I have a quick, simple question:
Is there any way to make it so that a spell deals damage equal to a unit's attack damage? I know it needs to be triggered, I assume this would work:
Unit - Cause Unit to damage Unit, dealing (This is where I need your help) damage of attack type Spells and...
Well, I use this:
Floating Text - Create floating text that reads (String(((500 x (Level of Disruption Aura for TheWiz)) + WizardSpellDamage))) above (Casting unit) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
and it doesn't show...
Yup, just like this:
Special Effect - Create a special effect attached to the overhead of Villager (Male) 0292 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Set Quest1mayor1 = (Last created special effect)
Special Effect - Create a special...
Nope, it's actually pretty simple. Here's an example:
S1
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Set spawningpoint = (Center of Boss 1 Spawn <gen>)
Unit - Create 4 Possessed Warrior for Player 11 (Dark Green) at spawningpoint...
Thank you so much! There must be something else looping at the same time (although as of right now, I'm not quite sure what) because giving it its own variable solved the problem (and that makes sense with the wait being the problem too). Already gave you and everyone else that helped out +rep a...
Tried the text method of testing the number of times it runs, only ran once. Fixed the Triggering Player mistake, but it didn't actually fix the trigger. Also cut down to 1 point variable. So I'm still stumped.
Is it possible there could be something else in the map affecting how this trigger...
But if I remove that line (Custom script: call DestroyGroup (udg_GroupVar4)) from the Loop it still only executes once (provided the wait still exists). So how does that relate?
I'm not quite sure what you're saying? I've tried the trigger without the Custom Script line in the Loop and it still only runs once (which would be bad anyway, because the unit group would leak?). And I've used that line to clear groups before and never had a problem using them again.
Like...
Alright, first I tried moving the wait until the end of the Loop, still experienced the same problem. Then I removed it entirely and it worked fine. The thing is, in order for the spell to function the way I'd like that wait really is crucial. I could switch it to 2 separate triggers and use...
I have a pretty simple question. Why isn't the Loop executing more than once when I cast this spell (I've tried changing the number to 2, and to something based off of the level of the spell, but regardless it always runs just once and ends)? +rep for anything that helps me fix this.
Dark...
Well the trigger would have to run every .2 seconds based on how many infernal hits I'd like to have in that area, and I think that might be problematic. However, the mentioning of that made me think of a way that I can make it work using Inferno and random points that will be satisfactory. +rep...
Well, from what I've seen there's only one Rain of Chaos order string, and that's the one I'm using (it's not actually the order string for the Rain of Chaos ability that Archimonde has, because his has no order string, but that doesn't work either).
Here's an example from a spell I use:
Searing Light Spell Damage
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Searing Light
Actions
Set TempPoint1 = (Position of (Triggering unit))
Set unitgroup =...