Burn % of current mana

Always something simple that bypasses me. xP Also, how do I set so that all units within that 375 area have -50% ms, as and damage and if they leave the area it'll go back to normal.
 
Always something simple that bypasses me. xP Also, how do I set so that all units within that 375 area have -50% ms, as and damage and if they leave the area it'll go back to normal.

You can create a dummy unit with no model and locust. Then you can add negative command aura and endurance aura with enemy targets. Simply create the dummy unit at the middle of the area. Remove it after the duration is over.
 
You can create a dummy unit with no model and locust. Then you can add negative command aura and endurance aura with enemy targets. Simply create the dummy unit at the middle of the area. Remove it after the duration is over.

Problem is, the buff for them will be in green text as if it was a positive buff. D:
 
Can be easily resolved. Use color codes for the buff name. So for example:

|cffff0000My Aura|r
 
I tried using this color code on the buff but no luck.

|c00FF0303Grand Cross|

It was still green. :<
 
Lo and behold! I got yet another spell I could use some help with.

This time, it's set so that every time the hero loses 20%/15%10% of his max health, he performs a kinda Counter Helix-ish attack. Meaning; he deals damage to all nearby enemy units. So the formula for this spell is kinda like this, I just can't figure out how to make it work.

Level 1 - Every time he loses 20% of his max health, he performs an attack that deals damage to nearby enemy units.

Level 2 - Every time he loses 15% of his max health, he performs an attack that deals damage to nearby enemy units.

Level 3 - Every time he loses 10% of his max health, he performs an attack that deals damage to nearby enemy units.

So when this ability is level 3, he'll perform this attack automatically once he reaches 90%, 80%, 70%, 60% etc health. Help for this is appreciated.

*EDIT*

Shit, forgot to hit the edit button on my previous post. >.<
 
you want to be able to make it MUI?


edit*
i am making this monsterious big trigger for you
but i need to know how i can calculate a number
i need a number rounding to down

For some examples:


if you got 4.24 it will be 4.00
if you got 4.98 it go 4.00
if you got 1.32 it go 1.00
if you got 0.02 it goes 0

any one can help me with this?


SOLVED
 
ive been working much on it but i got some results =p

there still some bugs and leaks but it works actualy

i thought i couldnt trigger it every 10% of max health so instead i did something else but the results are actualy what u wanted to be it

please dont ask me to much about it cuz i have no clue why it works for most part


the text that is shown when it works comes twice with diffrent values

it is MUI!


Trigger 1
Trigger:
  • Group
    • Events
      • Unit - A unit Learns a skill
    • Conditions
    • Actions
      • Unit Group - Add (Triggering unit) to TargetableUnits


