Paladin Spell Request 3 spells.

adeoin

Member
Reaction score
11
Hey guys I need these three spells for my champion hero. I would do these myself but the adding the buffs and the stacking isnt working for me.

Coding: GUI/JASS

Needs to be MUI


Code:
Divine Punishment: The paladin strikes his enemy dealing damage and adding a holy seal on the target. (Seals can stack.)

Level 1 - Deals 50 damage, adds 1 seal. (Each seal lasts 10 seconds.)

Level 2 - Deals 80 damage, adds 1 seal (Each seal lasts 15 seconds.)

Level 3 - Deals 110 damage, adds 1 seal. (Each seal lasts 20 seconds.)

Code:
Heaven's Mercy: The paladin releases the seals on a target and deals damage for every seal.

Level 1 - Deals 40 damage per seal.

Level 2 - Deals 60 damage per seal

Level 3 - Deals 80 damage per seal.
Code:
Angel Bash: The champion has a chance to deal double damage and every time he does he adds a seal.

Level 1 - 10% chance

Level 2 - 20 % chance

Level 3 - 30% chance

Thank you :D
 

RangerX

I am justice!
Reaction score
69
i think something like the things in Diablo Lod when the assassin use his charge skills then release the charges with another skill
 

Jotaro

New Member
Reaction score
0
Hey guys I need these three spells for my champion hero. I would do these myself but the adding the buffs and the stacking isnt working for me.

Coding: GUI/JASS

Needs to be MUI


Code:
Divine Punishment: The paladin strikes his enemy dealing damage and adding a holy seal on the target. (Seals can stack.)

Level 1 - Deals 50 damage, adds 1 seal. (Each seal lasts 10 seconds.)

Level 2 - Deals 80 damage, adds 1 seal (Each seal lasts 15 seconds.)

Level 3 - Deals 110 damage, adds 1 seal. (Each seal lasts 20 seconds.)

Code:
Heaven's Mercy: The paladin releases the seals on a target and deals damage for every seal.

Level 1 - Deals 40 damage per seal.

Level 2 - Deals 60 damage per seal

Level 3 - Deals 80 damage per seal.
Code:
Angel Bash: The champion has a chance to deal double damage and every time he does he adds a seal.

Level 1 - 10% chance

Level 2 - 20 % chance

Level 3 - 30% chance

Thank you :D

Well, I'm kind of new with this, but one thing you might want to try is looking into is the Firelord's incinerate skill. It also has a stacking status effect.

As far as activating the stacked buff, you'd need some kind of trigger.
 

adeoin

Member
Reaction score
11
the seal is just a buff and when u use Heaven's Mercy you remove the seals but do damage per seal.

And thanks Jotaro I check incernerate out.
 

BlueMirage

Trust, but doubt.
Reaction score
39
Do seals have independant duration, or is the duration refreshed when a new seal is applied?

Btw, you might want to consider adding another effect to skill 2. This type of forced synergy limits in what order you can pick your skills.
 

adeoin

Member
Reaction score
11
uhmmm no seals are not refresehed everytime another is added. So can anyone make these spells please
 

BlueMirage

Trust, but doubt.
Reaction score
39
I'll use an Index system for MUI.

Whenever you want to add a seal to a unit, do the following:
Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • Index Equal to 1000
    • Then - Actions
      • Set Index = 1
    • Else - Actions
      • Set Index = (Index + 1)

This'll be the index for your spells.

Create a dummy unit.
Set its custom value to "Index".
Give the dummy expiration timer to the dummy equal to the duration of the seal placed.
Add it into a unit group variable.

Increase the affected unit's custom value by 1.
Set the unit variable ID[Index] to the affected unit.

Create a second trigger.
Event: A unit dies.
Condition: Dying unit is in the Unit Group with the dummies.
Decrease the custom value of IdUnit[Custom Value of Dying Unit] by 1.

When you want to use the 2nd spell, simply make it deal damage depending on their custom value.

This system works, but you will only be able to use Custom Values for this one system.
 

adeoin

Member
Reaction score
11
@BlueMirage: Thanks, but I don't know how to add the buff in the first place.

@Bogrim:uh yeah i have no idea how to use custom values
 

BlueMirage

Trust, but doubt.
Reaction score
39
Adding the buff is easy. Create a dummy caster, give it a spell that does nothing but gives a buff (For example, a spell based on Slow, but it does not slow the unit).

Changing custom values is done through triggers.

Trigger:
  • Unit - Set the custom value of (Whatever Unit) to (Whatever Integer)
 

BlueMirage

Trust, but doubt.
Reaction score
39
If a skill slows by 0%, what's the point of the slow stacking?
The answer to your question is: No. If it slowed for 20% and I cast it twice, it would still only slow for 20%.
 

adeoin

Member
Reaction score
11
yeah thats a problem i need a stacking buff, or a system where if you have a level 1 buff and another of the same buff is added it levels up to a level 2 buff and so on
 

BlueMirage

Trust, but doubt.
Reaction score
39
No, the problem is that you are not listening.
I provided a system that works for what you need.
Please actually READ what other people are trying to say before you say something.
 

adeoin

Member
Reaction score
11
I'll use an Index system for MUI.

Whenever you want to add a seal to a unit, do the following:
Trigger:

Trigger:
  • * If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • o If - Conditions
      • + Index Equal to 1000
    • o Then - Actions
      • + Set Index = 1
    • o Else - Actions
      • + Set Index = (Index + 1)


This'll be the index for your spells.

Create a dummy unit.
Set its custom value to "Index".
Give the dummy expiration timer to the dummy equal to the duration of the seal placed.
Add it into a unit group variable.

Increase the affected unit's custom value by 1.
Set the unit variable ID[Index] to the affected unit.

Is that all in one trigger? If so in what order cause im trying right now and I dont know what order to put it in
 

BlueMirage

Trust, but doubt.
Reaction score
39
Make sure you create the dummy and do the indexing first. After that, the order does not matter.
 

adeoin

Member
Reaction score
11
uhh this is what i have so far and i think i did it wrong because i put it into 2 separate triggers.

Trigger:
  • Divine Punishment Activate
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Index Equal to 1000
        • Then - Actions
          • Set Index = 1
        • Else - Actions
          • Set Index = (Index + 1)


Trigger:
  • Divine Punishment Seal
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Divine Punishment
    • Actions
      • Set TargetUnit = (Target unit of ability being cast)
      • Set Caster[2] = (Casting unit)
      • Unit - Create 1 Dummy Caster for (Owner of Caster[2]) at (Position of TargetUnit) facing Default building facing degrees
      • Set LCU = (Last created unit)
      • Unit - Set the custom value of LCU to Index
      • Unit Group - Add LCU to DummyUnitGroup[1]
      • Unit - Add Dummy Slow to LCU
      • Unit - Order LCU to Human Sorceress - Slow TargetUnit
      • Unit - Add a 10.00 second Generic expiration timer to LCU
 
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