Need help to make spells (again)

zero9x

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Last night, when im thinking to add spell to my Furion, and i can see this in my mind:

Falling Trees

Select the trees in 300 AoE and cut it down, any enemies in the target will take 25/30/35/40 damage and will stun 0.3s for each fallen trees.

and

Forbidden Stone

The Death Knight use his power to summon the forbidden stone of Undead, the Stone will deals 88/100/150 damage per seconds and slow the enemies for 50%. Last 4/5/6 seconds.

Please help me to make these spells please cuz i cant make it at all :( (Sorry for my bad English)
 

inevit4ble

Well-Known Member
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Could you give a more detailed description please.

For the Trees:
Do you target the AoE of trees and targets takes damage within that AoE or do you cut down trees and then the next target deals the damage?

For Stone:
The hero summons a stone at target location and affects what AoE?
 

GFreak45

I didnt slap you, i high 5'd your face.
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I think the stone one would be like a ward that deals damage in the area? I would do that with the summon ward item ability where the summoned unit would be a basic ward that has a version of immolation and another of the tornado aura with 50% slow... the other i think i have a way to do it but ull have to wait till i get home tomorow for me to make a trigger for it, a few things id have to check first, pm me if u dont get it and still need
 

zero9x

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Falling Trees:
Select trees in 300 AoE and cut it down (destroy it) and deals dmg for each trees (ex: if your target location have 3 trees, its will deals 75 dmg and stun for 0.9s - Level 1)

Forbidden Stone:
Oh yes, its like a ward (or a dummy) and its have Immolation and the Omniknight's Degen Aura (but -50% for all Lv)
 

GFreak45

I didnt slap you, i high 5'd your face.
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But what area? Around the trees? The caster? The nearby enemies? Is it like a stomp? A target area?
Explain how it should target the trees and how it should target the enemies, being vague is no help to u...
As for the stone I already said how it could be done, doing it is ur part...
 

zero9x

Active Member
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See this picture and u will know it ;)
fallintrees.jpg


The fallen trees look like tinker's cluster rocket, its will deals dmg and stun enemies for each trees

But if you can change the falling position to target point, its will better ;)
 

Heresme

Member
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For the stone I'd say have him summon a unit at the target location, possibly with the 'locust' ability so it can't be targetted with, yeah, Immolation and a slow.

For the trees thing why not just have 'damage area', and... gosh, lemme see if I can figure out a full trigger.

Event
(Generic Unit Event)
Unit - A unit begins casting a spell
Condition
(Ability Comparison)
Spell being cast equal to (Custom spell)
Action
(Unit action 'Damage Area)
Unit - Cause (Triggering unit) to do damage to a circular area after 0.00 seconds... etc etc

Make the spell Force of Nature with no units being made as a result, so it will destroy the trees.

Edit: Just realised this will always do damage in a set circle and not just around the trees. I alternatively suggest you have a spell like Eat Tree, in which case it would target only one place, but I can't think of a simple way to cause it to do damage only around the destroyed trees.
 

zero9x

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@Heresme: its worked, but the spell will deals dmg to allied, i dunno how to fix it, if i change the target allow the Enemy, then the spell can cast on Enemies...
 

Heresme

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Dammit.
I love a good puzzle.

Alright, I figured out how to damage random units, not that it helps. I really didn't think of it hurting only its team mates.

It's not the spell hurting them, but the trigger, which is the problem. I had a look and I can't figure out a way for it to... not. There doesn't appear to be an option for only damaging enemies.

Edit: With the 'damage area' trigger. I'll keep looking to find an alternative though. Might just have to do something with dummy units, placing one at the location of the spell, then having it cast a warstomp/thunderclap modified move to do an AoE larger than the trees.
 

inevit4ble

Well-Known Member
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You should use Damage Target instead of Area and cycle through a unit group
ie
Trigger:
  • Unit Group - Pick every unit in MyUnitGroup and do (Actions)
    • Loop - Actions
      • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 500.00 damage of attack type Spells and damage type Normal


and then you can set your group to only pick units in range/region and matching conditions xyz, like "enemy of triggering unit" etc
 

zero9x

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Here is my trigger
Unit - A unit Starts the effect of an ability

Ability being cast Equal to Falling Trees

Set AALoc1 = Target point of ability being cast
Unit - Cause (Triggering unit) to damage circular area after 0.00s of radius 500 at AALoc1, dealing (90 + (70 x (Real((Level of Falling Trees for Triggering Unit))))
Special Effect - Creat a special effect at AALoc1 using abcxuz
Wait 1.00s
Special effect - destroy (last created special effect)
Custom script: call RemoveLocation (udg_AALoc1)

Can u guys fix the damage to ally please?
 

inevit4ble

Well-Known Member
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Try This:
Trigger:
  • TreeCast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to TreeSpell
    • Actions
      • Set MyInteger = 0
      • Set MyPoint = (Target point of ability being cast)
      • Set MyUnitGroup = (Units within 500.00 of MyPoint matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is alive) Equal to True)))
      • Destructible - Pick every destructible within 500.00 of MyPoint and do (Actions)
        • Loop - Actions
          • Set MyInteger = (MyInteger + 1)
          • Destructible - Kill (Picked destructible)
      • Set Damage = (25 + (5 x ((Level of TreeSpell for (Triggering unit)) - 1)))
      • Set StunTime = (0.30 x (Real(MyInteger)))
      • Special Effect - Create a special effect at MyPoint using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Set Effect = (Last created special effect)
      • Unit Group - Pick every unit in MyUnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause (Picked unit) to damage (Picked unit), dealing (Real(Damage)) damage of attack type Spells and damage type Normal
          • Unit - Pause (Picked unit)
          • Unit Group - Add (Picked unit) to UnpauseUnitGroup
      • Countdown Timer - Start UnpauseTimer as a One-shot timer that will expire in StunTime seconds
      • Custom script: call DestroyGroup(udg_MyUnitGroup)
      • Custom script: call RemoveLocation(udg_MyPoint)

Trigger:
  • Unpause
    • Events
      • Time - UnpauseTimer expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in UnpauseUnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Unpause (Picked unit)
      • Special Effect - Destroy Effect
      • Custom script: call DestroyGroup(udg_UnpauseUnitGroup)
      • Custom script: set udg_Effect=null
 

Smitty

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Basically, damaging an area means damaging literally EVERYTHING in that area, without any ability to pick and choose. Inevit4ble is right, use unit groups.
 

zero9x

Active Member
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Can i ask u guys something with variables?

What type of these variable?
Set Damage = (25 + (5 x ((Level of TreeSpell for (Triggering unit)) - 1)))
Set StunTime = (0.30 x (Real(MyInteger)))
Unit Group - Add (Picked unit) to UnpauseUnitGroup
Countdown Timer - Start UnpauseTimer as a One-shot timer that will expire in StunTime seconds
Unit Group - Pick every unit in UnpauseUnitGroup and do (Actions)
 

Smitty

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First is an integer, 2nd is real, 3rd is a unit group, 4th is a timer, last is another unit group.

EDIT: sorry, didn't see vypur's post ><
 

inevit4ble

Well-Known Member
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38
You forgot to put in one line.
Trigger:
  • Unit Group - Add (Picked unit) to UnpauseUnitGroup

Here it is fixed
 

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