For your spell just use cluster rockets as the base and change the missile art to black arrow or whatever it is. For the damage just trigger it when the unit casts the ability
Use weeps damage detection system. It allows you to detect when damage is dealt, not just when a unit attacks another.
http://www.thehelper.net/forums/showthread.php?t=137957&highlight=Damage+detection
This is mostly irrelevant. The problem here is it doesn't fade, which you need to set a lifespan for, not age. Velocity has no effect on duration of the text, just its direction.
Im not sure but I dont think thats quite right. I think the attack type determines what extra bonuses or penalties you get when attacking certain armour types. I.e piercing deals 150% to unarmoured targets default. However, armour value always reduces incoming damage. Only realised this because...
Mmk well I recently tried using newgen, but i've already hit a roadblock. When I try to run the WE or warcraft either program isntantly stops working. Without fail. Any idea why I cant run them?
every second add all units within the range of the middle of the area, to a temporary unit group, pick every unit in the group and damage it, then destroy the group
ive had this happen to me before. Some information somewhere could causing a function that the game doesnt like, like taking the square root of a negative or division by zero. Things like that might cause it, but im not really too sure
Just for simplicity I would say you should use the local maxima or minima as the centre of the of the parabola's x and y axis. Also try to come up with a standard form for your parabola, say y=x^2/8 or something, depending on what curvature you want to achieve. Since you know the general...
@ q2+3, sobis stack with each other and brilliance aura, but the bonus they provide will only take your intelligence based regen into account, so a +5 brilliance aura will not get doubled by 2 sobis, the 2 sobis will only increase your say 1.06 mana regen based off int.
DotA spell, deals damage based off how far the projectile of an attack has travelled. Though I guess it just takes the distance between the attacker and the attacked unit.
I dont know much about giving lightning differing heights, but I know you can create a dummy unit with a flying height, and attach the lightning to that unit. It will appear to be elevated.