[Trigger/Special Effects]

Toriad

New Member
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4
So I have an ability called Blood Ward. When the hero casts it the trigger spawns a ward at that place with an effect glowing over the top of the ward.

Question 1: How do I make the Effect larger, so its more visible.

The ward activates another trigger that last 4 seconds, and ever .50 seconds steals 25 health from all units within its range and stores teh amount of health stolen into a variable.

Question 2: I want to make a Effect that looks similar to the life drain ray that goes between each unit and the ward. How do I do this?

After 500 health is stolen or 2 seconds have passed it takes the amount of health it stole, divides it by the current amount of allied heros on the map and sends out a package with an equal amount to each allied hero, when the package hits the hero it heals them for the amount.

Question 3: I want to do an effect, similar to dirges from DoTA, where it throws out a small beam, or small projectile that travels across the map until it hits the allied hero. This is visible when Dirge summons a Zombie, when the zombie dies a small floating skull flys to dirge healing him.

Thank you in advanced, i hope this was enough information, I mean besides the shiny special effects and the delay between healing heros and time run out the stuff works great.

Cheers,
Toriad
 

YourFace

<span style="color:#9C9C9C;"><strong>Runner Up - T
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91
for question 3 i think you should add a sludge bomb skill that hits the person when it dies, and then use the triggers to heal
and just change the model file to a doodad with a skull or use the skill death coil
 

Toriad

New Member
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4
1) Worked, thanks
2) I tried that but it didn't give me the effect i wanted.
3) yay for that?
 

YourFace

<span style="color:#9C9C9C;"><strong>Runner Up - T
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91
use the skill it's based on
for example.
lightning blast 2000! inflicts 10k dmg (based off of lightning strike)
order triggering unit to use orc sight seere lightning chain
and your footmen will cast lightning chain 2000 or any orther skill that's based off of it
but remember that it wont work if you have 2 skills based off of the saem one
say lightning balst 2000
and lightning blast 1000
wont work
 

Toriad

New Member
Reaction score
4
Ok so new problem, the ward casts the spell and the effect looks good but it never stops. IT just keeps casting it on the same unit, when I want the effect to be playing on all nearby units.

Code:
BloodWardEffect
    Events
        Time - Every 0.50 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in (Units within 1000.00 of (Position of BloodWard) matching (((Matching unit) belongs to an enemy of (Owner of BloodMage)) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Order BloodWard to Neutral Dark Ranger - Life Drain (Picked unit)
        Trigger - Turn off (This trigger)
 

Toriad

New Member
Reaction score
4
Ok, different problem, I got that all working thanks to dummy units. My new problem is this.

Code:
BloodWardEffect
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Set BloodWardDummyCount = 0
        Set BloodWardHero = 0
        Unit Group - Pick every unit in (Units within 1000.00 of (Position of BloodWard) matching (((Matching unit) belongs to an enemy of (Owner of BloodMage)) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Create 1 BloodWardEffectDummy for (Owner of BloodMage) at (Position of BloodWard) facing Default building facing degrees
                Set BloodWardDummys[BloodWardDummyCount] = (Last created unit)
                Unit - Order BloodWardDummys[BloodWardDummyCount] to Neutral Dark Ranger - Life Drain (Picked unit)
                Set BloodWardDummyCount = (BloodWardDummyCount + 1)
                Unit - Cause BloodMage to damage (Picked unit), dealing 25.00 damage of attack type Spells and damage type Normal
                Set BloodWardHealth = (BloodWardHealth + 25)
        Unit - Create 1 BloodWardEffectDummy for (Owner of BloodMage) at (Position of BloodWard) facing Default building facing degrees
        Wait 0.50 seconds
        Unit - Remove (Last created unit) from the game
        For each (Integer A) from 0 to BloodWardDummyCount, do (Actions)
            Loop - Actions
                Unit - Remove BloodWardDummys[(Integer A)] from the game
        Set BloodWardTime = (BloodWardTime + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                BloodWardHealth Greater than or equal to 400
            Then - Actions
                Set BloodWardHealth = 400
                Game - Display to (All players) the text: DEBUG BLOOD WARD RE...
                Unit Group - Pick every unit in (Units within 99999.00 of (Center of (Playable map area)) matching ((((Matching unit) belongs to an ally of (Owner of BloodMage)) Equal to True) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
                    Loop - Actions
                        Set BloodWardHero = (BloodWardHero + 1)
                        Game - Display to (All players) the text: (Sending out  + ((String(BloodWardHero)) + ( heals of  + (String(BloodWardHealth)))))
                        Unit - Order BloodWard to Undead Death Knight - Death Coil (Picked unit)
                Unit - Kill BloodWard
                Trigger - Turn off (This trigger)
                Skip remaining actions
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                BloodWardTime Equal to 2
            Then - Actions
                Game - Display to (All players) the text: DEBUG BLOOD WARD RE...
                Unit Group - Pick every unit in (Units within 99999.00 of (Center of (Playable map area)) matching ((((Matching unit) belongs to an ally of (Owner of BloodMage)) Equal to True) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
                    Loop - Actions
                        Set BloodWardHero = (BloodWardHero + 1)
                        Unit - Order BloodWard to Undead Death Knight - Death Coil (Picked unit)
                Unit - Kill BloodWard
                Trigger - Turn off (This trigger)
            Else - Actions

