Single target to AoE

Crusher

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Hi! I need to change this ability from single target to multiple target (AoE). So, it will damage all units in front of casted point, eg. unit.

Trigger:
  • Cultist Massacre
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Cultist Massacre
          • (Ability being cast) Equal to Cultist Massacre (Upgrade 1)
          • (Ability being cast) Equal to Cultist Massacre (Upgrade 2)
    • Actions
      • Set TempUnit = (Triggering unit)
      • Set TempUnit2 = (Target unit of ability being cast)
      • Set TempInt = (Level of (Ability being cast) for TempUnit)
      • Set TempInt2 = (Level of Legendary Mind2 for TempUnit)
      • -------- base damage --------
      • Set TempReal = (50.00 + (Real((35 x TempInt))))
      • -------- damage per combo point --------
      • Set TempReal2 = (20.00 + (Real((5 x TempInt))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempInt2 Greater than 0
        • Then - Actions
          • -------- damage per combo point BONUS from the Legendary Mind --------
          • Set TempReal2 = (TempReal2 + (10.00 + (Real((10 x TempInt2)))))
        • Else - Actions
      • -------- damage dealt --------
      • Set TempReal = (TempReal + (TempReal2 x (Real(ComboCount))))
      • Set ComboText = (|c00FF0303 + (+ + ((String((Integer(TempReal)))) + !|r)))
      • Floating Text - Create floating text that reads ComboText above TempUnit with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Set TempForce = (All enemies of (Owner of TempUnit))
      • Floating Text - Hide (Last created floating text) for TempForce
      • Custom script: call DestroyForce( udg_TempForce )
      • Set ComboCount = 0
      • Unit - Cause TempUnit to damage TempUnit2, dealing TempReal damage of attack type Spells and damage type Normal
 

Laiev

Hey Listen!!
Reaction score
188
easy... before the line "cause triggering unit to deals bla bla bla" create the line
set X = units with 400 (example) range of TempUnit2
unit- pick every uni in X and do actions
Cause triggering unit to deals XXXX to picked unit

:D
 

Crusher

You can change this now in User CP.
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121
Can you post that in triggers, not in handwrite, since I get a lil' bit confused.

Thanks.
 

Laiev

Hey Listen!!
Reaction score
188
sure, just a second

EDIT: I used my trigger variable for example :)

Trigger:
  • Actions
    • Set TempPoint = (Target point of ability being cast)
    • Set TempGroup = (Units within 300.00 of TempPoint 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) is alive) Equal to True) and (((Matching unit) is Magic Immune) Equal to False)
    • Unit Group - Pick every unit in TempGroup and do (Actions)
      • Loop - Actions
        • Unit - Cause (Triggering unit) to damage (Picked unit), dealing TempReal damage of attack type Spells and damage type Normal
    • Custom Script: call RemoveLocation (udg_TempPoint)
    • Custom Script: call DestroyGroup (udg_TempGroup)


What this do?

Pick every unit with 300 range of target point ability being cast EXCEPT structure, allys, deads and magic immunes and cause damage to unit

any question, say :D


EDIT [2]: use when you deals damage, i mean in your trigger, the last thing
 

Crusher

You can change this now in User CP.
Reaction score
121
I tried your method, but it does not work. I use a single target type of spell, perhaps that's the problem? But I want to use single target type spell, to deal aoe damage >.<
 

Laiev

Hey Listen!!
Reaction score
188
Ohh.. like stun of Sven in dota...

And yes, what i show you, you NEED ability with aoe ability, well, just change TempPoint = (Target point of ability being cast) to (Position of (Target unit of ability being cast)) and say if work, if don't work, we will need to remake this ability lol
 

Crusher

You can change this now in User CP.
Reaction score
121
You obviously don't get me.

I want a single target ability, like storm bolt from mountain king in melee w3 maps, but my ability will deal damage to units in front of casted point, eg. unit.
 

