Sooda
Diversity enchants
- Reaction score
- 318
Thanks, it worked ! Oh and that book is away from me
Data- Leave Target Alive: True
Data- Life Conversion As Percent: True
Data- Life Converted to Life: 0.00
Data- Mana Converted to Mana: 50.00
Data- Mana Conversion As Percent: True
Data- Leave Target Alive: True
Data- Life Conversion As Percent: True
Data- Life Converted to Life: 0.00
Data- Mana Converted to Mana: 6.00
Data- Mana Conversion As Percent: False
Data - Leave Target Alive (basically true) said:If true :
- Steals mana from target.
- Damages the caster and won't heal it.
If false :
- Heals the caster.
- If Life Converted to Life isn't equal to 0.00 :
- Kills the target ignoring how much damage dealt.
- Can not be cast if the caster has full health.
Data - Life Conversion As Percent (basically true) said:If true :
- Steals the life exactly the amount your wrote in percent for Life Converted to Life.
If false :
- Steals a percentage life of the target. 1% = 0.01, 100% = 1.00. Depends only on target's CURRENT life.
- If Leave Target Alive is equal to true :
- Kills the caster if Life Converted to Life is not equal to 1.00.
Data - Life Converted to Life (basically 0.00) said:Returns the life stealed from the target. If left as 0.00, it won't steal any life.
Data - Life Converted to Mana (basically 50.00) said:Returns the mana stealed from the target. If left as 0.00, it won't steal any mana.
Data - Mana Converstion As Percent (basically true) said:If true :
- Steals exactly the amount of mana from the target you wrote in Life Converted to Mana.
If false :
- Steals a percentage of the target's CURRENT mana.
hmmm, I get to read it but I can't...
Anyways, if I got it right:
>I read that ability "Defend" isn't levelable ability.
It can be
It is easy to be done, are you sure it can't be leveled???
>My point is to dedect witch ability can give magic resistance but with that hp regen it is impossible to get accurate results
The accurate result is that:
See what ability grants you magic resistance.
Calculate that heroes have 25% default magic reduction.
Crippled units take 40% more damage from spells (in default).
etc.
My suggestion to you would be set cluster rockets to do no damage and if you want set the stun time (dunno if that still works with your we) then using the a trigger that checks if cluster rockets is being cast, make an event that picks every unit within xxx distance from targeted point and set their life equal to their life minus the damage of cluster rockets.
My problem is that I copy Healing Spray or Cluster Rockets then they dosn' t do dmg anymore... when cast, wtf.
Write values there?
I wrote values (I can use negative values but it dosn' t work for me or I really missed something when I tested it.) Ok I got new problem: How I can change destructible ID in ability Volcano. I can see Destructible ID units and structures but where I can chooce destructibles ?
EDIT: Btw when I use footman or Town Hall Warcraft crashes. Where are destructibles then or how I can pick them.
Triggered Cluster Rockets
Events
Unit - Generic unit starts the effect of an ability
Conditions
(Ability being cast) Equal to Cluster Rockets (Auto-Aim)
Actions
Set tempPos[Player number of (Owner of (Triggering unit))] = (Position of (Triggering unit))
Set tempTarget[Player number of (Owner of (Triggering unit))] = (Target point of ability being cast)
Unit - Create 1 Dummy Caster (Storm Bolt Missiles) for (Owning of (Triggering unit)) at tempPos[Player number of (Owner of (Triggering unit))] facing (Facing of (Triggering unit))
Unit - Set Level of Storm Bolt (Cluster Rockets Stun) to (Level of (Ability being cast))
Set DummyCaster[Player number of (Owner of (Triggering unit))] = (Last created unit)
Set LastGroup[Player number of (Owner of (Triggering unit))] = (Units in [COLOR="Red"](AoE+16)[/COLOR] range of (Target point of ability being cast))
For Each (Integer A) from 1 to [COLOR="Red"]RocketAmount[/COLOR], do Actions
Loop - Actions
Unit - Reset Cooldowns for DummyCaster[Player number of (Owner of (Triggering unit))
Set ClusterTarget[Player number of (Owner of (Triggering unit))] = (Random unit in LastGroup[Player number of (Owner of (Triggering unit))])
Unit - Order DummyCaster[Player number of (Owner of (Triggering unit)) to Human Mountaing King - Stormbolt ClusterTarget[Player number of (Owner of (Triggering unit))]
Unit - Remove ClusterTarget[Player number of (Owner of (Triggering unit))] from LastGroup[Player number of (Owner of (Triggering unit))]
If (All Conditions are true) Then (Then Actions) Else (Else Actions)
If (All Conditions are true)
(Number of units in LastGroup[Player number of (Owner of (Triggering unit))]) Equal to 0
Then (Then Actions)
For Each (Integer B) from 1 to (RocketAmount - (Integer A)), do Actions
Loop - Actions
Set RandomReal = (Random real number between 0.00 and ([COLOR="Red"]AoE[/COLOR]+16))
Set tempPos[Player number of (Owner of (Triggering unit))] = (tempTarget[Player number of (Owner of (Triggering unit))] towards RandomReal facing (Random angle))
Unit - Create 1 Dummy Target for (Owner of Triggering unit) at tempPos[Player number of (Owner of (Triggering unit))] facing 0.00 degrees
Unit - Add (Last created unit) to LastGroup[Player number of (Owner of (Triggering unit))]
Unit - Set Life of (Triggering unit) to 1.00