How to set AoE for Hex?

Zorobay

Member
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1
How can i set Hex to have an AoE?

I have set :

Level 1 - Stats - Area of Effect 1000.00

but it still don't have any splash!
 

Ryushi

"I will stand, or I will fall. I will not sit."
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Hex is a single target ability. What you're going to need to do is trigger the effect you want. First you need to create an ability that targets a point. Then make a trigger that would activate when a unit casts the ability. The trigger would need to pick every unit in a radius around the cast point and order dummy units to cast hex on each picked unit. There are tutorials on the site about using dummy units, you should go check them out.
 

Ayanami

칼리
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Going to give you a detailed guide on creating an AoE hex.

As mentioned above, Hex is a single target spell, which does not have a built-in AoE mechanism. However, you can achieve the AoE effect by using simple trigger and dummy spells.

Create any ability to indicate an "AoE Target" image. Examples are Blizzard and Channel. This ability is going to be a dummy ability, an ability simply needed for the spell icon, targeting image, manacost, etc.

Now, create the actual Hex ability and set the desired duration. Next, you need to create a dummy unit.

With that, next comes the triggering part.

Variables
TempReal = Real (no array)
TempPoint = Point (no array)
TempUnitGroup = Unit Group (no array)
TempUnit = Unit (no array)

Trigger:
  • AoE Hex
    • Events
      • A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to AoE Hex <-- "AoE Hex" is your dummy ability
    • Actions
      • Set TempPoint = (Target point of ability being cast)
      • Set TempReal = 400 <-- AoE of your hex.
      • Set TempUnitGroup = (Units within TempReal of TempPoint matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) <-- Modify conditions to your own liking
      • Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees <-- Dummy Unit is your dummy unit. Self explanatory
      • Set TempUnit = (Last created unit)
      • Unit - Add Hex to TempUnit <-- "Hex" is your actual hex spell
      • Add a 1.00 second Generic expiration timer to TempUnit
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Order TempUnit to Orc Shadow Hunter - Hex (Picked unit)
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyGroup(udg_TempUnitGroup)
 

TomTTT

New Member
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44
Going to give you a detailed guide on creating an AoE hex.

As mentioned above, Hex is a single target spell, which does not have a built-in AoE mechanism. However, you can achieve the AoE effect by using simple trigger and dummy spells.

Create any ability to indicate an "AoE Target" image. Examples are Blizzard and Channel. This ability is going to be a dummy ability, an ability simply needed for the spell icon, targeting image, manacost, etc.

Now, create the actual Hex ability and set the desired duration. Next, you need to create a dummy unit.

With that, next comes the triggering part.

Variables
TempReal = Real (no array)
TempPoint = Point (no array)
TempUnitGroup = Unit Group (no array)
TempUnit = Unit (no array)

Trigger:
  • AoE Hex
    • Events
      • A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to AoE Hex <-- "AoE Hex" is your dummy ability
    • Actions
      • Set TempPoint = (Target point of ability being cast)
      • Set TempReal = 400 <-- AoE of your hex.
      • Set TempUnitGroup = (Units within TempReal of TempPoint matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) <-- Modify conditions to your own liking
      • Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees <-- Dummy Unit is your dummy unit. Self explanatory
      • Set TempUnit = (Last created unit)
      • Unit - Add Hex to TempUnit <-- "Hex" is your actual hex spell
      • Add a 1.00 second Generic expiration timer to TempUnit
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Order TempUnit to Orc Shadow Hunter - Hex (Picked unit)
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyGroup(udg_TempUnitGroup)
Is the cooldown counted when ordering a unit to cast a spell? I tested and it turned out as.. NO.
So just add the action
Trigger:
  • Unit - Reset ability cooldowns for tempUnit

in the loop.
Since otherwise it won't cast the spell cause it's in cooldown.
 

canons200

New Member
Reaction score
50
to TomTTT
if you set the ability cooldown to 0 in object editor, there is no need to use trigger to reset ability cooldown. ^^ (Since there is no cooldown)
 

Ayanami

칼리
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288
to TomTTT
if you set the ability cooldown to 0 in object editor, there is no need to use trigger to reset ability cooldown. ^^ (Since there is no cooldown)

Ah yes, forgot to mention that. Thanks for pointing that out.
 

mAhla

New Member
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0
How that trigger knows which level of hex spell is meant to be used ? Like for example hex spell would have 10 levels ?

mAhla
 

Cheddar

This is the way it was meant to be.
Reaction score
126
When you add the ability to the dummy, there's an action for "Set level of ability"; just set it to the level of Mass Hex for "Casting unit".
 

Cheddar

This is the way it was meant to be.
Reaction score
126
The action I'm talking about will take the level of your Hex ability on your hero and set the dummy ability to that. You'll want your dummy's Hex ability to have the number of levels that your actual spell does. If you cast the spell when the spell is level 7, it will have the dummies cast level 7 Hexes.
 

Ayanami

칼리
Reaction score
288
For Hex with multiple levels, it's almost the same.

Do the same as above, except give your actual Hex spells to have multiple levels. Set your duration values there.

Variables
TempReal = Real (no array)
TempPoint = Point (no array)
TempUnitGroup = Unit Group (no array)
TempUnit = Unit (no array)

Trigger:
  • AoE Hex (Multi Level)
    • Events
      • A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to AoE Hex <-- "AoE Hex" is your dummy ability
    • Actions
      • Set TempPoint = (Target point of ability being cast)
      • Set TempReal = (100 x (Level of AoE Hex for (Triggering unit))) <-- AoE of your hex. This will increase your AoE of your hex by 100 per level.
      • Set TempUnitGroup = (Units within TempReal of TempPoint matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) <-- Modify conditions to your own liking
      • Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees <-- Dummy Unit is your dummy unit. Self explanatory
      • Set TempUnit = (Last created unit)
      • Unit - Add Hex to TempUnit <-- "Hex" is your actual hex spell
      • Unit - Set level of Hex for (Last created unit) to (Level of AoE Hex for (Triggering unit))
      • Add a 1.00 second Generic expiration timer to TempUnit
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Order TempUnit to Orc Shadow Hunter - Hex (Picked unit)
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call DestroyGroup(udg_TempUnitGroup)


And there you have an AoE Hex with multiple levels.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Set TempReal = (100 x (Level of AoE Hex for (Triggering unit))) <-- AoE of your hex. This will increase your AoE of your hex by 100 per level.

This doesn't have to be the AoE of your Hex, if it isn't, it's quite simple to find a formula.
 
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