Laiev

Hey Listen!!
Reaction score
188
I get it, is like Sven ability, the mouse change to AOE but you can only cast if target is unit, so, the ability is based on target unit...

the effect is the same, you test what i say?
 

Crusher

You can change this now in User CP.
Reaction score
121
Doesn't seem to work. It only works on one target.

Trigger:
  • Cultist Massacre 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Cultist Massacre
          • (Ability being cast) Equal to Cultist Massacre (Upgrade 1)
          • (Ability being cast) Equal to Cultist Massacre (Upgrade 2)
    • Actions
      • Set TempUnit = (Triggering unit)
      • Set TempUnit2 = (Picked unit)
      • Set TempInt = (Level of (Ability being cast) for TempUnit)
      • Set TempInt2 = (Level of Legendary Mind2 for TempUnit)
      • -------- base damage --------
      • Set TempReal = (50.00 + (Real((35 x TempInt))))
      • -------- damage per combo point --------
      • Set TempReal2 = (20.00 + (Real((5 x TempInt))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempInt2 Greater than 0
        • Then - Actions
          • -------- damage per combo point BONUS from the Legendary Mind --------
          • Set TempReal2 = (TempReal2 + (10.00 + (Real((10 x TempInt2)))))
        • Else - Actions
      • -------- damage dealt --------
      • Set TempReal = (TempReal + (TempReal2 x (Real(ComboCount))))
      • Set ComboText = (|c00FF0303 + (+ + ((String((Integer(TempReal)))) + !|r)))
      • Floating Text - Create floating text that reads ComboText above TempUnit with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Set TempForce = (All enemies of (Owner of TempUnit))
      • Floating Text - Hide (Last created floating text) for TempForce
      • Custom script: call DestroyForce( udg_TempForce )
      • Set ComboCount = 0
      • Set TargetPoint = (Position of (Target unit of ability being cast))
      • Set TempGroup = (Units within 300.00 of TargetPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
      • Unit - Cause TempUnit to damage TempUnit2, dealing TempReal damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation (udg_TempPoint)
      • Custom script: call DestroyGroup (udg_TempGroup)
 

Furberg

Ultra Cool Member
Reaction score
45
Doesn't seem to work. It only works on one target.

Trigger:
  • Set TempGroup = (Units within 300.00 of TargetPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (<u>Triggering unit</u>))) Equal to True))))

Well. How about trying to change that "Triggering unit" into "TempUnit". But I'm just guessing.
 

Laiev

Hey Listen!!
Reaction score
188
of course don't will work >_< you don't deals damage to picked unit, try this:
Trigger:
  • Cultist Massacre 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Cultist Massacre
          • (Ability being cast) Equal to Cultist Massacre (Upgrade 1)
          • (Ability being cast) Equal to Cultist Massacre (Upgrade 2)
    • Actions
      • Set TempUnit = (Triggering unit)
      • Set TempUnit2 = (Picked unit)
      • Set TempInt = (Level of (Ability being cast) for TempUnit)
      • Set TempInt2 = (Level of Legendary Mind2 for TempUnit)
      • -------- base damage --------
      • Set TempReal = (50.00 + (Real((35 x TempInt))))
      • -------- damage per combo point --------
      • Set TempReal2 = (20.00 + (Real((5 x TempInt))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempInt2 Greater than 0
        • Then - Actions
          • -------- damage per combo point BONUS from the Legendary Mind --------
          • Set TempReal2 = (TempReal2 + (10.00 + (Real((10 x TempInt2)))))
        • Else - Actions
      • -------- damage dealt --------
      • Set TempReal = (TempReal + (TempReal2 x (Real(ComboCount))))
      • Set ComboText = (|c00FF0303 + (+ + ((String((Integer(TempReal)))) + !|r)))
      • Floating Text - Create floating text that reads ComboText above TempUnit with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Set TempForce = (All enemies of (Owner of TempUnit))
      • Floating Text - Hide (Last created floating text) for TempForce
      • Custom script: call DestroyForce( udg_TempForce )
      • Set ComboCount = 0
      • Set TargetPoint = (Position of (Target unit of ability being cast))
      • Set TempGroup = (Units within 300.00 of TargetPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause TempUnit to damage (Picked Unit), dealing TempReal damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation (udg_TempPoint)
      • Custom script: call DestroyGroup (udg_TempGroup)