Trigger 2
Trigger:
  • Helix
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
      • (Number of units in TargetableUnits) Not equal to 0
    • Actions
      • -------- Changeable --------
      • Set UsedAbility = Helix
      • -------- Data --------
      • Set Unitingroup = (Number of units in TargetableUnits)
      • -------- ------------------------------------------------ --------
      • -------- Gettin Max hp per unit --------
      • -------- ------------------------------------------------ --------
      • Set MUI_Counter = 0
      • Unit Group - Pick every unit in TargetableUnits and do (Actions)
        • Loop - Actions
          • Set MUI_Counter = (MUI_Counter + 1)
          • Set HpMax[MUI_Counter] = (Max life of (Picked unit))
      • -------- ------------------------------------------------ --------
      • -------- Get unit out Group --------
      • -------- ------------------------------------------------ --------
      • Set MUI_Counter = 0
      • Unit Group - Pick every unit in TargetableUnits and do (Actions)
        • Loop - Actions
          • Set MUI_Counter = (MUI_Counter + 1)
          • Set EaUnit[MUI_Counter] = (Picked unit)
      • -------- ------------------------------------------------ --------
      • -------- Getting original hp --------
      • -------- ------------------------------------------------ --------
      • Set MUI_Counter = 0
      • Unit Group - Pick every unit in TargetableUnits and do (Actions)
        • Loop - Actions
          • Set MUI_Counter = (MUI_Counter + 1)
          • Set HpNew[MUI_Counter] = (Percentage life of (Picked unit))
      • -------- ------------------------------------------------ --------
      • -------- Ability level % --------
      • -------- ------------------------------------------------ --------
      • Set MUI_Counter = 0
      • Unit Group - Pick every unit in TargetableUnits and do (Actions)
        • Loop - Actions
          • Set MUI_Counter = (MUI_Counter + 1)
          • Set AbilityLevel[MUI_Counter] = (Level of UsedAbility for EaUnit[MUI_Counter])
          • Set AbilityCount[MUI_Counter] = (25 - (AbilityLevel[MUI_Counter] x 5))
      • -------- ------------------------------------------------ --------
      • -------- Ability Prev Multiple Search --------
      • -------- ------------------------------------------------ --------
      • Set MUI_Counter = 0
      • For each (Integer A) from 1 to Unitingroup, do (Actions)
        • Loop - Actions
          • Set MUI_Counter = (MUI_Counter + 1)
          • Set AbilityMultiple[MUI_Counter] = (HpPrev[MUI_Counter] / (Real(AbilityCount[MUI_Counter])))
          • Set AbilityMulipleRoundedPrev[MUI_Counter] = (Max((Integer(AbilityMultiple[MUI_Counter])), (Integer(AbilityMultiple[Unitingroup]))))
      • Wait 0.01 seconds
      • -------- ------------------------------------------------ --------
      • -------- Ability New Multiple Search --------
      • -------- ------------------------------------------------ --------
      • Set MUI_Counter = 0
      • For each (Integer A) from 1 to Unitingroup, do (Actions)
        • Loop - Actions
          • Set MUI_Counter = (MUI_Counter + 1)
          • Set AbilityMultiple[MUI_Counter] = (HpNew[MUI_Counter] / (Real(AbilityCount[(Integer A)])))
          • Set AbilityMulipleRoundedNew[MUI_Counter] = (Max((Integer(AbilityMultiple[MUI_Counter])), (Integer(AbilityMultiple[Unitingroup]))))
      • -------- ------------------------------------------------ --------
      • -------- Helix Strike? --------
      • -------- ------------------------------------------------ --------
      • Set MUI_Counter = 0
      • Unit Group - Pick every unit in TargetableUnits and do (Actions)
        • Loop - Actions
          • Set MUI_Counter = (MUI_Counter + 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AbilityMulipleRoundedNew[MUI_Counter] Less than AbilityMulipleRoundedPrev[MUI_Counter]
            • Then - Actions
              • Game - Display to (All players) the text: (% life left + (String(HpPrev[MUI_Counter])))
            • Else - Actions
      • -------- ------------------------------------------------ --------
      • -------- Savin the hp --------
      • -------- ------------------------------------------------ --------
      • Set MUI_Counter = 0
      • Unit Group - Pick every unit in TargetableUnits and do (Actions)
        • Loop - Actions
          • Set MUI_Counter = (MUI_Counter + 1)
          • Set HpPrev[MUI_Counter] = HpNew[MUI_Counter]



Varibles:
AbilityCount: Integer (array)
AbilityLevel: Interger (array)
Abilitymult... new: Integer (array)
Abilitymult... prev: Integer (array)
AbilityMultiple: Real (array)
DamageGained: Real
DamageTotal: Real
EaUnit: Unit (array)
HpMax: Real (array)
HpNew: Real (array)
HpPrev: Real (array)
MuiCounter: Integer (used this to make it mui)
TargetableUnits: Unit group
UnitinGroup: Integer
Used Ability: Ability

my trigger can be shortend just remember that its some experimenting for me :p
 
Archideas, you should use a damage detection system. You can find a GUI friendly version here. Then, whenever the hero takes damage, add the amount in a variable. Whenever that amount is greater than or equal to your percentage of max health, you perform the attack, and reset the variable.
 
that' s what i tried in this trigger but somehow it didn´t worked
as long this is asked i am not gonna change it yet
 
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