How to go about making this spell...

The Big S

New Member
Reaction score
6
Hey guys,

I'm sure this probably isn't too difficult, but I am wondering how I would make this spell:

Holy Cleansing

The Cleric cleanses a portion of land, damaging enemies that come inside it for 10 every second.

(For instance, the Cleric casts it on a 500 radius of Point A. For every second an enemy is in that radius, they take 10 damage.)

--

Furthermore, I would like to make it MUI (8 players), and if I could have it scaleable that would be very much better.

For example (10 damage per sec at rank 1, +10 per rank. So like: damage (unit in the radius) for (10 x level of Cleansing for (cleric))



If someone could explain to me how I would go about making this I would really appreciate it! I am fairly alright at making triggered spells, but this is the first attempt at making one such as this.
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
create a dummy, give him custom made unholy aura that reduces HP by 10

make it only affect enemy
 

The Big S

New Member
Reaction score
6
Does unholy aura just do a flat health reduction of 10 to all units in range?

Because I need it to "tick" every second, damaging them for 10 each time. I'll try it though - Thanks for the quick reply! :)
 
K

Kevin

Guest
I actually have made this spell:

Use tranquility, have tranquility damage only enemy units. Allow negative modifiers.

Oh, and thing is, reverse tranquility doesn't always kill, instead most of the time, it brings enemies health to 1. That's ok, just cancel it and kill them in one hit.
 
M

Mythic Fr0st

Guest
darkholy asfdaaf
So darkholy, how did you come to this wonderful solution to making this man's spell?
since asfdaaf is sooo understandable, lol
Anyway
I have a few questions of my own

"What is the deal with "Rank 1, Rank 10 etc?" "


its possible, I dont understand MUI spells 100% but I think this can be MUI

answer my question, while I start setting the spell up

Read my tutorial about loading units into an array

Link = Click Here

Theres a section called "Loading Units Into An Array" just click the name on the index
 

hell_knight

Playing WoW
Reaction score
126
First Do not use unholy aura, the skill when it kills gives no gold bounty, Better idea.

Make a trigger, make the usual even
Code:
Unit - Starts the effect of an ability.

Condition Ability being cast equal to (YourSpell)

then you could make a variable called PointA, 

Set PointA (Target point of ability being cast)
Create 1 (Dummy Unit With Immolation) at PointA facing default facing degrees.

Set level of (DummyImmolation) for last created unit to (Unit-Level of ability for (casting unit))

Unit- Add expiration timer to last created unit 
set the duration you want it to last.

Custom Script :call RemoveLocation (udg_PointA)

This SHOULD be MUI even though it doesn't have locals or anything. Because the variable is made then destroyed within 0.00 seconds. Spells that would not be MUI is if they had a wait the variable may be overwritten then causing mess ups.

All this was done by memory not in W.E so it isn't accurate my typing but you should fine things similar to what I typed hope you got the idea for pogramming your spell. It should be leakless. The dummy unit should have immolation, locust can't move can't attack. Give immolation multiple levels getting stronger each time and also give the base ability that the hero who casts it multiple levels so the stronger level of that spell the stronger the damage of the immolation.
 
M

Mythic Fr0st

Guest
ok

My code is big Please reply and tell me if its too hard to understand, and i'll post the map

Required variables
Variable Format, (NAME of the variable, TYPE of the variable, ARRAY of the variable)

Array_Begin, integer, array 1
Array_End, integer, array 1
Array_Enabled, Boolean, Array 1
Caster, unit, Array 1
Has_The_Abil, Boolean, Array 1
Loc, Point, Array 1
P_N, integer, no array
Selection_Group, unit group, array 1
Rank, Integer, Array 1
Off_Region, Point, No Array
C_Value, Integer, No array


CODE:

Part 1

Code:
Load
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 0 to 11, do (Actions)
            Loop - Actions
                Set Array_Begin[((Integer A) + 1)] = ((Integer A) x 200)
        Set Array_Begin[1] = 0
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Set Array_End[(Integer A)] = ((Integer A) x 200)
                Set Array_End[(Integer A)] = (Array_End[(Integer A)] - 1)
        Set Off_Region = (Center of Rect 000 <gen>)