You forget to change damage deal from Temp unit2 to picked unit and forget to move it from outside loop to inside loop :D
 

Crusher

You can change this now in User CP.
Reaction score
121
Well, it's the same even now.

Trigger:
  • Cultist Massacre 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Cultist Massacre
          • (Ability being cast) Equal to Cultist Massacre (Upgrade 1)
          • (Ability being cast) Equal to Cultist Massacre (Upgrade 2)
    • Actions
      • Set TempUnit = (Triggering unit)
      • Set TempUnit2 = (Picked unit)
      • Set TempInt = (Level of (Ability being cast) for TempUnit)
      • Set TempInt2 = (Level of Legendary Mind2 for TempUnit)
      • -------- base damage --------
      • Set TempReal = (50.00 + (Real((35 x TempInt))))
      • -------- damage per combo point --------
      • Set TempReal2 = (20.00 + (Real((5 x TempInt))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempInt2 Greater than 0
        • Then - Actions
          • -------- damage per combo point BONUS from the Legendary Mind --------
          • Set TempReal2 = (TempReal2 + (10.00 + (Real((10 x TempInt2)))))
        • Else - Actions
      • -------- damage dealt --------
      • Set TempReal = (TempReal + (TempReal2 x (Real(ComboCount))))
      • Set ComboText = (|c00FF0303 + (+ + ((String((Integer(TempReal)))) + !|r)))
      • Floating Text - Create floating text that reads ComboText above TempUnit with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
      • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
      • Set TempForce = (All enemies of (Owner of TempUnit))
      • Floating Text - Hide (Last created floating text) for TempForce
      • Custom script: call DestroyForce( udg_TempForce )
      • Set ComboCount = 0
      • Set TargetPoint = (Position of (Target unit of ability being cast))
      • Set TempGroup = (Units within 300.00 of TargetPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause TempUnit to damage (Picked unit), dealing TempReal damage of attack type Spells and damage type Normal
      • Custom script: call RemoveLocation (udg_TempPoint)
      • Custom script: call DestroyGroup (udg_TempGroup)
 

Laiev

Hey Listen!!
Reaction score
188
not the same, you get all units around, but don't damage then before, but now you damage, also, now i see you remove a wrong variable lol
Trigger:
  • Custom script: call RemoveLocation (udg_TempPoint)

You need
Trigger:
  • Custom script: call RemoveLocation (udg_TargetPoint)


Remove that variable TempUnit2 = (Picked Unit)
Also 300 is a small range, if you want test, change it to 2000 or something like this and see if work
 

Crusher

You can change this now in User CP.
Reaction score
121
Err, I'll try to explain as far as I can.

My spell is based on Storm Bolt. When I select a target, it damages only one target, no enemies near are damaged.
 

Crusher

You can change this now in User CP.
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I want to damage all units in front of my already targeted target.

Here is a Picture:

259jp1w.jpg


Target #1 is the main target. You have to select it with your ability in order to damage it.

Target #2 is the second target. The target is damaged if it stays in front of the target number one.

Target number #3: same as #2.
 

Laiev

Hey Listen!!
Reaction score
188
Hmmm the trigger is ok, but you need change the TempGroup, not the 'range' but will need to math how many degrees or w/e to only pick then, but i really don't understand why this trigger don't work... Make no sense
 

Crusher

You can change this now in User CP.
Reaction score
121
It seems that the trigger is not good if it doesn't work.

Anyway, thanks for the shot, at least you tried to help.

Anyone else wants to help? :)
 
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