- Joined
- Jul 6, 2005
- Messages
- 113
Yes it's just firebolt but I want to practice adding attribute damage to abilities.
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FireBall
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Fireball c
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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)
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Events