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Ritual Dagger Ability (Spell)

Level 13
Joined
Mar 27, 2015
Messages
190
Hi everyone
Is there someone that know how to create a spell like in the item - Ritual Dagger (Sacrifices a friendly unit to heal 100 hit points to all friendly non-mechanical units around it.)
I need this for my demon campaign.

I would really appreciate it!
 
Level 28
Joined
Feb 18, 2014
Messages
3,580
Ritual Dagger was added in patch 1.31 so I presume you need that spell for an older version.

Create a custom ability based on Death Pact and change Data - Life Converted to Life to 0.00 then make this trigger:
  • Ritual Dagger
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Death Pact
    • Actions
      • Set TempPoint = (Position of (Target unit of ability being cast))
      • Set TempGroup = (Units within 600.00 of TempPoint matching (((Matching unit) belongs to an ally of (Owner of (Triggering unit))) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
              • ((Picked unit) is A structure) Equal to False
              • ((Picked unit) is Mechanical) Equal to False
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 100.00)
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
      • Custom script: call DestroyGroup (udg_TempGroup)
      • Custom script: call RemoveLocation (udg_TempPoint)
Variables:

TempPoint = Point
TempGroup = Unit Group
 
Level 28
Joined
Feb 18, 2014
Messages
3,580
I think there is a problem with the ability - Death Pact, because this working only for the undead. But, I will figure it out...

Thank you man!!!!!!
Yes, Death Pact is hardcoded and works only on the undead but that should not be a problem. You could create a similar ability based on channel, finger of death or any ability that requires a single target and add this to the trigger:
  • Unit - Kill (Target unit of ability being casted)
 
Level 2
Joined
Jun 11, 2023
Messages
9
Ritual Dagger was added in patch 1.31 so I presume you need that spell for an older version.

Create a custom ability based on Death Pact and change Data - Life Converted to Life to 0.00 then make this trigger:
  • Ritual Dagger
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Death Pact
    • Actions
      • Set TempPoint = (Position of (Target unit of ability being cast))
      • Set TempGroup = (Units within 600.00 of TempPoint matching (((Matching unit) belongs to an ally of (Owner of (Triggering unit))) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
              • ((Picked unit) is A structure) Equal to False
              • ((Picked unit) is Mechanical) Equal to False
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 100.00)
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
      • Custom script: call DestroyGroup (udg_TempGroup)
      • Custom script: call RemoveLocation (udg_TempPoint)
Variables:

TempPoint = Point
TempGroup = Unit Group
Hello. You can throw it as a file, otherwise I don’t understand at all. Thank you
 
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