Need help with my spell

Newbie07

New Member
Reaction score
0
xFirebolts
/Events
//Unit - A unit Begins casting an ability
/Conditions
//(Ability being cast) Equal to xFirebolts
/Actions
//Unit - Create 1 FireBolts for Player 1 (Red) at (Position of (Triggering unit)) facing Default building facing degrees
//Unit Group - Order (Units of type FireBolts) to Attack (Target unit of ability being cast)

Q's:
1)The skill(dummy) sometimes fire at nearby enemies and happens also when the target dies in 1 shot. Is there a way to make it FF on a single target and stops when the target is dead?

2)How to upgrade my dummy as my hero start upgrading the skill to level 2~3?
 

Juggernaut

I don't know what to change it to
Reaction score
33
So what exactly are you trying to do? Do you want a fireball to be created and follow a unit?
Why are you using order - attack.

And why are you using Unit Group? If you want to order a unit to attack why dont you use Order Last created unit ?
 

Newbie07

New Member
Reaction score
0
Sorry I forgot to add more info about the skill

xFirebolts
-Single Invincible Dummy shoots 3 fire on a single enemy
-I thought the unit group would be better since its a looping action?
 

keychup

Active Member
Reaction score
34
new suggestion:

EVENTS
a unit starts the effect of an abiity
CONDITIONS
ability being cast is equal to firebolts
ACTIONS
set point = position of triggering unit
for each integer (from 1 to 3)
-create 1 firebolt dummy at point
-add Kaboom(Clockwork Goblin) to last created unit
-issue order targeting a unit - order last created unit to kaboom target unit of ability being cast
custom script: call removelocation (udg_point)

Kaboom with a range of 1 makes the dummy unit run to the position of the target and explode. Even if the target is no longer alive the dummy can still cast Kaboom and thus kill itself whether the target is there or not. The damage for your spell can also be put in to the Kaboom's damage fields. Although I think the damage is physical. If you want to make the damage type magical make a second trigger which damages surrounding units if the dummy dies.
 

thorhunter

You can change this now in User CP.
Reaction score
32
'Set level of an ability for last created unit' to 'level of 'firebolts' for triggering unit'
 

keychup

Active Member
Reaction score
34
i forgot to tell you something. it would look better if you create the unit a short distance away from the caster and at random angles so that it is more noticeable that there are actually 3 firebolts. use this instead:

EVENTS
a unit starts the effect of an abiity
CONDITIONS
ability being cast is equal to firebolts
ACTIONS
set pointa = position of triggering unit
for each integer (from -1 to 1)
- set pointb = pointa offset by (50*integera) towards (facing angle of triggering unit+(90*integera))
-create 1 firebolt dummy at point
-add Kaboom(Clockwork Goblin) to last created unit
-issue order targeting a unit - order last created unit to kaboom target unit of ability being cast
- custom script: call removelocation (udg_pointb)
custom script: call removelocation (udg_pointa)
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Staff online

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top