How to code this skills

xan029

New Member
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2
im having some difficulties in coding them, im a noob:

Level 1 - 200% of consumed mana to damage. 1 Second Stun
Level 2 - 200% of consumed mana to damage. 1.5 Second Stun
Level 3 - 200% of consumed mana to damage. 2.25 Second Stun
Level 4 - 200% of consumed mana to damage. 3 Second Stun
Links Corvus with an ally/enemy. Whenever Corvus/Linked unit casts his next spell, he will recover mana according to xx% of manacost. In case the linked unit is an enemy, it receives manaburn equivalent to the mana it should gain.

Level 1 - 100% of manacost
Level 2 - 115% of manacost
Level 3 - 130% of manacost
Level 4 - 150% of manacost
Level 1 - Waves have 200 AoE and deal 10% of Corvus' max mana.
Level 2 - Waves have 200 AoE and deal 12% of Corvus' max mana.
Level 3 - Waves have 200 AoE and deal 14% of Corvus' max mana.

Explanation
Summons a orb on targeted spot. This orb will chase the enemy with the less mana %. If there's no one around with higher mana it will keep attack around the same enemy and unleash the psiwaves. If an enemy with less mana pops up the orb will move to the next target, however the previous target might still get hit as the shockwaves have an AoE. If the hero chased is killed it moves to the next hero with lowest mana.

tnx for those who will help
 

13lade619

is now a game developer :)
Reaction score
399
i'm using the hero for my map. (well, not the exact template but the general idea)..

JASS:
scope Volatile initializer Init

globals
    private constant integer ABIL= 'A05Z'
endglobals

private function OnCast takes nothing returns boolean
    local unit caster = GetTriggerUnit()
    local unit target = GetSpellTargetUnit()
    local real manacost = GetUnitState(caster,UNIT_STATE_MANA)*.10 //10% mana
    //local real dm = 2 // for 200%
    local real dm = 1.15+.1*GetUnitAbilityLevel(caster,ABIL)
    
    call SetUnitState(caster,UNIT_STATE_MANA,GetUnitState(caster,UNIT_STATE_MANA)-manacost)

    //still using Vex's Caster system.. (modified it personally for 1.24)
    call SetUnitScale(DamagingProjectileLaunchTarget(caster,"Abilities\\Spells\\Orc\\LightningBolt\\LightningBoltMissile.mdl",650,0,GetUnitX(caster),GetUnitY(caster),0,target,0,manacost*dm,ATTACK_TYPE_MAGIC,DAMAGE_TYPE_MAGIC),1.5,1.5,1.5)
    
    set caster = null
    set target = null
    return false
endfunction

private function Init takes nothing returns nothing
    call GT_AddStartsEffectAction(function OnCast, ABIL)
endfunction

endscope

^ this is how i coded Volatile Reaction.

2) kaboo had the right idea in the other thread you posted in... i also used this idea, though modified as a 'chance' aura.

3) just use
JASS:
    local real manacost = GetUnitState(caster,UNIT_STATE_MANA)*X.XX
for calculating damage based on mana
 
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