SwedishChef
New Member
- Reaction score
- 32
Hi i want an AOE spell like blizzard that has buff on the caster.
Monsoon or Death and Decay may work for you.
You can trigger it? By using add buff?
This is what i want: A spell with AOE and that i can set duration on and with a buff on CASTER. Also accepted with point target spell with buff on CASTER.
Why: I have triggered a spell which will load over time, the longer you load the more you dmg, then i need to check if caster still has buff. (a little bit like ezalors channelspell in dota, if that got some to understand)
This is what i want: A spell with AOE and that i can set duration on and with a buff on CASTER. Also accepted with point target spell with buff on CASTER.
Why: I have triggered a spell which will load over time, the longer you load the more you dmg, then i need to check if caster still has buff. (a little bit like ezalors channelspell in dota, if that got some to understand)
E Unit - A unit starts the effect of an ability
C ability being cast equal to X
A Add triggering unit to UnitGroup
set castingpoint = target point of ability bieng cast
E Unit stop casting a spell
Unit finish casting a spell
C triggering unit is in UnitGroup
A remove triggering unit form UnitGroup
create a dumy unit
add timmer bla bla bla
add *carrion swarm
ser lvl of carrion swarm to custom value of triggering unit
order last created unit to carrion swarm castingpoint
E Every X seconds
C
A pick every unit in UnitGroup and do
Set custom value on picked unit to custom value of picked unit + 1
Fire Spin
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Living Fire
Actions
Custom script: local integer locExecCount = GetTriggerExecCount(GetTriggeringTrigger())
Custom script: if locExecCount == 50 then
Custom script: call ResetTrigger(GetTriggeringTrigger())
Custom script: endif
Custom script: set udg_trigExecCount = locExecCount
Set FireSpin_Caster[trigExecCount] = (Triggering unit)
Set FireSpin_Point[trigExecCount] = (Target point of ability being cast)
Unit - Create 1 Fire Dummy for (Triggering player) at FireSpin_Point[trigExecCount] facing Default building facing degrees
Set FireSpin_Dummy[trigExecCount] = (Last created unit)
For each (Integer FireSpin_Integer[trigExecCount]) from 1 to 50, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
[B][I]If - Conditions
(FireSpin_Caster[trigExecCount] has buff Flame Spin (Caster) ) Equal to True[/I][/B]
Then - Actions
Set FireSpin_Unit[trigExecCount] = (Random unit from (Units within 300.00 of FireSpin_Point[trigExecCount] matching (((Owner of (Matching unit)) is an enemy of (Triggering player)) Equal to True)))
Set Number_WS = (Number_WS + 30.00)
Set FireSpin_DummySize[trigExecCount] = (FireSpin_DummySize[trigExecCount] + 10.00)
Animation - Change FireSpin_Dummy[trigExecCount]'s size to (FireSpin_DummySize[trigExecCount]%, FireSpin_DummySize[trigExecCount]%, FireSpin_DummySize[trigExecCount]%) of its original size
Special Effect - Create a special effect at (FireSpin_Point[trigExecCount] offset by 150.00 towards Number_WS degrees) using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause FireSpin_Caster[trigExecCount] to damage FireSpin_Unit[trigExecCount], dealing 20.00 damage of attack type Spells and damage type Unknown
Wait 0.02 seconds
Custom script: set udg_trigExecCount = locExecCount
Else - Actions
Unit - Kill FireSpin_Dummy[trigExecCount]
Unit - Create 1 Fire Dummy2 for (Triggering player) at FireSpin_Point[trigExecCount] facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Set FireSpin_Group[trigExecCount] = (Units within 512.00 of FireSpin_Point[trigExecCount] matching (((Owner of (Matching unit)) is an enemy of (Triggering player)) Equal to True))
Unit Group - Pick every unit in FireSpin_Group[trigExecCount] and do (Actions)
Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing 300.00 damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Other\ImmolationRed\ImmolationRedDamage.mdl
Special Effect - Destroy (Last created special effect)
Set FireSpin_DummySize[trigExecCount] = 100.00