No, i have not used custom values on them
I wan't them to die after being attacked after a specific number of times (eg. 3 attacks)
..Basically i wan't the summoned unit to die after someone attacks it a few times no matter what the amount of physical damage is
I have a triggered spell that summons units which have 6 HP and those units will only die when attacked 6 times by physical damage. I've tried hardened skin and set the ignored damage to 10000000 but it bugs and does not work. Anyone know how to trigger this?PS the summoned units are magic immune
Assumption Detect1
Events
Game - GDD_Event becomes Equal to 0.00
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Assumption for GDD_DamagedUnit) Greater than 0
Then - Actions
Cinematic - Clear the screen of text messages for...
Erm to calculate the damage when the unit is attacked and if it reaches 100 i will increase the stacks by 1?correct me if my method is wrong. Just wondering is your "damage taken" an event response or a variable?
Yeah true enough i think i have some idea about hastables, let me give you an example. Say I wanna have stacks for each damage threshold reach for each unit so
Events
GDD_Event becomes equal to 0.00
Conditions
Level of (Assumption) for (GDD_DamagedUnit) greater than 0
Owner of GDD_DamagedUnit...
i want it to be MUI i tried triggering for MUI before but it doesnt count individual damage dealt for individual units and stacks for different units with the same ability thus making it not MUI. Is there any way to this using unit arrays or custom values?
I am trying to trigger an ability using weep's DD system which detects damage taken from a unit until it reaches a certain amount eg. 100 damage then it is saved and counted as one stack until it reaches X amount of stacks. It's something like Dota's Death Knight's "Aphotic Shield", for those of...
But what if i wanted to make it MUI and i used weep's damage detection system?how would i trigger it?the damage detection system doesn't calculate individual damage taken from individual units..or unit arrays and custom value have to be used? @O.A
I'm trying to make an active target ability which basically deals damage based on a number of damage stacks which increases for every X amount of damage dealt by the caster, maximum of 5 stacks. I tried using weep's damage detection and used two heroes to test the damage calculated but ended up...
Spell name : Arrow Burst
Code Preference : GUI
Spell type : MUI
Description : fires arrows (4) in a cone shape and deals damage based on the caster's agility. Units hit by the arrow will be slowed for a short duration.
Level 1 : .15x Agility, 12% movement slow
Level 2 : .20x Agility, 18%...
Need an idea on how to trigger the spell from Dota called "Stampede". Stampede is basically an instant cast spell that gives a maximum movement speed (522) buff and zero unit collision to the caster and all allied heroes on the map for a short duration. Units with the buff active that come near...
Banishes the targeted unit, removing it from play for the duration. Upon returning, two illusions of the unit are created under Shadow Demon's control.
Anyone know how to trigger the spell "Disruption" from DoTA?Basically this a single target spell that temporarily removes the unit from play for...