- Joined
- May 27, 2012
- Messages
- 60
What I want is this autocast ability to pop an elemental effect on basic attack, I have black arrow on autocast but I don't know what I'm doing wrong or how to fix it. At the moment I'm using immolation instead because I have no clue how to use autocast in triggers
What I am trying to do: On auto attack hit, causes either a fire,ice, or lightning explosion, dealing damage based on the attackers INT multiplied and such. I also want to add effects such as burning, freezing (slow), paralysis. I just need to know how to clean up the trigger or how to create a new one that functions with auto cast abilities
What I am trying to do: On auto attack hit, causes either a fire,ice, or lightning explosion, dealing damage based on the attackers INT multiplied and such. I also want to add effects such as burning, freezing (slow), paralysis. I just need to know how to clean up the trigger or how to create a new one that functions with auto cast abilities
-
Elemental Mastery DMG
-
Events
- Unit - A unit Is attacked
-
Conditions
- ((Attacking unit) has buff Elemental Mastery ) Equal to True
-
Actions
- Set RandomElement = (Random integer number between 1 and 3)
- Set EM_Point = (Position of (Attacked unit))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RandomElement Equal to 1
-
Then - Actions
- Special Effect - Create a special effect attached to the origin of (Attacked unit) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Cause (Attacking unit) to damage circular area after 0.00 seconds of radius 300.00 at EM_Point, dealing ((Real((Intelligence of (Attacking unit) (Include bonuses)))) + 1.00) damage of attack type Hero and damage type Cold
- Custom script: call RemoveLocation(udg_EM_Point)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RandomElement Equal to 2
-
Then - Actions
- Special Effect - Create a special effect attached to the origin of (Attacked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Cause (Attacking unit) to damage circular area after 0.00 seconds of radius 300.00 at EM_Point, dealing ((Real((Intelligence of (Attacking unit) (Include bonuses)))) + 1.00) damage of attack type Hero and damage type Cold
- Custom script: call RemoveLocation(udg_EM_Point)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- RandomElement Equal to 3
-
Then - Actions
- Special Effect - Create a special effect attached to the origin of (Attacked unit) using Doodads\Cinematic\FirePillarMedium\FirePillarMedium.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Cause (Attacking unit) to damage circular area after 0.00 seconds of radius 300.00 at EM_Point, dealing ((Real((Intelligence of (Attacking unit) (Include bonuses)))) + 1.00) damage of attack type Hero and damage type Cold
- Custom script: call RemoveLocation(udg_EM_Point)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Events
Last edited: