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Stat based damage with flamstrike (trigger)

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Feb 13, 2015
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Hi, is it posible to make flamstrikes damage based on ones intelligence? And if, how? Need quit detailed explanation. Thanks!
 
If you would make one for me i would be really happy :) Also if posible when you sound so confident can you make the after burn? I might also use these to make similar spells will that be posible?
 
If you would make one for me i would be really happy :) Also if posible when you sound so confident can you make the after burn? I might also use these to make similar spells will that be posible?

I Think that's Possible. However making the Events are really Limited... So that I Can't Use variables.

That's possible By using Looping Triggers and Invisible Dummies :)

So yeah, On it! :)
 
Leaks can be fixed.

Of course. and Now it is Done!

EDIT: Here is it! I Haven't tested this though.

  • FSI Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) FSI_Ability
    • Actions
      • Set Integer_FSI = (Integer_FSI + 1)
      • Set FSI_Caster[Integer_FSI] = (Casting unit)
      • Set FSI_Point_Cast[Integer_FSI] = (Target point of ability being cast)
      • Special Effect - Create a special effect at FSI_Point_Cast[Integer_FSI] using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
      • Set FSI_Effect_Cast[Integer_FSI] = (Last created special effect)
      • Countdown Timer - Start Timer_Cast_Effect_FSI[Integer_FSI] as a One-shot timer that will expire in 2.00 seconds

  • FSI Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Do Multiple ActionsFor each (Integer Integer_General) from 1 to Integer_FSI, do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Elapsed time for Timer_Cast_Effect_FSI[Integer_General]) Equal to (==) 2.00
              • FSI_Boolean_Cast_is_Done[Integer_General] Equal to (==) False
            • Then - Actions
              • Unit - Create 1 Dummy FSI for Player 1 (Red) at FSI_Point_Cast[Integer_General] facing Default building facing (270.0) degrees
              • Set Dummy_FSI[Integer_General] = (Last created unit)
              • Set FSI_Boolean_Cast_is_Done[Integer_General] = True
              • Special Effect - Destroy FSI_Effect_Cast[Integer_General]
              • Special Effect - Create a special effect at FSI_Point_Cast[Integer_General] using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
              • Set FSI_Effect_Cast[Integer_General] = (Last created special effect)
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in (Units within 420.00 of FSI_Point_Cast[Integer_General]) and do (Actions)
                • Loop - Actions
                  • Unit - Cause FSI_Caster[Integer_General] to damage circular area after 3.00 seconds of radius 512.00 at FSI_Point_Cast[Integer_General], dealing (1.65 x (Real((Intelligence of FSI_Caster[Integer_General] (Include bonuses))))) damage of attack type Spells and damage type Fire
              • Countdown Timer - Start Timer_Loop_Effect_FSI[Integer_General] as a One-shot timer that will expire in 5.00 seconds
            • Else - Actions
      • Do Multiple ActionsFor each (Integer Integer_General) from 1 to Integer_FSI, do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Elapsed time for Timer_Loop_Effect_FSI[Integer_General]) Equal to (==) 5.00
              • FSI_Boolean_Cast_is_Done[Integer_General] Equal to (==) True
            • Then - Actions
              • Special Effect - Destroy FSI_Effect_Cast[Integer_General]
              • Unit Group - Pick every unit in (Units within 420.00 of FSI_Point_Cast[Integer_General]) and do (Actions)
                • Loop - Actions
                  • Unit - Cause FSI_Caster[Integer_General] to damage (Picked unit), dealing 0.10 damage of attack type Spells and damage type Fire
              • Countdown Timer - Start Timer_Loop_Effect_FSI_Fire[Integer_General] as a One-shot timer that will expire in 6.00 seconds
            • Else - Actions
      • Do Multiple ActionsFor each (Integer Integer_General) from 1 to Integer_FSI, do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Elapsed time for Timer_Loop_Effect_FSI_Fire[Integer_General]) Equal to (==) 6.00
            • Then - Actions
              • Unit - Kill Dummy_FSI[Integer_General]
              • Set FSI_Boolean_Unit_in_Fire[Integer_General] = True
              • Custom script: call RemoveLocation (udg_FSI_Point_Cast[udg_Integer_General])
              • Custom script: set udg_FSI_Caster[udg_Integer_General] = null
              • Custom script: set udg_Dummy_FSI[udg_Integer_General] = null
            • Else - Actions
      • Do Multiple ActionsFor each (Integer Integer_General) from 1 to Integer_FSI, do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • FSI_Boolean_Unit_in_Fire[Integer_General] Equal to (==) False
              • FSI_Boolean_Cast_is_Done[Integer_General] Equal to (==) True
            • Then - Actions
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in (Units within 420.00 of FSI_Point_Cast[Integer_General]) and do (Actions)
                • Loop - Actions
                  • Unit - Cause FSI_Caster[Integer_General] to damage (Picked unit), dealing (0.01 x (Real((Intelligence of FSI_Caster[Integer_General] (Include bonuses))))) damage of attack type Spells and damage type Fire
            • Else - Actions
 

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Arad, when I start it it gives error and the spell is not working (only the pre effect shows (green circle)).

Wietlol, i dont belive i have JNPG couse i dont know what that is. What is hidden tags?
 
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