Infernal Stun

Lyle.

New Member
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Is there anyway to remove the Stun completely from infernal... I don't feel like retriggering it :(
 

BRUTAL

I'm working
Reaction score
118
nope : O
id just make the stun last for 0.01 and remove the buff or whatever
 

ThePlague

New Member
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14
Infernal stun doesnt stun air since it does hit them. So why not just make it not hit any units?
 

ThePlague

New Member
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14
Trigger only the damage part
unit casts spell
spell being cast is inferno stun

Use unit damage area around SpellTargetLoc
 

ThePlague

New Member
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14
wait why not this?

Unit - Cause (casting unit) to damage circular area after DELAY seconds of radius (AOE of spell) at (SpellTargetLoc), dealing DAMAGE damage of attack type Spells and damage type Normal
 

Dirac

22710180
Reaction score
147
wait why not this?

Unit - Cause (casting unit) to damage circular area after DELAY seconds of radius (AOE of spell) at (SpellTargetLoc), dealing DAMAGE damage of attack type Spells and damage type Normal

1.- wont be MUI
2.- circular damage also damages allies
 

Angel_Island

Much long, many time, wow
Reaction score
56
Begin with making the aoe of the Inferno spell very small (not 0 or you won't be able to see where you target it). Then use this trigger:
Trigger:
  • Inferno Damage
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Inferno
    • Actions
      • Set InfernoPoint = (Target point of ability being cast)
      • Wait 1.00 seconds
      • Set InfernoGroup = (Units within 600.00 of InfernoPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((Matching unit) Not equal to (Triggering unit)))))
      • Unit Group - Pick every unit in InfernoGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 100.00 damage of attack type Hero and damage type Universal
      • Custom script: call RemoveLocation(udg_InfernoPoint)
      • Custom script: call DestroyGroup(udg_InfernoGroup)
 

Dirac

22710180
Reaction score
147
Begin with making the aoe of the Inferno spell very small (not 0 or you won't be able to see where you target it). Then use this trigger:
Trigger:
  • Inferno Damage
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Inferno
    • Actions
      • Set InfernoPoint = (Target point of ability being cast)
      • Wait 1.00 seconds
      • Set InfernoGroup = (Units within 600.00 of InfernoPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((Matching unit) Not equal to (Triggering unit)))))
      • Unit Group - Pick every unit in InfernoGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 100.00 damage of attack type Hero and damage type Universal
      • Custom script: call RemoveLocation(udg_InfernoPoint)
      • Custom script: call DestroyGroup(udg_InfernoGroup)

1 second is not accurate.
This spell is not MUI
Using the A Unit Enters Entire Map event solves everything
 

TideOfChaos

New Member
Reaction score
25
The above is no MUI.
MUI can easierly be attchevied.
So, create the Inferno spell and cause it no to effect anyone.
Then run a trigger once it is cast to create a dummy at the inpact point, with a spell based of Thunder CLap dealing just the damage, with a casting time that is equal to the time it takes for the Inferno to impact.

Voila.

wait is never accurate.
It is, infact.
It waits in real seconds, not game time.
 
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