how would I make this spell

millzy

Ultra Cool Member
Reaction score
44
im trying to make a spell like omnislash BUT in stead of changing unit it attacks the same unit evry time and in stead of damaging it steals the mana from the unit adds the mana to the triggering unit and the spell can only be used on units with mana and very small damage

after the spell is finished the unit teles back to where he first started casting the ability

lvl 1: strikes the unit 2 times steals 20 mana and damages 6 per hit
lvl 2: strikes the unit 3 times steals 25 mana and damages 8 per hit
lvl 3: strikes the unit 4 times steals 30 mana and damages 10 per hit
lvl 4: strikes the unit 5 times steals 45 mana and damages 12 per hit
lvl 5: strikes the unit 6 times steals 50 mana and damages 15 per hit

im also trying for the spell to be Mui or at least Mpi

this is all iv got for the trigger atm
...the part for each strike not including the mana and animation

Code:
mana tazer
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to mana tazer
    Actions
        Set tazer_caster_loc = (Position of (Triggering unit))
        Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast)), facing (Position of (Target unit of ability being cast))
        Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (4.00 + (2.00 x (Real((Level of mana tazer  for (Triggering unit)))))) damage of attack type Spells and damage type Normal
        Unit - Set mana of (Target unit of ability being cast) to (-15.00 - (5.00 x (Real((Level of mana tazer for (Triggering unit))))))
        Unit - Set mana of (Triggering unit) to (15.00 + (5.00 x (Real((Level of mana tazer for (Triggering unit))))))
 

Tom Jones

N/A
Reaction score
437
How about something like this:
Trigger:
  • Test A
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to *Some Spell*
    • Actions
      • Set Caster = (Triggering unit)
      • Set Victim = (Target unit of ability being cast)
      • For each (Integer A) from 1 to (1 + (Level of *Some Spell* for Caster)), do (Actions)
        • Loop - Actions
          • Set Temp_Loc = (Position of Victim)
          • Set Temp_Polar = (Temp_Loc offset by 100.00 towards (Facing of Victim) degrees)
          • Unit - Move Caster instantly to Temp_Polar
          • Animation - Play Caster's attack animation
          • Set Damage = (20.00 + (5.00 x (Real(((Level of *Some Spell* for Caster) - 1)))))
          • Unit - Set mana of Victim to ((Mana of Victim) - Damage)
          • Unit - Set mana of Caster to ((Mana of Caster) + Damage)
          • Set Damage = (6.00 + (2.00 x (Real(((Level of *Some Spell* for Caster) - 1)))))
          • Unit - Cause Caster to damage Victim, dealing Damage damage of attack type Normal and damage type Normal
          • *Maybe some special effects here?*
          • *Maybe some wait here?*
          • Custom script: call RemoveLocation(udg_Temp_Loc)
          • Custom script: call RemoveLocation(udg_Temp_Polar)
 

millzy

Ultra Cool Member
Reaction score
44
what is that..... whats it do by offset by 100 toward victem degrees
Code:
Set Temp_Polar = (Temp_Loc offset by 100.00 towards (Facing of Victim) degrees)

what can i do to make it mui ... the locations wont be mui


somthing like this? ... would this evan work?
Code:
mana tazer
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to BLA
    Actions
        Set tazer_caster_loc = (Position of (Triggering unit))
        Unit - Pause (Triggering unit)
        Selection - Remove (Triggering unit) from selection for (Owner of (Triggering unit))
        Unit - Turn collision for (Triggering unit) Off
        Unit - Make (Triggering unit) Invulnerable
        For each (Integer A) from 1 to (2 x (Level of BLA  for (Triggering unit))), do (Actions)
            Loop - Actions
                Unit - Move (Triggering unit) instantly to (Position of (Target unit of ability being cast)), facing (Position of (Target unit of ability being cast))
                Animation - Play (Triggering unit)'s attack animation
                Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (4.00 + (2.00 x (Real((Level of BLA  for (Triggering unit)))))) damage of attack type Spells and damage type Normal
                Unit - Set mana of (Target unit of ability being cast) to (-15.00 - (5.00 x (Real((Level of BLA for (Triggering unit))))))
                Unit - Set mana of (Triggering unit) to (15.00 + (5.00 x (Real((Level of BLA for (Triggering unit))))))
        Unit - Unpause (Triggering unit)
        Selection - Add (Triggering unit) to selection for (Owner of (Triggering unit))
        Unit - Turn collision for (Triggering unit) On
        Unit - Make (Triggering unit) Vulnerable
        Unit - Move (Triggering unit) instantly to tazer_caster_loc
        Custom script:   call RemoveLocation(udg_tazer_caster_loc)
 

Nerfpl

New Member
Reaction score
53
Tom Jones: answering him you risk becoming his babysitter

Millzy: Maybe its time to take brake and read the tutorials about MUI MPI "how to create spell" and such. each time i see some1 help you i feel sad for him because you still keep crying about MUI and that this is bad, and that is wrong. And if you creating a map you should put in credits : thehelper.net - triggers
 

millzy

Ultra Cool Member
Reaction score
44
i already have added credits for this site for triggers.....

iv tryed to learn how to do mui iv looked at 3 mui turts and failid

where is a good turtaral that shows how to make a simple Mui spell trigger
 

Tom Jones

N/A
Reaction score
437
The trigger I posted would be MUI if you refrained from using the unit variables, and changed every instance of those variables in the trigger to their respective generic values, to simplify: Remove Caster and Victim, replace all the Caster instances in the trigger with Trigger Unit and all of the Caster instances with Target Unit Of Ability Being Cast. You can then add any wait, as long as you don't add it here:
Trigger:
  • Test A
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to *Some Spell*
    • Actions
      • For each (Integer A) from 1 to (1 + (Level of *Some Spell* for (Triggering unit))), do (Actions)
        • Loop - Actions
          • Set Temp_Loc = (Position of (Target unit of ability being cast))
          • Set Temp_Polar = (Temp_Loc offset by 100.00 towards (Facing of (Target unit of ability being cast)) degrees)
          • *Don't add the wait here*
          • Unit - Move (Triggering unit) instantly to Temp_Polar
          • Animation - Play (Triggering unit)'s attack animation
          • Set Damage = (20.00 + (5.00 x (Real(((Level of *Some Spell* for (Triggering unit)) - 1)))))
          • Unit - Set mana of (Target unit of ability being cast) to ((Mana of (Target unit of ability being cast)) - Damage)
          • Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + Damage)
          • Set Damage = (6.00 + (2.00 x (Real(((Level of *Some Spell* for (Triggering unit)) - 1)))))
          • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing Damage damage of attack type Normal and damage type Normal
          • *Maybe some special effects here?*
          • *Maybe a wait here?*
          • Custom script: call RemoveLocation(udg_Temp_Loc)
          • Custom script: call RemoveLocation(udg_Temp_Polar)
 
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