NOTES for the above trigger

(Off_Region, needs to be somewhere out of sight, where NO ONE can see there)

Part 2:

Code:
HasTheAbil
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Banish
    Actions
        Set Has_The_Abil[(Player number of (Owner of (Triggering unit)))] = True

Notes for the above trigger

(This is so we dont loop in the actual damaging part of the trigger)

Part 3:

Code:
Loc
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Banish
    Actions
        Set P_N = (Player number of (Owner of (Triggering unit)))
        Set Loc[Array_Begin[P_N]] = (Target point of ability being cast)
        Set Array_Enabled[Array_Begin[P_N]] = True
        Set Rank[Array_Begin[P_N]] = 1
        (NOTE_5)Unit - Create 1 Footman for (Owner of (Triggering unit)) at Off_Region facing Default building facing (270.0) degrees
        Unit - Set the custom value of (Last created unit) to Array_Begin[P_N]
        Trigger - Add to RemoveLeaks <gen> the event (Unit - (Last created unit) Dies)
        Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
        Set Selection_Group[Array_Begin[P_N]] = (Units within 300.00 of Loc[Array_Begin[P_N]] matching (((Owner of (Matching unit)) is an enemy of (Owner of (Triggering unit))) Equal to True))
        Set Caster[Array_Begin[P_N]] = (Triggering unit)
        Set Array_Begin[P_N] = (Array_Begin[P_N] + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Array_Begin[P_N] Greater than or equal to Array_End[P_N]
            Then - Actions
                Set Array_Begin[P_N] = 0
                For each (Integer A) from 0 to Array_End[P_N], do (Actions)
                    Loop - Actions
                        Set Array_Enabled[(Integer A)] = False
                        Set Caster[(Integer A)] = No unit
            Else - Actions

NOTE_5 (INFO instead of a footman, create a custom unit, with 0 Night Time Vision, and 0 Day Time vision)

Part 4:

The damaging loop
(MAY have to increase the Every 7.00 second, to like .50, but im not sure if it will lag, this is heavy looping here!)
Code:
The Part
    Events
        Time - Every 7.00 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 0 to 11, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Has_The_Abil[((Integer A) + 1)] Equal to True
                    Then - Actions
                        For each (Integer B) from ((Integer A) x 200) to ((((Integer A) + 1) x 200) - 1), do (Actions)
                            Loop - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        Array_Enabled[(Integer B)] Equal to True
                                    Then - Actions
                                        Unit Group - Pick every unit in Selection_Group[(Integer B)] and do (Actions)
                                            Loop - Actions
                                                Unit - Cause Caster[(Integer B)] to damage (Picked unit), dealing (10.00 x (Real(Rank[(Integer B)]))) damage of attack type Spells and damage type Normal
                                    Else - Actions
                    Else - Actions

(Does the damage)

Part 5:

Cleaning the leaks

Code:
RemoveLeaks
    Events
    Conditions
    Actions
        Set C_Value = (Custom value of (Dying unit))
        Set Array_Enabled[C_Value] = False
        Custom script: call RemoveLocation(udg_Loc[udg_C_Value])
        Custom script: call DestroyGroup(udg_Selection_Group[udg_C_Value])

If this is to hard to grasp, pm me and i'll help you understand it (or add me to msn/aim/icq/yim (see profile for details)) (I can include the map aswell?)

this is MUI for up to about 200 uses, then it resets, so if your guy can cast 200 times in about 5 seconds, your in big trouble lol

NOTE your hero MUST learn, the skill for it to work

if he doesn't then the boolean

Has_Abil[] never gets set to true, and it wont work... (if you dont want to learn it, just simply set Has_Abil[#] # (being 1-12, 1 will work for player 1 red, 2 for player 2 blue, 12 for player 12 brown)

OMG I just realized by rank 1 you mean Level 1
I thought Rank 1 was a variable lol



... just use tranquality...
 
K

Kevin

Guest
Use tranquility and allow negative modifiers.

^_^

Make your tranquility spell have multiple levels, and modify the base level of tranquility to fit.
 
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