[Spell] Need help with passive spell

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Level 4
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Dec 16, 2013
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Hello how to make skill like this
sorry for my english
Every hero cast spell 1 and 2, create a random explosion arround the hero?

The spell is: Passive, only trigger by casting active spell 1 and 2, and i can setup explosion range arround the hero

how? thanks
 
Level 20
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Jul 14, 2011
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What's your native language?

1) On Cast Spell1 set Boolean1 == True.
2) On Cast Spell2 check if Bollean1 == True, if it's, do te explotion (Either triggered or dummy spell, however you want) and set Boolean1 == false agaín.
3) If there is an specific time-lapse the unit has to cast the Spell2 after having used Spell1, use a timer on Spell1 Cast to set the Boolean1 == false after it expires.
 
Level 25
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May 11, 2007
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  • asddasdas
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Level of Passive ability that allows the player to do an explosion for (Triggering unit)) Greater than 0
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Active Ability 1
          • (Ability being cast) Equal to Active Ability 2
    • Actions
      • -------- Do your effect here --------
      • Set ExplosionDamage = 100.00
      • Set ExplosionRadius = 300.00
      • Set tempPoint1 = (Position of (Triggering unit))
      • Set tempGroup1 = (Units within ExplosionRadius of tempPoint1 matching ((((Owner of (Matching unit)) is an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is alive) Equal to True)))
      • Unit Group - Pick every unit in tempGroup1 and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing ExplosionDamage damage of attack type Spells and damage type Normal
      • -------- Special Effects --------
      • Special Effect - Create a special effect at tempPoint1 using Abilities\Weapons\Mortar\MortarMissile.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- Cleanup the variables/leaks, I'm too lasy atm :) --------
 
Level 4
Joined
Dec 16, 2013
Messages
84
  • asddasdas
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Level of Passive ability that allows the player to do an explosion for (Triggering unit)) Greater than 0
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Active Ability 1
          • (Ability being cast) Equal to Active Ability 2
    • Actions
      • -------- Do your effect here --------
      • Set ExplosionDamage = 100.00
      • Set ExplosionRadius = 300.00
      • Set tempPoint1 = (Position of (Triggering unit))
      • Set tempGroup1 = (Units within ExplosionRadius of tempPoint1 matching ((((Owner of (Matching unit)) is an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is alive) Equal to True)))
      • Unit Group - Pick every unit in tempGroup1 and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing ExplosionDamage damage of attack type Spells and damage type Normal
      • -------- Special Effects --------
      • Special Effect - Create a special effect at tempPoint1 using Abilities\Weapons\Mortar\MortarMissile.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- Cleanup the variables/leaks, I'm too lasy atm :) --------

thank you
 
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