Trigger the firebolt as a missile, on hit, if the unit is dead after it takes the damage, then re-add the ability
easiest way to do it without triggering the fireball itself is probably:
you will need a unit indexing system, like AIDS
-Make firebolt a dummy spell (spell that does nothing)
-Detect unit casting firebolt
-Create a dummy to cast the real firebolt at the same target (a specific dummy, call it Firebolt Dummy or something)
-Set a variable (Unit array), example -> Caster[Custom value of (Dummy)] = Triggering Unit
-Make a new trigger with event, Firebolt Dummy kills a unit
-Remove Firebolt ability from Caster[Custom value of (Triggering Unit)]
-Add Firebolt ability to Caster[Custom value of (Triggering Unit)]
(Remember to give your dummies expiration time or remove them)
-Make firebolt a dummy spell (spell that does nothing)
base this off finger of pain with 1 damage (so that it's still castable on enemies, i believe its not if you dont have at least 1 dmg)
-then make a firebolt dummy unit (unit with locust and the real firebolt ability with unlimited range)
then do this:
Trigger:
- Firebolt reset
- Events
- A unit casts an ability
- Conditions
- Ability cast is equal to Firebolt (based off finger of pain)
- Actions
- Set Temp_Point = Position of (Triggering unit)
- Unit - Create 1 (Firebolt Dummy Unit) at Temp_Point facing default building facing degrees
- Unit - Order Last created unit to (Order String of Firebolt (actual ability that deals the 50 damage)) Target unit of Ability Cast
- Unit - Add a 5.0 second expiration timer to Last Created Unit
- Hashtable - Save (Triggering unit) as (key Last Created unit) of 0 in Last Created Hashtable (must be made at map init and either saved to a variable or only 1 be made)
- Custom Script: call RemoveLocation(udg_Temp_Point)
Trigger:
- Firebolt Unit Dies
- Events
- A unit Dies
- Conditions
- Unit Type of (Killing unit) is equal to Firebolt Dummy unit
- Actions
- Set Temp_Unit = Hashtable load unit (key Killing unit) of 0 in Last Created Hashtable (or whatever hashtable you are using)
- Unit - Remove Firebolt (real ability) from Temp_Unit)
- Unit - Add Firebolt (real ability) to Temp_Unit)
thats using 0 extra systems
lol... thanks, no im not, and no problem
Here it is but you will need some conditions if you dont want to add it to heroes or other unit types
Trigger:
- Promotions
- Events
- A unit dies
- Conditions
- Killing unit is not equal to No unit is true (boolean i think, maybe unit comparison)
- Actions
- Hashtable - Save Integer ((Load Integer - (Key (Killing unit)) of 1 in Hashtable) + 1) as (Key (Killing unit)) of 1 in Hashtable
- If then else
- If
- (Hashtable Load integer (Key (Killing unit)) of 1 in Hashtable) is equal to 10
- Then
- Hashtable - Save Integer 0 as (Key (Killing unit)) of 1 in Hashtable
- Unit - Add ability (modified claws of attack to meet your needs)
- Else