HELP, how to create a skill that causes damage per second

TheAkiraxD

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Hello, I wanted to know how to do a Ability that creates a circle with any special effect, around the unit that learned the skill, and cause damage to nearby units.

Becouse I don't know how to use rightly the variables of World Editor.
and I know it needs the use of Variables.
I wanted the circle to remain a certain amount of time
I also wanted to indicate a tutorial on Variables, because I do not understand about.
I do not speak in English, so forgive me any errors in english.

Another thing, how to add a special effect to a passive ability?
Thanks.
 

TomTTT

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Hello, I wanted to know how to do a Ability that creates a circle with any special effect, around the unit that learned the skill, and cause damage to nearby units.

Becouse I don't know how to use rightly the variables of World Editor.
and I know it needs the use of Variables.
I wanted the circle to remain a certain amount of time
I also wanted to indicate a tutorial on Variables, because I do not understand about.
I do not speak in English, so forgive me any errors in english.

Another thing, how to add a special effect to a passive ability?
Thanks.
Well if your this new, I would suggest you to take this tutorial. I didn't find explaining a lot, but it's giving you the way to start understanding what the variable is, which is just a simple "X in the equation". It is used to reffer to values that are not saved regularly by the system (trying to explain this plain and simple...) lets say you make an event that a unit casts an ability. How do you refer to this unit? You simply refer to the Triggering unit/Casting Unit. Now i make a Periodic time event, that occurs every 1 second. If i'll refer to the Casting unit/Triggering unit, nothing will happen to that unit. Why? Because it doesnt exist. To refer to the unit that casted the ability before, we need to set it to a Unit variable, and then refer to that variable. Same goes with Integer - Full numbers, like 1, 5, 13, 2 and so on. Or Real - 1.23, 5.11, 4.21 and so on. It can also be a Bolean variable which determinates by True/False. There are many variables. Try experimenting with them, and you'll get it in no time. But i don't see a reason creating such an ability, If you already have one pre-set, the Immolation. Take a look at the Object Editor.
 

TheAkiraxD

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Thanks, I understood how to use variables for units, but I can not understand is the variables that use numbers. Variables positions around.

More or less like this:
testcy.png

Can you see the number of runes?
The trigger for this runes set, creates only one special effect. I can only do as the screen if I create multiple effects, multiple runes. and do not know how to make that circle around. You know how I do it? Thanks.
 

HydraRancher

Truth begins in lies
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Are you sure it creates only one special effect? The usual way to make a circle is this:

Trigger:
  • Set TempPoint = Position of (Triggering Unit)
    • For each Integer A from 1 to 36 do (Actions)
      • Loop - Actions
        • Set TempPoint2 = TempPoint offset by 200.00 towards (Integer A) x 10.00
        • Special Effect - Create 1 <Special Effect> at TempPoint2
        • Custom Script: call RemoveLocation (udg_TempPoint2)
    • Custom Script: call RemoveLocation (udg_TempPoint)


And other actions.

But I think in EGUI you can make pentagrams and such using only one action.
 

TheAkiraxD

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Yes, it's like you did. But I wanted to learn to do these Trigger.
The only Special Effect that I mentioned was that "Special Effect - Create a <Special Effect> at TempPoint2" is a single special effect only, for various special effects around,

Thank you very much
 

TheAkiraxD

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It's an ability that I created that gives multiple shots.
In this link: http://world-editor-tutorials.thehelper.net/mshot.php
I wanted to do something easy, but also can not. :banghead: I just wanted to put a aura around the hero when he learned the skill.

Trigger:
  • Unit - A unit Starts the effect of an ability


Conditons:
Trigger:
  • (Ability being cast) Equal to Multiple Arrows (DarkWind)

Actions:
Trigger:
  • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Drain\ManaDrainCaster.mdl
 

TheAkiraxD

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Are you sure it creates only one special effect? The usual way to make a circle is this:

Trigger:
  • Set TempPoint = Position of (Triggering Unit)
    • For each Integer A from 1 to 36 do (Actions)
      • Loop - Actions
        • Set TempPoint2 = TempPoint offset by 200.00 towards (Integer A) x 10.00
        • Special Effect - Create 1 &lt;Special Effect&gt; at TempPoint2
        • Custom Script: call RemoveLocation (udg_TempPoint2)
    • Custom Script: call RemoveLocation (udg_TempPoint)


And other actions.

But I think in EGUI you can make pentagrams and such using only one action.

I guess I'm asking for more. but if you can will help me a lot.
There is the possibility of redoing the trigger again, but explain every action and event, please. thanks.
 

skyblader

You're living only because it's illegal killing.
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Trigger:
  • Set TempPoint = Position of (Triggering Unit)


Okay a variable is like a box. When you put something in the box, you can take it out later and use it. Now the variables used above are point variables. you need to use point variables to create special effects at a point, on the map.

So basically what the trigger above does is, set 1 point to the position of triggering unit.

