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[Trigger] Need help figure out how much damage those 2 spells do. + rep

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Level 19
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Feb 15, 2008
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  • Fury Peak
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacking unit) has buff Fury Peak: Buff ) Equal to True
      • ((Attacked unit) is A structure) Equal to False
      • ((Attacked unit) is Magic Immune) Equal to False
      • ((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True
    • Actions
      • Set FP_Point = (Position of (Attacked unit))
      • Unit - Create 1 Effect: Caster for (Owner of (Attacking unit)) at FP_Point facing Default building facing degrees
      • Unit - Add All Hero Attribute to (Last created unit)
      • Unit - Order (Last created unit) to Neutral - Hurl Boulder (Attacked unit)
      • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
      • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing ((Current movement speed of (Attacking unit)) x (0.10 x (Real((Level of Grishnakh Fury Peak 2 for (Attacking unit)))))) damage of attack type Hero and damage type Normal
      • Floating Text - Create floating text that reads (|c00C80000 + (String((Integer(((Current movement speed of (Attacking unit)) x (0.10 x (Real((Level of Grishnakh Fury Peak 2 for (Attacking unit))))))))))) above (Attacked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • 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 0.75 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
      • Floating Text - Change (Last created floating text): Disable permanence
      • Special Effect - Create a special effect attached to the chest of (Attacked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_FP_Point)
  • Omnislash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ninja Omnislash 4
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CL_Index[1] Equal to 0
        • Then - Actions
          • Trigger - Turn on Omnislash Loop <gen>
        • Else - Actions
      • Set CL_Index[1] = (CL_Index[1] + 1)
      • Set CL_Index[2] = (CL_Index[2] + 1)
      • Set CL_Caster[CL_Index[2]] = (Triggering unit)
      • Set CL_Player[CL_Index[2]] = (Owner of (Triggering unit))
      • Set CL_Target[CL_Index[2]] = (Target unit of ability being cast)
      • Set CL_AbilityLevel[CL_Index[2]] = (Level of Ninja Omnislash 4 for CL_Caster[CL_Index[2]])
      • Set CL_Boolean[CL_Index[2]] = True
      • Set CL_Slashes[CL_Index[2]] = (2 + (3 x CL_AbilityLevel[CL_Index[2]]))
      • Set CL_Damage[CL_Index[2]] = (75 x CL_AbilityLevel[CL_Index[2]])
      • Set CL_AOE[CL_Index[2]] = 800.00
      • Special Effect - Create a special effect attached to the weapon of CL_Caster[CL_Index[2]] using Abilities\Weapons\ZigguratMissile\ZigguratMissile.mdl
      • Set CL_FirstTarget[CL_Index[2]] = True
      • Set CL_Special[CL_Index[2]] = (Last created special effect)
      • Unit - Pause CL_Caster[CL_Index[2]]
      • Animation - Change CL_Caster[CL_Index[2]]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Animation - Change CL_Caster[CL_Index[2]]'s animation speed to 200.00% of its original speed
  • Omnislash Loop
    • Events
      • Time - Every 0.30 seconds of game time
    • Conditions
    • Actions
      • For each (Integer CL_Index[3]) from 1 to CL_Index[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • CL_Boolean[CL_Index[3]] Equal to True
            • Then - Actions
              • Set CL_Slashes[CL_Index[3]] = (CL_Slashes[CL_Index[3]] - 1)
              • Set CL_Loc[1] = (Position of CL_Target[CL_Index[3]])
              • Set CL_Group[1] = (Units within CL_AOE[CL_Index[3]] of CL_Loc[1] matching ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of CL_Player[CL_Index[3]]) Equal to True))))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • CL_FirstTarget[CL_Index[3]] Equal to True
                • Then - Actions
                  • Unit - Move CL_Caster[CL_Index[3]] instantly to CL_Loc[1]
                  • Unit - Make CL_Caster[CL_Index[3]] face CL_Loc[1] over 0.00 seconds
                  • Unit - Cause CL_Caster[CL_Index[3]] to damage CL_Target[CL_Index[3]], dealing (Real(CL_Damage[CL_Index[3]])) damage of attack type Normal and damage type Normal
                  • Animation - Play CL_Caster[CL_Index[3]]'s attack animation
                  • Special Effect - Create a special effect attached to the origin of CL_Caster[CL_Index[3]] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Set CL_FirstTarget[CL_Index[3]] = False
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • CL_Slashes[CL_Index[3]] Greater than 0
                      • (Number of units in CL_Group[1]) Greater than 0
                    • Then - Actions
                      • Set CL_Victim[CL_Index[3]] = (Random unit from CL_Group[1])
                      • Set CL_Loc[2] = (Position of CL_Victim[CL_Index[3]])
                      • Set CL_Loc[3] = (CL_Loc[2] offset by 50.00 towards (Random angle) degrees)
                      • Unit - Move CL_Caster[CL_Index[3]] instantly to CL_Loc[3]
                      • Unit - Make CL_Caster[CL_Index[3]] face CL_Loc[2] over 0.00 seconds
                      • Unit - Cause CL_Caster[CL_Index[3]] to damage CL_Victim[CL_Index[3]], dealing (Real(CL_Damage[CL_Index[3]])) damage of attack type Normal and damage type Normal
                      • Animation - Play CL_Caster[CL_Index[3]]'s attack animation
                      • Special Effect - Create a special effect attached to the origin of CL_Caster[CL_Index[3]] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation( udg_CL_Loc[2] )
                      • Custom script: call RemoveLocation( udg_CL_Loc[3] )
                    • Else - Actions
                      • Set CL_Index[1] = (CL_Index[1] - 1)
                      • Set CL_Boolean[CL_Index[3]] = False
                      • Special Effect - Destroy CL_Special[CL_Index[3]]
                      • Unit - Unpause CL_Caster[CL_Index[3]]
                      • Animation - Change CL_Caster[CL_Index[3]]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                      • Animation - Reset CL_Caster[CL_Index[3]]'s animation
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • CL_Index[1] Equal to 0
                        • Then - Actions
                          • Set CL_Index[2] = 0
                          • Trigger - Turn off (This trigger)
                        • Else - Actions
              • Custom script: call RemoveLocation( udg_CL_Loc[1] )
              • Custom script: call DestroyGroup( udg_CL_Group[1] )
            • Else - Actions
How much damage do those 2 spells do?
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
The first one does moving speed of caster x 0.1 x ability level.

Typically moving speed is around 220-270 when at full speed. But if you're not moving, it will be zero.

When running and the ability at level 3, you do approximately 75 damage.

The second

Level 1: 75 damage per hit, hits max 5 times
Level 2: 150 damage per hit, hits max 8 times
Level 3: 225 damage per hit, hits max 11 times
 
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