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[Trigger] help with incinerate efect

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Level 2
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Nov 25, 2021
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can someone help me to do that:

the area damage of the incinerate detonation is a percentage of the intelligence of the hero who applied the spell

I've tried it on my own but I'm not very good at programming that :goblin_cry:

I did things like this::

  • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Target unit of ability being cast)), dealing (1.00 x (Real ((Intelligence of (Triggering unit) (Include bonuses)) ))) damage of attack type Magic and damage type Fire

  • Nameless Trigger 013
    • Events
      • Unit - A unit Die
    • Terms
      • ((Triggering unit) has buff Spontaneous Combustion) Equal to True
    • Actions
      • Unit Group - Pick every unit in (Units within 200.00 of (Position of (Triggering unit))) and do (Actions)
        • Loop: Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • Yes: Conditions
              • ((Picked unit) belongs to an ally of (Triggering player)) Equal to False
            • Then: Actions
              • Unit Group - Remove (Picked unit) from (Last created unit group)
            • Others: Actions
              • Unit - Cause Aurolette 0140 <gen> to damage (Picked unit), dealing (0.15 x (Percentage life of (Triggering unit))) damage of attack type Magic and damage type Fire

But I can't make it work and I don't know where I'm making mistakes.

Help me! :goblin_boom:
and sorry if my english is very bad
 

Uncle

Warcraft Moderator
Level 70
Joined
Aug 10, 2018
Messages
7,374
When units die their buffs are removed, so unfortunately you can't use that Condition here.

EDIT
Hopefully this can help you: Confused with a spell

Also, I attached a map I made that has a Stacking Attack Damage ability. It's similar to Incinerate but not exactly what you need.
Maybe it can help you get started.
 

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  • Stacking Attack Damage U1.w3x
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Last edited:
Level 1
Joined
Nov 29, 2021
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Since buff disappear when a unit dies, but appartenance to a unit group doesn't, I would 1) create a unit group (unit_group_buff) to include the units when they get the buff/are targeted by ability 2) check every second if units in unit_group_buff have the buff, otherwise remove them 3) change the condition of your trigger to "unit belongs to unit_group_buff"
 
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