So far it does everything right. However it doesn't cast my custom spell based off death coil. But the rest of the trigger is working... Any ideas? Also if a death coil hits a unit would it be considered "under attack" even if they are allies?
 

Toriad

New Member
Reaction score
4
Fixed everything... Posting all the code here incase anyone doing something similar.

Blood Ward

The Blood Mage summons a ward that takes health from everything surrounding it and then when its time runs out it throws out a healing chain that bounces across the map from hero to hero until the amount of health it took is gone.

Level 1 - Max 400 Health, 2 seconds
Level 2 - Max 500 Health, 2 seconds
Level 3 - Max 600 Health, 4 seconds

Starting Caster by Blood Mage
Code:
BloodWard
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Blood Ward 
    Actions
        Unit - Create 1 BloodWard for (Owner of BloodMage) at (Target point of ability being cast) facing Default building facing degrees
        Set BloodWard = (Last created unit)
        Set BloodWardTime = 0
        Set BloodWardHealth = 0
        Unit - Set life of BloodWard to 1.00
        Trigger - Turn on BloodWardEffect <gen>

The Effect that happens every second while the ward is alive.
Code:
BloodWardEffect
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Set BloodWardDummyCount = 0
        Set BloodWardHero = 0
        Unit Group - Pick every unit in (Units within 1000.00 of (Position of BloodWard) matching (((Matching unit) belongs to an enemy of (Owner of BloodMage)) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Create 1 BloodWardDummy for (Owner of BloodMage) at (Position of BloodWard) facing Default building facing degrees
                Set BloodWardDummys[BloodWardDummyCount] = (Last created unit)
                Unit - Order BloodWardDummys[BloodWardDummyCount] to Neutral Dark Ranger - Life Drain (Picked unit)
                Set BloodWardDummyCount = (BloodWardDummyCount + 1)
                Unit - Cause BloodMage to damage (Picked unit), dealing 25.00 damage of attack type Spells and damage type Normal
                Set BloodWardHealth = (BloodWardHealth + 25)
        Unit - Create 1 BloodWardEffectDummy for (Owner of BloodMage) at (Position of BloodWard) facing Default building facing degrees
        Wait 0.50 seconds
        Unit - Remove (Last created unit) from the game
        For each (Integer A) from 0 to BloodWardDummyCount, do (Actions)
            Loop - Actions
                Unit - Remove BloodWardDummys[(Integer A)] from the game
        Set BloodWardTime = (BloodWardTime + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Blood Ward  for BloodMage) Equal to 1
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        BloodWardHealth Greater than or equal to 400
                    Then - Actions
                        Set BloodWardHealth = 400
                        Set BloodWardHealth = (BloodWardHealth x 4)
                        Game - Display to (All players) the text: DEBUG BLOOD WARD RE...
                        Unit Group - Pick every unit in (Units within 99999.00 of (Center of (Playable map area)) matching ((((Matching unit) belongs to an ally of (Owner of BloodMage)) Equal to True) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
                            Loop - Actions
                                Set BloodWardHero = (BloodWardHero + 1)
                                Game - Display to (All players) the text: (Sending out  + ((String(BloodWardHero)) + ( heals of  + (String(BloodWardHealth)))))
                                Unit - Create 1 BloodWardHeal for Neutral Hostile at (Position of BloodWard) facing Default building facing degrees
                                Unit - Order (Last created unit) to Attack (Picked unit)
                        Unit - Kill BloodWard
                        Trigger - Turn off (This trigger)
                        Skip remaining actions
                    Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        BloodWardTime Equal to 2
                    Then - Actions
                        Game - Display to (All players) the text: DEBUG BLOOD WARD RE...
                        Unit Group - Pick every unit in (Units within 99999.00 of (Center of (Playable map area)) matching ((((Matching unit) belongs to an ally of (Owner of BloodMage)) Equal to True) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
                            Loop - Actions
                                Set BloodWardHero = (BloodWardHero + 1)
                                Set BloodWardHealth = (BloodWardHealth x 4)
                                Unit - Create 1 BloodWardHeal for Neutral Hostile at (Position of BloodWard) facing Default building facing degrees
                                Unit - Order (Last created unit) to Attack (Picked unit)
                        Unit - Kill BloodWard
                        Trigger - Turn off (This trigger)
                    Else - Actions
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Blood Ward  for BloodMage) Equal to 2
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        BloodWardHealth Greater than or equal to 500
