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Stackable Damage

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Give more information please ^-^

Is it a castable ability and each time you cast it it re-sets the removal timer and adds an additional stack? If so it's very easily triggers.

Or is it based on auto-attack? So each you auto-attack an enemy unit they get an additional DoT stack. If so then you can just modify poison orb.
 
It sounds like an edited Incinerate ability. (It's an ability of the firelord, where incremental damage is dealt with each consecutive attack, so long as it's within the duration period). It can be found under the Nuetral Hostile-Hero abilities in OE. The one labeled as "Arrow" is non-passive.

As for the life loss, that's more related to Unholy Frenzy.

It's possible the ability your thinking of is triggered. Whenever the 'dummy' spell is used, the unit is given an Incinerate ability, possibly hidden with a spellbook, and had Unholy Frenzy cast on it, with no attack speed buff. Upon the spells expiration, the incinerate is removed.

That, or there's an ability I don't know about.

//\\oo//\\
 
It's a trigger using the concept of Incineration, except changing it to a bit of poison without a buff icon and animation(:
 
It is much easier to use dummy unit to attack once time with orb effect (Envenomed Weapon Ability) as there is already stack function in object editor.

Check buff everytimes the unit takes damage
Then create 1 dummy unit, order that unit to attack damaged unit.
Set life of damage source to (Current Life of damage source - 15)

That enough, set Dummy unit, ability in object editor. (But the dummy must be at least damage 1)

OR USE THIS JASS : (Haven't test but it should work)
Require : GDD SYSTEM
HERE : Damage 15 to unit per seconds for 5 seconds, replace 'aaaa' with your buff code.

JASS:
function Trig_Burning_Spear_Conditions takes nothing returns boolean
    if GetUnitAbilityLevel(udg_GDD_DamagedUnit, 'aaaa')> 0  then
        return true
    endif
    return false
endfunction

function Trig_Burning_Spear_Actions takes nothing returns nothing
    local unit DamagedUnit = udg_GDD_DamagedUnit
    local unit DamagingUnit = udg_GDD_DamageSource
    local integer Index = 0
    loop
        exitwhen Index == 5
        call UnitDamageTarget (DamagingUnit, DamagedUnit, 15, true, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_WHOKNOWS)
        set Index = Index + 1
        call TriggerSleepAction (1.00)
    endloop
endfunction

//===========================================================================
function InitTrig_Burning_Spear takes nothing returns nothing
    set gg_trg_Burning_Spear = CreateTrigger(  )
    call TriggerRegisterVariableEvent( gg_trg_Burning_Spear, "udg_GDD_Event", EQUAL, 0 )
    call TriggerAddCondition( gg_trg_Burning_Spear, Condition( function Trig_Burning_Spear_Conditions ) )
    call TriggerAddAction( gg_trg_Burning_Spear, function Trig_Burning_Spear_Actions )
endfunction
 
Just to make it clearer, Huskars Burning Spears do not give any buff to the target of attack.

I will make it even more clearer, Huskars Burning Spears DO GIVE BUFF to the target for 0.01 or 0.02 seconds then remove (To check if the damaged unit having buff and run damage trigger)
That's why dota create it based on orb effect skill.
 
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