Trigger:
  • For each Integer A from 1 to 36 do (Actions)
    • Loop - Actions
      • Set TempPoint2 = TempPoint offset by 200.00 towards (Integer A) x 10.00
      • Special Effect - Create 1 &lt;Special Effect&gt; at TempPoint2
      • Custom Script: call RemoveLocation (udg_TempPoint2)
    • Custom Script: call RemoveLocation (udg_TempPoint)


After that, loops this action for 36 times. This means that the actions below the loop are run 36 times. The first run, integer A will be 1. The second, integer A will be 2. Example of the first 3 runs are:

Trigger:
  • Set TempPoint2 = TempPoint offset by 200.00 towards 1 x 10.00
    • Special Effect - Create 1 &lt;Special Effect&gt; at TempPoint2
    • Custom Script: call RemoveLocation (udg_TempPoint2)
    • Set TempPoint2 = TempPoint offset by 200.00 towards 2 x 10.00
    • Special Effect - Create 1 &lt;Special Effect&gt; at TempPoint2
    • Custom Script: call RemoveLocation (udg_TempPoint2)
    • Set TempPoint2 = TempPoint offset by 200.00 towards 3 x 10.00
    • Special Effect - Create 1 &lt;Special Effect&gt; at TempPoint2
    • Custom Script: call RemoveLocation (udg_TempPoint2)


But this would make the code very long, so using a loop simplifies it.

Now I'll explain how the TempPoint2 is set.

TempPoint offset by 200.00 towards 1 x 10.00

Red - This is the position of the caster, as stated above.
Blue - This is the distance offset.
o------o
The blue line is the distance of offset, whereas the red circle is the position of caster.
Green - Now the distance offset is established, but towards which angle? 1 x 10.00 is basically 10.00, so it's towards 10 degrees. Since we're trying to make a circle, we do it 36 times so it forms a complete circle. This is because a circle is 360 degrees. Refer to the image attached.

Also, for the creating special effects on units thar have the aura, simply go to the buff the aura gives. (In the object editor, under buffs section)
Edit the field
Art - Target (The effect you want)
Art - Target Attachment Point (The point where you want to attach it to, head/overhead/origin/hand,left/hand,right/hand/etc.)
If you want to attach it to multiple points, say left hand and right hand, you can use
Art - Target Attachment Point 1
Art - Target Attachment Point 2
 

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xPass

All aboard the xPass Express!
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Trigger:
  • Set TempPoint = Position of (Triggering Unit)


Okay a variable is like a box. When you put something in the box, you can take it out later and use it. Now the variables used above are point variables. you need to use point variables to create special effects at a point, on the map.

So basically what the trigger above does is, set 1 point to the position of triggering unit.

Trigger:
  • For each Integer A from 1 to 36 do (Actions)
    • Loop - Actions
      • Set TempPoint2 = TempPoint offset by 200.00 towards (Integer A) x 10.00
      • Special Effect - Create 1 &lt;Special Effect&gt; at TempPoint2
      • Custom Script: call RemoveLocation (udg_TempPoint2)
    • Custom Script: call RemoveLocation (udg_TempPoint)


After that, loops this action for 36 times. This means that the actions below the loop are run 36 times. The first run, integer A will be 1. The second, integer A will be 2. Example of the first 3 runs are:

Trigger:
  • Set TempPoint2 = TempPoint offset by 200.00 towards 1 x 10.00
    • Special Effect - Create 1 &lt;Special Effect&gt; at TempPoint2
    • Custom Script: call RemoveLocation (udg_TempPoint2)
    • Set TempPoint2 = TempPoint offset by 200.00 towards 2 x 10.00
    • Special Effect - Create 1 &lt;Special Effect&gt; at TempPoint2
    • Custom Script: call RemoveLocation (udg_TempPoint2)
    • Set TempPoint2 = TempPoint offset by 200.00 towards 3 x 10.00
    • Special Effect - Create 1 &lt;Special Effect&gt; at TempPoint2
    • Custom Script: call RemoveLocation (udg_TempPoint2)


But this would make the code very long, so using a loop simplifies it.

Now I'll explain how the TempPoint2 is set.

TempPoint offset by 200.00 towards 1 x 10.00

Red - This is the position of the caster, as stated above.
Blue - This is the distance offset.
o------o
The blue line is the distance of offset, whereas the red circle is the position of caster.
Green - Now the distance offset is established, but towards which angle? 1 x 10.00 is basically 10.00, so it's towards 10 degrees. Since we're trying to make a circle, we do it 36 times so it forms a complete circle. This is because a circle is 360 degrees. Refer to the image attached.

Also, for the creating special effects on units thar have the aura, simply go to the buff the aura gives. (In the object editor, under buffs section)
Edit the field
Art - Target (The effect you want)
Art - Target Attachment Point (The point where you want to attach it to, head/overhead/origin/hand,left/hand,right/hand/etc.)
If you want to attach it to multiple points, say left hand and right hand, you can use
Art - Target Attachment Point 1
Art - Target Attachment Point 2

Wow, skyblader, do you know that you can actually be a master :D I don't understand offsets until now :thup:
 
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