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Spells help

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1.I want to make an ability where I take 50 hp from the enemy and give me 50 mana. This is for my Walock hero.
Exemple: Drain 50 hp form enemy and gives me 50 mana

2.I want to make another set of spells for my ghost. I want it to be something like...
I want to enter an allied hero and while I stay in it, to give it armor/damage/heal or to be immortal for a few seconds and then exit it.
I want to make about 3 abilities of the kind that give different things.
I am very overwhelmed here and I really don't know where to start.
 
Hi here a basic skill for
"1.I want to make an ability where I take 50 hp from the enemy and give me 50 mana. This is for my Walock hero.
Exemple: Drain 50 hp form enemy and gives me 50 mana"
  • Untitled Trigger 002
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to ...Storm Bolt
    • Actions
      • Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) + 50.00)
 

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Level 43
Joined
Feb 27, 2007
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5,437
@Lordul Dracula Defining behavior for what happens if the targeted unit doesn’t have at least 50 health would be smart. Should it not cast? Give reduced mana? Can it kill the target or leave it at 1? Should it work on allies, and if so under what rules?

Also don’t use Storm Bolt as a base ability because of the unavoidable stun. Use Acid Bomb for projectile abilities and Channel otherwise.
 
@Lordul Dracula Defining behavior for what happens if the targeted unit doesn’t have at least 50 health would be smart. Should it not cast? Give reduced mana? Can it kill the target or leave it at 1? Should it work on allies, and if so under what rules?

Also don’t use Storm Bolt as a base ability because of the unavoidable stun. Use Acid Bomb for projectile abilities and Channel otherwise.
I have a bad experience with Acid Bomb as a dummy skill, yep Channel is good. I don't understand why should i add a condition to check the hp of the enemy if the basic skill will deal the damage. After all we asked for a skill that will deal 50 damage and restore 50 mana. I cold make that trigger better if i added some special effects and a sound effect
 
Level 43
Joined
Feb 27, 2007
Messages
5,437
Acid Bomb is an almost perfect ability to use as a base as long as you understand how it computes the damage it deals.
  • No hardcoded targeting behavior
  • Has a missile with a configurable arc/profile (could be a downside if 9999 speed isn't fast enough)
  • Deals damage directly but can also be configured for damage over time, and neither damage number is dependent on the other
  • Applies a buff for a defined duration
  • Affects the unit you target and/or units in a defined AoE around the target
  • AoE targets can be differentiated from the main target (with a trigger) by the damage dealt or buff applied
  • Alchemy is badass
I don't understand why should i add a condition to check the hp of the enemy if the basic skill will deal the damage. After all we asked for a skill that will deal 50 damage and restore 50 mana.
I take 50 hp from the enemy and give me 50 mana
Sounds like they want it to function like a draining effect not just a damage+manaheal, in which case the behavior for what happens if the target doesn't have 50 hp needs to be defined. I'm not saying you should know how it should work, Dracula, just that your solution didn't address it. @IRoILaurentiu should consider this question and decide.
 
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