how would I code this?
Spell 1: lowers a single enemy's hp to increase the life of nearby allies
Spell 2: percentage of missing hp deals damage to nearby enemies
Spell 3: For every nearby unit armor is increased
Spell 4: Revive non hero units
Spell 5: Lower damage but its like the opposite of a critical strike so critical armor
Spell 6: Removes Buffs + If an enemy attacks the selected unit they get stunned.
Spell 7:Throws three axes at an enemy. Each with .03 seconds in between. The first axe increases the amount of damage taken and stops life regen. The second axe slows and the third axe deals damage.
Spell 8:Each second the hero gains a charge and when used the spell goes on cooldown and the amount healed and the extra speed limit is determined by how many charges were used.
Spell 9: Invis at night and Truesight during the day
Spell 10: Causes Three spirits from the past to dance around the targeted unit protecting them from 90% of harm. After the dance any damage that was blocked is added together or totalled and the damage is distributed between the protected ally and the next enemy to attack the protected ally.
Spell 11: Set int to 0 for a few seconds.
Spell 12: Whenever a spell is used near the hero the caster loses mana and the hero gains mana
Spell 13:Whenever the hero uses a spell nearby enemies lose mana.
Spell 14: The int of nearby enemies raises the total life and damage of the hero
Spell 14: Has an aura that deals bonus damage to enemies that have missing mana
Spell 15: A tree flies from a random location and hits the enemy
Spell 16: Lower the duration of nearby disables (Question will restunning/silencing/etc the unit reset the stun time?)
Spell 17: Trip wire type of skill....wire can be between the ending and starting location of a shockwave Or you can link two trees together.
Spell 18: A spell that sets an invisible ward that blocks spells in an aoe
Spell 19: A spell that sets an invisible ward that blocks damage that is basically critical damage block and critical spell damage block
Spell 20: % of missing life burns the mana from enemies....
Spell 21: When a spell is used near the hero they get bulkier and get more magic resistence
Spell 22: target loses mana until they kill some units. Whenever a spell (Allied/enemy/self) is used near the victim they take damage
spell 23: Causes nearby enemies to take extra damage depending on how much mana they are missing.
Spell 24: Chain spell that bonds units. If one unit recieves a spell effect the other units recieve it also
Spell 25: Reverses mana with life will not work if mana is below a certain point.
Spell 26: Locusts swarm but instead of taking life it takes mana and you can let it loose in a location instead of following the hero.
Spell 27: Attacks burn mana and collects it. After you have gained enough mana you will be able to deal damage depending on how much mana you have collected.
Spell 28: Steals damage from an enemy and evenly distributes it to surrounding allies.
29: A increased attackspeed spell that starts in a big aoe and gets smaller over time and when it is done it heals all allies within the aoe.
30:Wind that travels in a circle out from the hero and outward any units that are caught in the gust are brought to the otherside of the hero with slowed ms
31: A chain spell that merges non-hero, non-neutral units
THink a circle that starts at the caster and ends at the caster and brings any units in its path towards the caster.
32: has some effect when the hero loses mana
One last question even though I've read the instructions on how to get a dummy unit to cast spells I still cannot get it to work.
Spell 1: lowers a single enemy's hp to increase the life of nearby allies
Spell 2: percentage of missing hp deals damage to nearby enemies
Spell 3: For every nearby unit armor is increased
Spell 4: Revive non hero units
Spell 5: Lower damage but its like the opposite of a critical strike so critical armor
Spell 6: Removes Buffs + If an enemy attacks the selected unit they get stunned.
Spell 7:Throws three axes at an enemy. Each with .03 seconds in between. The first axe increases the amount of damage taken and stops life regen. The second axe slows and the third axe deals damage.
Spell 8:Each second the hero gains a charge and when used the spell goes on cooldown and the amount healed and the extra speed limit is determined by how many charges were used.
Spell 9: Invis at night and Truesight during the day
Spell 10: Causes Three spirits from the past to dance around the targeted unit protecting them from 90% of harm. After the dance any damage that was blocked is added together or totalled and the damage is distributed between the protected ally and the next enemy to attack the protected ally.
Spell 11: Set int to 0 for a few seconds.
Spell 12: Whenever a spell is used near the hero the caster loses mana and the hero gains mana
Spell 13:Whenever the hero uses a spell nearby enemies lose mana.
Spell 14: The int of nearby enemies raises the total life and damage of the hero
Spell 14: Has an aura that deals bonus damage to enemies that have missing mana
Spell 15: A tree flies from a random location and hits the enemy
Spell 16: Lower the duration of nearby disables (Question will restunning/silencing/etc the unit reset the stun time?)
Spell 17: Trip wire type of skill....wire can be between the ending and starting location of a shockwave Or you can link two trees together.
Spell 18: A spell that sets an invisible ward that blocks spells in an aoe
Spell 19: A spell that sets an invisible ward that blocks damage that is basically critical damage block and critical spell damage block
Spell 20: % of missing life burns the mana from enemies....
Spell 21: When a spell is used near the hero they get bulkier and get more magic resistence
Spell 22: target loses mana until they kill some units. Whenever a spell (Allied/enemy/self) is used near the victim they take damage
spell 23: Causes nearby enemies to take extra damage depending on how much mana they are missing.
Spell 24: Chain spell that bonds units. If one unit recieves a spell effect the other units recieve it also
Spell 25: Reverses mana with life will not work if mana is below a certain point.
Spell 26: Locusts swarm but instead of taking life it takes mana and you can let it loose in a location instead of following the hero.
Spell 27: Attacks burn mana and collects it. After you have gained enough mana you will be able to deal damage depending on how much mana you have collected.
Spell 28: Steals damage from an enemy and evenly distributes it to surrounding allies.
29: A increased attackspeed spell that starts in a big aoe and gets smaller over time and when it is done it heals all allies within the aoe.
30:Wind that travels in a circle out from the hero and outward any units that are caught in the gust are brought to the otherside of the hero with slowed ms
31: A chain spell that merges non-hero, non-neutral units
THink a circle that starts at the caster and ends at the caster and brings any units in its path towards the caster.
32: has some effect when the hero loses mana
One last question even though I've read the instructions on how to get a dummy unit to cast spells I still cannot get it to work.