                    Then - Actions
                        Set BloodWardHealth = 500
                        Set BloodWardHealth = (BloodWardHealth x 4)
                        Game - Display to (All players) the text: DEBUG BLOOD WARD RE...
                        Unit Group - Pick every unit in (Units within 99999.00 of (Center of (Playable map area)) matching ((((Matching unit) belongs to an ally of (Owner of BloodMage)) Equal to True) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
                            Loop - Actions
                                Set BloodWardHero = (BloodWardHero + 1)
                                Game - Display to (All players) the text: (Sending out  + ((String(BloodWardHero)) + ( heals of  + (String(BloodWardHealth)))))
                                Unit - Create 1 BloodWardHeal for Neutral Hostile at (Position of BloodWard) facing Default building facing degrees
                                Unit - Order (Last created unit) to Attack (Picked unit)
                        Unit - Kill BloodWard
                        Trigger - Turn off (This trigger)
                        Skip remaining actions
                    Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        BloodWardTime Equal to 2
                    Then - Actions
                        Game - Display to (All players) the text: DEBUG BLOOD WARD RE...
                        Unit Group - Pick every unit in (Units within 99999.00 of (Center of (Playable map area)) matching ((((Matching unit) belongs to an ally of (Owner of BloodMage)) Equal to True) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
                            Loop - Actions
                                Set BloodWardHero = (BloodWardHero + 1)
                                Set BloodWardHealth = (BloodWardHealth x 4)
                                Unit - Create 1 BloodWardHeal for Neutral Hostile at (Position of BloodWard) facing Default building facing degrees
                                Unit - Order (Last created unit) to Attack (Picked unit)
                        Unit - Kill BloodWard
                        Trigger - Turn off (This trigger)
                    Else - Actions
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Blood Ward  for BloodMage) Equal to 3
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        BloodWardHealth Greater than or equal to 600
                    Then - Actions
                        Set BloodWardHealth = 600
                        Set BloodWardHealth = (BloodWardHealth x 4)
                        Game - Display to (All players) the text: DEBUG BLOOD WARD RE...
                        Unit Group - Pick every unit in (Units within 99999.00 of (Center of (Playable map area)) matching ((((Matching unit) belongs to an ally of (Owner of BloodMage)) Equal to True) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
                            Loop - Actions
                                Set BloodWardHero = (BloodWardHero + 1)
                                Game - Display to (All players) the text: (Sending out  + ((String(BloodWardHero)) + ( heals of  + (String(BloodWardHealth)))))
                                Unit - Create 1 BloodWardHeal for Neutral Hostile at (Position of BloodWard) facing Default building facing degrees
                                Unit - Order (Last created unit) to Attack (Picked unit)
                        Unit - Kill BloodWard
                        Trigger - Turn off (This trigger)
                        Skip remaining actions
                    Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        BloodWardTime Equal to 4
                    Then - Actions
                        Game - Display to (All players) the text: DEBUG BLOOD WARD RE...
                        Unit Group - Pick every unit in (Units within 99999.00 of (Center of (Playable map area)) matching ((((Matching unit) belongs to an ally of (Owner of BloodMage)) Equal to True) and (((Matching unit) is A Hero) Equal to True))) and do (Actions)
                            Loop - Actions
                                Set BloodWardHero = (BloodWardHero + 1)
                                Unit - Create 1 BloodWardHeal for Neutral Hostile at (Position of BloodWard) facing Default building facing degrees
                                Unit - Order (Last created unit) to Attack (Picked unit)
                        Unit - Kill BloodWard
                        Trigger - Turn off (This trigger)
                    Else - Actions
            Else - Actions

The code for when the hero is attacked by our healing unit.

Code:
BloodWardHealEffect
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Attacking unit)) Equal to BloodWardHeal
    Actions
        Unit - Remove (Attacking unit) from the game
        Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + ((Real(BloodWardHealth)) / (Real(BloodWardHero))))
        Special Effect - Create a special effect at (Position of (Attacking unit)) using Abilities\Spells\Items\VampiricPotion\VampPotionCaster.mdl
        Wait 0.50 seconds
        Special Effect - Destroy (Last created special effect)
 
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