Bonus Spell Damage Help

MorbazanRhot

New Member
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Sorry if I'm posting something that's been answered before, but I've done a good amount of searching and come up with nada. I'm using a bonus spell damage system for my map based on int and item bonuses. I'm trying to apply it to every spell that does damage, and I've run into a few problematic spells, namely those based on forked lightning, shockwave, and impale. My question is simple: how can you apply bonus damage to a multi-target spell like any of these? Thanks in advance. :)
 
I

IKilledKEnny

Guest
Get all units that are affected by the spell (the units are changed from a spell to spell) inside a unit group and then damage every unit in it:

Code:
Cause (Triggering unit) to damage (Picked unit) causing <Real> damage attack type pf <somthing> and damage type of <whatever>
 

MorbazanRhot

New Member
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Ya, I understand that part, that's how I make normal aoe spells work. My question would be then: how would you pick the units that are affected?
 

MorbazanRhot

New Member
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Well I'm sorry to be bumping my post with no more replies, but I just figured I'd further clarify what I'm looking for with the hope that someone could possibly help me, because I need this badly :( . I know how to make the damage triggered, and I've used pick all units in area matching condition, and other stuff along those lines to get single target and normal aoe spells (ie damage in a circle) to work with bonus damage. I don't have any problem making the actual damage part of the trigger, my problem is not knowing how to select or have the damage target the specific units these spells affect. Any help would be awesome and of course I'll gladly give +rep to anyone I can :) .
 

Master

Thou shall be helped by...The Black Adder!
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Post a trigger of yours, so that we can help you :)
 

MorbazanRhot

New Member
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7
Alright, well that's kind of the problem, not having 1 for this, but I'll post how I do the other 1's:
Incinerate Bonus
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Incinerate
Actions
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (2.00 x (Real(WizardSpellDamage))) damage of attack type Spells and damage type Fire

That would be the easiest, just a simple single-target damage spell.

Lightning Orbs plus dmg
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Lightning Orbs
Actions
Set LightningOrbUnit = (Target unit of ability being cast)
For each (Integer A) from 1 to 15, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(LightningOrbUnit is Dead) Equal to False
Then - Actions
Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 70.00 at (Position of LightningOrbUnit), dealing (0.10 x (Real(WizardSpellDamage))) damage of attack type Spells and damage type Lightning
Wait 1.00 seconds
Else - Actions

And that's an example of how I make a lightning orb spell do damage to every nearby unit each second based on the bonus damage.

Fire Prison Bonus
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units within 375.00 of (Position of TheWiz) matching (((Picked unit) belongs to an enemy of (Owner of TheWiz)) Equal to True)) and do (Unit - Cause TheWiz to damage (Picked unit), dealing (0.10 x (Real(WizardSpellDamage))) damage of attack type Spells and damage type Fire)

Finally, this accompanies a starfall-like spell, and gets turned on when the spell starts, and turned off when the spell is stopped/finishes.

Edit: So I guess I would say, using stuff like this, how do you make it deal damage to only the units affected by something like forked lightning, impale, or shockwave? Thanks
 

Slapshot136

Divide et impera
Reaction score
471
for a shockwave/impale type thing the best ive been able to do so far is do a loop of circles in a row and add everyone cought there to a unitgroup, like this:

event - a unit starts the effect of an ability
conditions - ability being cast is equal to shockwave
actions -
set tempoint to position of casting unit
loop intiger A* (set this times 10 for the distance)
*set tempoint to position of tempoint offset by 10 towoards faceing of casting unit
*pick every unit within (AOE of shockwave) range of temppoint and do actions - add (picked unit) to (unitgroup)
end loop
pick every unit in (unitgroup) and do actions*
*wait (distance between picked unit and caster of ability / (speed of shockwave)
*remove (picked unit) from (unit group)
*custom script, set picked unit to local X unit
*damage (local X unit) by (xxx...) so on
remove the leaks.. blah blah blah

for forked lightning, pick every unit within range and then pick random units from that group
 

MorbazanRhot

New Member
Reaction score
7
Thanks a lot slapshot, I had thought about something like that but hadn't really come to any conclusion on how to implement it, should work a ton better than nothing. I'm fuzzy on how to do the forked lightning one though. I understand what you mean by picking every unit within range, and I'm familiar with the action of picking random units, but how would that pick just the units affected by forked lightning? Let's say there's 10 units nearby, and the forked lightning hits 4 of them, couldn't the trigger, by picking randomly, say... damage 2 units actually hit by forked lightning and then 2 units that were completely unaffected, etc? Any clarification would be great, and thanks again for the feedback, an easy +rep. :)
 
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