Custom ability that increases multiple attributes

  • Thread starter Thread starter dArKzEr0
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dArKzEr0

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I'm trying to make an ability that will increase attack speed, movement speed, attack damage, and armor: basically inner fire + bloodlust combined as one. It should cast like unholy frenzy (not auto).

I've been trying all sorts of stuff to get this to work, and the best I've come up with is a trigger to add passive abilities to the unit being casted on, but the icon shows for the hero. Is there any way to hide the icon? Or is there an easier way to make the spell?

Thanks,
dArKz
 
here goes

Ok buddy,
Add bloodlust and inner fire to the buff section of the ability you want to use and then mess with them seperately.

that should work...

[email protected]

-Dan
 
no it shouldnt lol, what you need is probably a trigger for a dummy unit to cast inner fire on the unit when it casts bloodlust its complicated... maybe you should make a different spell? anyway here it is... actually, ill give you the easy way...
first, make the spell string of both spells the same (i.e. inner fire)
then, make a trigger
event- unit casts an ability
condition- ability equal to bloodlust
action- add ability inner fire to <triggering unit>
wait 2 seconds
-remove ability inner fire from <triggering unit>
It should cast at the same thime
 
Hrm, but the way you're saying would give the target hero two buffs. The spell is ideally a custom ultimate (single spell) that does all of the above. If theres a way to hide icons, I've got the triggers set. Like I said, I triggered passive abilities onto the targetted hero, and it works, but its sloppy, because you see the icon of the passive.
Otherwise the second best thing I have is to cast a bloodlust type spell (increased movement/attack speed) and trigger +strength stats to the targetted unit, but I would like some armor and damage on there also.

P.S. I forgot to mention in my previous post: I also want added hp :)

Essentially, a targettable avatar with bonus attack/movement speed.
 
there is already something like this, attribute bonus. it doesn't increase them directly but it increases them through the attributes(ex. str, intel, agi).
 
Ya, I know, thats how I was getting the +strength, I didn't want to use +agility though because it may have imbalanced the skill a bit with too much attack speed for the desired armor.

I'm working on using a dummy unit to cast a second spell, if I can get it I'll post what I did here and in the free trigger thread.
 
Hrm, I thought you were talking about the trigger that increases attributes. If you're talking about the ability, then I'm still in the same creek without a paddle, because attributes dont increase movement speed or damage.
 
Ok, I've got it done, heres how I did it:
- Hero casts 'SPELL(X)'
(SPELL(X) is based on unholy frenzy, it gives +attack speed%)
- Trigger checks variable that shows level of SPELL(X) and creates DUMMY unit (1 of 3 depending on level of SPELLX)
- Trigger makes DUMMY cast SPELL(Y)
(SPELL(Y) is based on innerfire, giving +damage% and +armor)

However, I still have some problems...
1. I can't get rid of DUMMY, the code I used is:

Code:
Action
Unit - Create 1 DUMMY (Level 1) for (Triggering player) at (Target point of ability being cast) facing (Position of (Target unit of ability being cast))
Unit Group - Order (Units of type DUMMY (Level 1)) to Human Priest - Inner Fire (Target unit of ability being cast)
Wait 0.10 game-time seconds
If ((Unit-type of (Ordered unit)) Equal to DUMMY (Level 1)) then do (Unit - Remove (Ordered unit) from the game) else do (Do nothing)
Maybe I could add a very short summon time to the DUMMY. Any suggestions?

2. I still havn't been able to add bonus hp to the target. I tried using the trigger "Set Hero Strength" but all I could do with that was set the strength, not add to it. Any suggestions?
 
heres an idea

just have the set strength be more then the original strength i think that'll work :D :D :D :D :D :D
 
> Maybe I could add a very short summon time to the DUMMY

That would work, yes.

That said, there is no "Ordered unit".
However, you do have a "last created unit"...
Also, there's no need for any "if then" there.
 
kc > that won't work, it's a targettable spell, so the heros targetted will all have different strengths (+ they gain levels...)

ace > I was afraid using "last created unit" would be too buggy, considering other units will be created also, therefore isnt it possible a unit is spawned right after the DUMMY, causing THAT unit to be removed? Also, I'm glad it'll work... how? :)
 
Oh, yes.
However, that's only ever a problem if you use "wait" between the "create" and the "remove"... :)

create unit
set myUnitVariable = (last created unit)
...
wait
...
remove myUnitVariable

One variable for every trigger that might run at once should do it.


You can always just use "Unit - Add expiration timer to (last created unit)".
That'll take care of the "disappearing".
 
heres an idea

have a trigger that when you cast "ablility" add +"x" to triggering unit strength and turn on 2nd trigger then have another trigger that when the casting time like every 10 seconds of game time decrease strength by "x" then turn off trigger

oh and a 3rd trigger map inisalation turn off the 2nd trigger

that work? :D :D :D :D :D
 
kc>
have a trigger that when you cast "ablility" add +"x" to triggering unit strength

I tried using the trigger "Set Hero Strength" but all I could do with that was set the strength, not add to it

Ace> I pm'ed you for help
 
heres an idea

Hero - Set Strength of("hero") to ("greater ammount" of orgional strength), (Permanent or Temporary:Temporary)

that work? :D :D :D :D :D :D
 
Dude, you keep telling me the same thing...

That won't work, it's a targettable spell, so the heros targetted will all have different strengths (+ they gain levels...)
 
wow...................

look throught the HERO actions you'll understand :D :D :D :D :D :D
 
Man, I'm trying not to be rude.

You're telling me to use this Action:
Hero - Set Strength of(Target unit of ability being cast) to XX, (Permanent or Temporary:Temporary)

I'm telling you that if I do that, I have to preset an arranged strength. I can't do that, because the spell is TARGETABLE meaning that MORE THEN ONE hero, with MULTIPLE strengths, can be targetted. Ace's idea is sure to work, I'm just not very great with variables.
 
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