Passive Spell when you kill a unit.

Draganizer

Member
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1
How would i make a passive spell when you kill a unit it it will give +2 to attack damage? Also it keeps adding to a limited amount. But when you die you lose half of it? For Example:

This spell gives the hero 1 counter for each unit he kills. [Can be either ally or enemy] Each counter gives him +2 attack but only able to have max of 5 counters for level 1 but level 2 can hold 10 counters. Then when he dies half of the Counters are removed.

Also for a Different Spell how would i make a Spell damage base on the amount of Counters he has? For Example:

This attack does an AoE damage to all units around triggering unit for 2 times the amount of counters the triggering unit has from the other spell?

Much help would be appreciated <3 and thanks in advanced.
 

Necrach

You can change this now in User CP.
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First, make the hero ability (mostly a dummy ability) with wished amount of levels.

Make one invisible passive ability granting +damage for every level in the hero ability, with a certain amount of possible levels, deciding the limit, so that level 1 grants +0 damage, level 2 grants +2 damage, level 3 grants +4 damage, etc. Then for example if the hero ability is level 1, you have a limit to the +dmg ability of 6 levels (+10 damage)

Then trigger it so that each time a hero with this ability kills a unit, the level of the skill is increased by one! And another trigger that when the hero dies, the level of the ability is halved.

Did this help or should I write a GUI example? :)
 

Bankde

Member
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20
That's Nevermore skill >_<

Easiest way is creating variable and give/change(level) ability (+damage ability). (Item ability will not show icon)
 

Necrach

You can change this now in User CP.
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62
Could do like this. Ok, make a tech, always equalising the level of the invisible ability granting +damage, (might need trigger) and use something like this

Trigger:
  • Increasing damage
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Level of HeroAbility for (Killing unit)) Equal to 1
    • Actions
      • Player - Set the current research level of Dummy tech to ((Current research level of Dummy tech for (Owner of (Killing unit))) + 1) for (Owner of (Killing unit))


Trigger:
  • Set maximum bonus
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to HeroAbility
    • Actions
      • For each (Integer A) from 1 to (Level of HeroAbility for (Learning Hero)), do (Actions)
        • Loop - Actions
          • Player - Set the max research level of Dummy tech to (1 + (5 x (Integer A))) for (Owner of (Learning Hero))


Trigger:
  • Hero dies
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Level of HeroAbility for (Dying unit)) Greater than 0
    • Actions
      • Player - Set the current research level of Dummy tech to ((Current research level of Dummy tech for (Owner of (Dying unit))) / 2) for (Owner of (Dying unit))


remove leaks, make additional trigger for equalising level of the +damage ability, and you have a working system

EDIT!
That's Nevermore skill >_<

Easiest way is creating variable and give/change(level) ability (+damage ability). (Item ability will not show icon)

Of course. Using a tech/upgrade is just another way.
 

Okay

New Member
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2
Here is another way you could do it:

You still need to make a dummy ability.
Just give it the desired number of levels and make sure it has no effects

Trigger:
  • Adding counters
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Level of Your Ability for (Killing unit)) Greater than 0
    • Actions
      • If ((Custom value of (Killing unit)) Less than ((Level of Your Ability for (Triggering unit)) x 5)) then do (Unit - Set the custom value of (Killing unit) to ((Custom value of (Killing unit)) + 1)) else do (Do nothing)


Trigger:
  • adding damage
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Your Ability for (Attacking unit)) Greater than 0
    • Actions
      • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing ((Real((Custom value of (Attacking unit)))) x 2.00) damage of attack type Normal and damage type Normal

you can change the attack and damage type if you want, but it is the same basic idea

Trigger:
  • removing counters
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Unit - Set the custom value of (Dying unit) to ((Custom value of (Dying unit)) / 2)


The advantage of doing it this way is that you can have many different units owned by many different players all having this ability.
 

227Minutes

New Member
Reaction score
1
Here is another way you could do it:

You still need to make a dummy ability.
Just give it the desired number of levels and make sure it has no effects

Trigger:
  • Adding counters
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Level of Your Ability for (Killing unit)) Greater than 0
    • Actions
      • If ((Custom value of (Killing unit)) Less than ((Level of Your Ability for (Triggering unit)) x 5)) then do (Unit - Set the custom value of (Killing unit) to ((Custom value of (Killing unit)) + 1)) else do (Do nothing)


Trigger:
  • adding damage
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Your Ability for (Attacking unit)) Greater than 0
    • Actions
      • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing ((Real((Custom value of (Attacking unit)))) x 2.00) damage of attack type Normal and damage type Normal

you can change the attack and damage type if you want, but it is the same basic idea

Trigger:
  • removing counters
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Unit - Set the custom value of (Dying unit) to ((Custom value of (Dying unit)) / 2)


The advantage of doing it this way is that you can have many different units owned by many different players all having this ability.

Your 'adding damage' would not work lol. You need damage detection ~

http://www.thehelper.net/forums/showthread.php?t=137957


Of course you could always do the damage-adding invisible spell method.
 

BlueMirage

Trust, but doubt.
Reaction score
39
Your 'adding damage' would not work lol. You need damage detection ~
Well, it would actually WORK, but the extra damage would trigger when the animation of the attack starts, which isn't very good.
 
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