- Joined
- Jul 6, 2005
- Messages
- 112
Yes it's just firebolt but I want to practice adding attribute damage to abilities.
-
FireBall
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Fireball c
-
-
Actions
-
Set Fireball_Caster = (Triggering unit)
-
Set Fireball_Target = (Target unit of ability being cast)
-
Set Fireball_Attribute = (Intelligence of Fireball_Caster (Include bonuses))
-
Set Fireball_Level = (Level of (Ability being cast) for Fireball_Caster)
-
Set Fireball_Damage = (Real(((Fireball_Level x 15) + Fireball_Attribute)))
-
Set Fireball_TargetLoc = (Position of Fireball_Target)
-
-------- ------------------------------------------------------------------------------------------------- --------
-
Unit - Cause Fireball_Caster to damage Fireball_Target, dealing Fireball_Damage damage of attack type Spells and damage type Unknown
-
Special Effect - Create a special effect attached to the hand, left of Fireball_Caster using units\human\phoenix\phoenix.mdl
-
Special Effect - Destroy (Last created special effect)
-
-------- ------------------------------------------------------------------------------------------------- --------
-
Floating Text - Create floating text that reads ((String((Integer(Fireball_Damage)))) + !) above Fireball_Target with Z offset 0.00, using font size 10.00, color (100.00%, 5.00%, 5.00%), and 0.00% transparency
-
Floating Text - Change (Last created floating text): Disable permanence
-
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
-
Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds
-
Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
-
-------- ------------------------------------------------------------------------------------------------- --------
-
Custom script: call RemoveLocation(udg_Fireball_TargetLoc)
-
-