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Setting the Damage of a Unit

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S4dn3sS

S

S4dn3sS

How can i set the Damage of a Unit by Trigger ?

I wanna do it like that:
Hero is Casting a Spell which summons, for example a wolf.
This wolf should have (str of hero+agi of hero)/(level of hero) as Damage.
The only problem is, how to set the Damage as a Variable Oo ?
 
Can't touch damage by any way inside the game :(

You could make a "wolf(wolves pwn)-damage-system" lol :P

For example make him a hero and make his str/agi/int make his damage the same as the hero.
This would make you a hero wolf though which you most likely won't like...

And by the way, welcome to the hive ! *swing hands like a moron*
 
The problem is, i don't wanna had it as summon.
The problem itself is after all, that i wanna use the ultimate skill of the pit lord (With these locusts, you know) as Int-Related spell....
Is there a way to do this oO ?


Ty Anyway ^^
 
There is a way to do it with setting their damage to 1-1 or something like that (won't look nice to the players though) and then causing them to damage the hero's int with "cause unit to damage unit bla bla bla".

The problem is, its gonna be very long and inefficient to make it MUI (as usuall... GUI sucks in MUI lol).

I think the easiest way would be to make them heros, set their main attribute to the hero's and setting their exp gain to 0%.

Still it would not look so good to the players :/

You should try asking this in the JASS forum and check if there isn't some solution there.
 
I saw that Defi4nc3 as example used for his Skills in his ORPG a Trigger.
I found a way to make "Firebrand" into them, just i need to find a way to put
Firebranddmg=Int of Casting Hero*2.
 
solution is "Item Permanent Damage Gain" ability
make a tome that contains this ability
make damage bonus 1

Custom script: UnitAddAbility(GetSummonedUnit(),'AInv')
For Each Integer 0 to Hero Strenght (Casting Unit) Including Bonuses
Item - Create Item for Hero - Create <the item you made> and give it to Summoned unit
Custom script: UnitRemoveAbility(GetSummonedUnit(),'AInv')

gray part is inside loop
AInv is Invertory (Hero)
I used this way before it works perfectly
 
How would the whole Trigger see like ?


EDIT:
Sorry, i meant the Crypt Lord (His Ulti).
 
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