AOE spell with buff on caster

SwedishChef

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okey, making a triggered spell which have to check if unit has buff so thanks. Do you know any which has unit or point target with buff on yourself?
 

SwedishChef

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and when shall i remove it?? then its as easy to have trigger that removes buff that has a trigger that stops actions if he stops, nope i need a spell with buff
 

yunusowic

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Drain life, mana etc. for unit targeted. Shockwave and Carrion Swarms for point targeted but they're not channeling.
 

SwedishChef

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okey great ;) thanks, it will be a great spell, has made all but needed the buff part for checking. Fire burns in circle dmaging random unit, fueling a fireball in middle, the more channel the more damage.
 

SwedishChef

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okey thanks just like i thought. but anyone knows were i can find and AOE spell with buff on caster??

E: now it dont even need to be AOE it can be point cast BUT IT NEEDS A BUFF ON CASTER
 

Legacyspy

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What are you trying to do? Just so you know, you can't change a buff than expect to get that affect. For example giving blizzard the inner fire buff wont make people get the inner fire effect.

If you just need a generic buff, when a unit casts the ability you want, create a dummy unit and have it cast some generic spell (inner fire, unholy frenzy w/e with all values set to 0 and what ever text/icon u want as the buff)
 

SwedishChef

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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)
 

hasslarn

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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)

1. Not everyone plays dota.
2. Create a dummy that cast like bloodlust or something without any bonuses when the guy startes to channel and set the duration to the duraion of the channel abillity.
 

polo2005

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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)

do you need a circle aoe spell that gives a buff to the caster?
or do you need a aoe spell like carrion swarm that gives a buff to the caster?

A handwrighted code for something simular to dota
Code:
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

Code:
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
*= for a channel line damage spell
NOT. it leaks

Code:
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
 

SwedishChef

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i need circle aoe (like blizzard), or point target. i have a trigger running all the time and i want to see if unit still casts it. Heres the trigger then i need to check if they still cast. Dont look at the damage cause i havent added so that i damages more if he load more. the problem is that i cant find a way to get the buff on triggering unit. Would your system work here polo

Code:
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
 
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