Da Kommodor
New Member
- Reaction score
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Hi there,
I have a few abilities that I am having trouble creating properly. I have a trigger for the first, but it isnt working properly and i have no idea how to go about the other two:banghead:
The first is called Discharge Cannon and it is based off of Finger of Death. The idea is to deal damage to the target equal to the current mana of the caster, and then drain 75% of the caster's current mana.
so far my trigger looks like this:
Discharge Cannon
Events
Unit - A unit owned by Player 1 (Red) Begins casting an ability
Unit - A unit owned by Player 2 (Blue) Begins casting an ability
etc...
etc....
Conditions
(Ability being cast) Equal to Discharge Cannon (Neutral Hostile)
Actions
Unit - Set mana of (Triggering unit) to 25.00%
Unit - Set life of (Target unit of ability being cast) to (Percentage mana of (Triggering unit))
My second question is the Shimmer Cannon, an attack that greatly increases in damage if another shimmer cannon is targeting the same unit. (this is not an ability that targets a specific unit such as frost nova. autocasted abilities such as black arrow are what i am going at)
In essence: footman A, B, and C's basic attack is a shimmer cannon
Footman A attacks a grunt and deals 10 damage per hit
Footman B attacks the same grunt and now footman A and B are dealing 15 damage per hit
Footman C attacks the same grunt and now are footman A B and C are dealing 20 damage per hit.
this effect should last about 5 seconds so if any other shimer cannon weilding units decide to join in the fun, the damage multiplyer will keep on increasing.
And then finally (I know, sorry) the Molecular Disrupton Device. This is a basic attack (like the shimmer cannon) with an AOE. However, every time the AOE hits a target, I would like another equally powerfull AOE to be centered on the target that was just hit. and then if that AOE hits something that hit unit would be the cener of the another of the same AOE, and so on and so on... so that the AoE would be small if there are not that many targets but would branch out and become HUUUGE if there were lots of enemies in the area.
The final criteria is that I dont want units that have set off an AOE to set off another one. (or it would be madness)
Thanks in advance for any advice that could be provided!:thup:
I have a few abilities that I am having trouble creating properly. I have a trigger for the first, but it isnt working properly and i have no idea how to go about the other two:banghead:
The first is called Discharge Cannon and it is based off of Finger of Death. The idea is to deal damage to the target equal to the current mana of the caster, and then drain 75% of the caster's current mana.
so far my trigger looks like this:
Discharge Cannon
Events
Unit - A unit owned by Player 1 (Red) Begins casting an ability
Unit - A unit owned by Player 2 (Blue) Begins casting an ability
etc...
etc....
Conditions
(Ability being cast) Equal to Discharge Cannon (Neutral Hostile)
Actions
Unit - Set mana of (Triggering unit) to 25.00%
Unit - Set life of (Target unit of ability being cast) to (Percentage mana of (Triggering unit))
My second question is the Shimmer Cannon, an attack that greatly increases in damage if another shimmer cannon is targeting the same unit. (this is not an ability that targets a specific unit such as frost nova. autocasted abilities such as black arrow are what i am going at)
In essence: footman A, B, and C's basic attack is a shimmer cannon
Footman A attacks a grunt and deals 10 damage per hit
Footman B attacks the same grunt and now footman A and B are dealing 15 damage per hit
Footman C attacks the same grunt and now are footman A B and C are dealing 20 damage per hit.
this effect should last about 5 seconds so if any other shimer cannon weilding units decide to join in the fun, the damage multiplyer will keep on increasing.
And then finally (I know, sorry) the Molecular Disrupton Device. This is a basic attack (like the shimmer cannon) with an AOE. However, every time the AOE hits a target, I would like another equally powerfull AOE to be centered on the target that was just hit. and then if that AOE hits something that hit unit would be the cener of the another of the same AOE, and so on and so on... so that the AoE would be small if there are not that many targets but would branch out and become HUUUGE if there were lots of enemies in the area.
The final criteria is that I dont want units that have set off an AOE to set off another one. (or it would be madness)
Thanks in advance for any advice that could be provided!:thup: