How is this copy-and-pasted thread different from your other threads, especially since the question has already been answered?
I would suggest not spamming.
-edit-
I just noticed one of your other threads is still on the FIRST PAGE.
Vamp Attack
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has buff Vampirism (AoA)) Equal to True
Actions
Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + (0.55 x (Damage taken)))
The best I could find was "Damage Taken"...
Next time, keep in mind that not everyone plays DotA, so not everyone knows about the abilities you're talking about.
To make the land mine ability you need:
• To edit land mine units so that different units have the ability to deal different damage
• To edit the land mine ability to deal the...
I thought about triggering the action before, but here's the part that's stopped me:
Is there a "Damage Done" command in the trigger editor, or do I make that a variable calculating the damage each time the unit attacks?
Sorry, I wast clear enough.
It's an item in the game, I want to turn it into a spell which can target other units besides the caster.
Using Rejuv or Bloodlust as a dummy spell and faking the attack bonus still leaves me without a way to add Vampiric, unless I create an aura based off Vampiric...
All in the title.
Vampiric Potion potion is an item that allows you to gain +12 to attack and a 75% life steal.
The ability in the object editor is "Vampiric Potion". However, turning it into an ability only allows the unit to cast it on himself. I'd like to be able to target other units...
Spirit Link does work on enemies... in a fashion.
Spirit Link links allies, even if you change the "Targets allowed" field. That's why it only hits one target. It allows you to cast it on the enemy you've targeted, but then stops linking when it can't find any other "allies" (i.e. YOUR allies)...
I'd like some help creating a spell in which I have no idea how to code.
Essentially, I'd like a Shockwave-esque spell (damages enemy units in a line, targeted on a point) that adds a status ailment to the units.
For those that play DotA, it would be something like the Admiral's ult Ghost...
Also:
1) Make sure all your units have the Buff. I've noticed Brilliance Aura will only attach itself to units with mana, and Trueshot Aura will only attach itself to ranged units.
Use Command Aura as a base.
2) Make sure your spell has a zero mana cost and zero cooldown. Also, keep in mind...
As AceHart mentioned, it's an "And". You have two conditions. Select "And" from your Conditions drop down menu. You should see Condition 1 and Condition 2. You know what to do from there.
[=EDIT=]
And yes, both conditions are found under Boolean.
So, based on everyone's ideas, opinions and suggestions, here's the new trigger's I've put together:
Retribution Aura Learning New
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Retribution Aura (Ghost Archer)
Actions
Set...
Couldn't you just use Crushing Wave <Missile>?
Abilities\Spells\Other\CrushingWave\CrushingWaveMissile.mdl
Or Breath of Frost <Missile>?
Abilities\Spells\Other\BreathOfFrost\BreathOfFrostMissile.mdl
Okay, now I understand where my problem lay. Still, I've run into a second problem:
Retribution New
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Set Retri_Aura_Dying_UnitGroup = (Units in (Playable map area) matching ((((Matching unit) is...
Under the Terrifying Twilight of the Demon's Bloodmoon: A Cryptically Sinister Adventure of Necromancers and Osteological Warriors: Chapter 1: Episode 1: Mission 1: "And so it begins... The world dies over and over again, but the skeletons always get up and reign doom down upon your doomed...
Huh, what's weird is that I thought this could be solved easily by altering this line:
Unit Group - Pick every unit in (Units within 300.00 of (Position of (Triggering unit)) matching (((Unit-type of (Matching unit)) Equal to Archer) and (((Matching unit) is dead) Equal to False))) and do...
For some reason, I always have the most problems triggering auras... Sigh...
Anyway, this aura I'm working on now works two ways:
1) If a friendly unit dies, .2/.35/.5 x the dying unit's MAX HP should be used to heal all friendly units in the aura.
2) If an enemy unit dies, .2/.35/.5 x the...