -------- Checks if the unit is a structure or not. --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is A structure) Equal to True
            • Then - Actions
              • -------- Divides damage by 3 if its a structure --------
              • Unit - Cause (Casting unit) to damage (Picked unit), dealing ((Real(SharpnelDamage)) / 3.00) damage of attack type Spells and damage type Normal
            • Else - Actions
              • -------- Otherwise normal damage is applied --------
              • Unit - Cause (Casting unit) to damage (Picked unit), dealing (Real(SharpnelDamage)) damage of attack type Spells and damage type Normal
              • -------- Here we create the dummy to slow the enemy --------
              • -------- Note, only non-strucutres are slowed. --------
              • Unit - Create 1 Dummy Unit for (Owner of (Casting unit)) at TempPoint facing Default building facing degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
      • Custom script: call RemoveLocation (udg_TempPoint)
And here is the map:
 

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  • Dwarven Sniper's Sharpnel.w3x
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Level 20
Joined
Jun 27, 2011
Messages
1,864
Edit: Fixed structures being slowed.

Here, I think this will work:

  • Dwarven Snipers Sharpnel 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Shrapnel
    • Actions
      • Trigger - Turn on Dwarven Snipers Sharpnel 2 <gen>
      • Wait 8.00 seconds
      • Trigger - Turn off Dwarven Snipers Sharpnel 2 <gen>
  • Dwarven Snipers Sharpnel 2
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set TempPoint = (Target point of ability being cast)
      • -------- This is a formula to calculate the damage. This is the actual damage in dota too. --------
      • -------- 12, 24, 36, 48 --------
      • Set SharpnelDamage = (12 x (Level of Shrapnel for (Casting unit)))
      • Custom script: set bj_wantDestroyGroup = true
      • -------- Picks all units that are an enemy of the caster --------
      • Unit Group - Pick every unit in (Units within 350.00 of TempPoint matching (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True)) and do (Actions)
        • Loop - Actions
          • -------- Checks if the unit is a structure or not. --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is A structure) Equal to True
            • Then - Actions
              • -------- Divides damage by 3 if its a structure --------
              • Unit - Cause (Casting unit) to damage (Picked unit), dealing ((Real(SharpnelDamage)) / 3.00) damage of attack type Spells and damage type Normal
            • Else - Actions
              • -------- Otherwise normal damage is applied --------
              • Unit - Cause (Casting unit) to damage (Picked unit), dealing (Real(SharpnelDamage)) damage of attack type Spells and damage type Normal
              • -------- Here we create the dummy to slow the enemy --------
              • -------- Note, only non-strucutres are slowed. --------
              • Unit - Create 1 Dummy Unit for (Owner of (Casting unit)) at TempPoint facing Default building facing degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
      • Custom script: call RemoveLocation (udg_TempPoint)
And here is the map:

It's not MUI.
 
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