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How can I make a spell like immolation with scaling damage and its on cooldown (not toggleable) I've tried to make 1 with berserk but its only damaging them for 3 seconds even when the unit with immolation is near them
Set VariableSet Immolation_Caster = (Triggering unit)
Set VariableSet Immolation_Caster_Loc = (Position of (Triggering unit))
Set VariableSet Immolation_Damage_Group = (Units within 300.00 of Immolation_Caster_Loc matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of Immolation_Caster).) Equal to True) and (((Matching unit) is alive) Equal to True))).)
Unit - Create 1 Dummy Caster Immolation for (Owner of Immolation_Caster) at Immolation_Caster_Loc facing (Facing of Immolation_Caster) degrees
Unit - Set level of Advanced - Untargeted Dummyspell immolation thunderclap for (Last created unit) to (Level of Immolation berserk for Immolation_Caster)
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap.
Unit - Add a 0.30 second Generic expiration timer to (Last created unit)
Special Effect - Create a special effect at Infernal_Strike_Location using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Immolation_Caster is alive) Equal to True
Then - Actions
Unit Group - Pick every unit in Immolation_Damage_Group and do (Actions)
Loop - Actions
Unit - Cause Immolation_Caster to damage (Picked unit), dealing (((0.05 x (Real((Level of Immolation berserk for Immolation_Caster)))) + 0.05) x (Real((Agility of Immolation_Caster (Include bonuses))))) damage of attack type Spells and damage type Fire
Special Effect - Create a special effect attached to the head of (Picked unit) using Abilities\Spells\Other\Incinerate\IncinerateBuff.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Wait 0.90 game-time seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Immolation_Caster is alive) Equal to True
Then - Actions
Unit Group - Pick every unit in Immolation_Damage_Group and do (Actions)
Loop - Actions
Unit - Cause Immolation_Caster to damage (Picked unit), dealing (((0.05 x (Real((Level of Immolation berserk for Immolation_Caster)))) + 0.05) x (Real((Agility of Immolation_Caster (Include bonuses))))) damage of attack type Spells and damage type Fire
Special Effect - Create a special effect attached to the head of (Picked unit) using Abilities\Spells\Other\Incinerate\IncinerateBuff.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Wait 0.90 game-time seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Immolation_Caster is alive) Equal to True
Then - Actions
Unit Group - Pick every unit in Immolation_Damage_Group and do (Actions)
Loop - Actions
Unit - Cause Immolation_Caster to damage (Picked unit), dealing (((0.05 x (Real((Level of Immolation berserk for Immolation_Caster)))) + 0.05) x (Real((Agility of Immolation_Caster (Include bonuses))))) damage of attack type Spells and damage type Fire
Special Effect - Create a special effect attached to the head of (Picked unit) using Abilities\Spells\Other\Incinerate\IncinerateBuff.mdl
Special Effect - Destroy (Last created special effect)
Set UhOh_B_Caster[UhOh_A_Index] = (Triggering unit)
Set UhOh_B_Level[UhOh_A_Index] = (Level of (Ability being cast) for UhOh_B_Caster[UhOh_A_Index])
Set UhOh_B_Duration[UhOh_A_Index] = UhOh_C_Duration[UhOh_B_Level[UhOh_A_Index]]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UhOh_A_Index Equal to 1
Then - Actions
Trigger - Turn on Periodic <gen>
Else - Actions
Periodic
Periodic
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
For each (Integer UhOh_A_Loop) from 1 to UhOh_A_Index, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UhOh_B_Duration[UhOh_A_Loop] Greater than 0.00
(UhOh_B_Caster[UhOh_A_Loop] is dead) Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(UhOh_B_Duration[UhOh_A_Loop] mod UhOh_C_Duration_Tick[UhOh_B_Level[UhOh_A_Loop]]) Less than or equal to 0.05
Then - Actions
Set UhOh_A_Point[0] = (Position of UhOh_B_Caster[UhOh_A_Index])
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within UhOh_C_Damage_AOE[UhOh_B_Level[UhOh_A_Loop]] of UhOh_A_Point[0]) 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) belongs to an enemy of (Owner of UhOh_B_Caster[UhOh_A_Loop])) Equal to True
Then - Actions
Unit - Cause UhOh_B_Caster[UhOh_A_Loop] to damage (Picked unit), dealing ((UhOh_C_Damage_Base[UhOh_B_Level[UhOh_A_Loop]] + ((Max life of (Picked unit)) x (UhOh_C_Damage_Max_Health_Perc[UhOh_B_Level[UhOh_A_Loop]] / 100.00))) / (UhOh_C_Duration[UhOh_B_Level[UhOh_A_Loop]] / UhOh_C_Duration_Tick[UhOh_B_Level[UhOh_A_Loop]])) damage of attack type Spells and damage type Universal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(UhOh_B_Duration[UhOh_A_Loop] mod 2.00) Less than or equal to 0.05
Then - Actions
-------- This is set up this way so the special effect doesn't spam every half second. --------
Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\NightElf\Immolation\ImmolationDamage.mdl
Special Effect - Destroy (Last created special effect)
Set UhOh_B_Caster[UhOh_A_Index] = (Triggering unit)
Set UhOh_B_Level[UhOh_A_Index] = (Level of (Ability being cast) for UhOh_B_Caster[UhOh_A_Index])
Set UhOh_B_Duration[UhOh_A_Index] = UhOh_C_Duration[UhOh_B_Level[UhOh_A_Index]]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UhOh_A_Index Equal to 1
Then - Actions
Trigger - Turn on Periodic <gen>
Else - Actions
Periodic
Periodic
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
For each (Integer UhOh_A_Loop) from 1 to UhOh_A_Index, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UhOh_B_Duration[UhOh_A_Loop] Greater than 0.00
(UhOh_B_Caster[UhOh_A_Loop] is dead) Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(UhOh_B_Duration[UhOh_A_Loop] mod UhOh_C_Duration_Tick[UhOh_B_Level[UhOh_A_Loop]]) Less than or equal to 0.05
Then - Actions
Set UhOh_A_Point[0] = (Position of UhOh_B_Caster[UhOh_A_Index])
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within UhOh_C_Damage_AOE[UhOh_B_Level[UhOh_A_Loop]] of UhOh_A_Point[0]) 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) belongs to an enemy of (Owner of UhOh_B_Caster[UhOh_A_Loop])) Equal to True
Then - Actions
Unit - Cause UhOh_B_Caster[UhOh_A_Loop] to damage (Picked unit), dealing ((UhOh_C_Damage_Base[UhOh_B_Level[UhOh_A_Loop]] + ((Max life of (Picked unit)) x (UhOh_C_Damage_Max_Health_Perc[UhOh_B_Level[UhOh_A_Loop]] / 100.00))) / (UhOh_C_Duration[UhOh_B_Level[UhOh_A_Loop]] / UhOh_C_Duration_Tick[UhOh_B_Level[UhOh_A_Loop]])) damage of attack type Spells and damage type Universal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(UhOh_B_Duration[UhOh_A_Loop] mod 2.00) Less than or equal to 0.05
Then - Actions
-------- This is set up this way so the special effect doesn't spam every half second. --------
Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\NightElf\Immolation\ImmolationDamage.mdl
Special Effect - Destroy (Last created special effect)
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