recreating Storm's (from dota) old passive

seansucks

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the skill where every few attacks storm would store up energy and then purge and damage in an area of the attacked unit.

except, i don't want purge and i don't want an aoe. i just want increased damage. i thought i had it figured out today, but i was wrong. i got this far.

event
a unit is attacked
condition
ability of attacking unit equal to Rage is greater than 0
action
set rage_build = rage_build + 1
if then else multiple functions
if
rage_build is equal to 5
then
create special effect of incinerate target overhead attacking unit

but then i don't know how to boost damage, and then remove the buff, and reset the variable back to zero and finally how to remove that special effect after the attack.

also another ability question. i created a spell based off evasion where there's a 10 % chance when the hero is attacked that a dummy is spawned and casts a spell similar to thunderclap. but for some reason, (even though ownership belongs to attacked unit) it damages allies and the hero that's attacked. how can i prevent that?
should i modify that in targets allowed only to air and enemy?

oh yeah, another question. i have another ability (a healing ability) that is triggered due to the fact that it heals based on your intelligence. but whenever the spell is self-cast on the hero portrait it doesn't have a cooldown or a mana cost, but when a unit is targeted, my own hero included it then uses a cooldown and manacost. how do i fix that?
 

jig7c

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event
a unit is attacked
condition
ability of attacking unit equal to Rage
level of Rage is greater than 0
action
set rage_build = rage_build + 1
if then else multiple functions
if
rage_build is equal to 5
then
set rage_build = 0
create special effect of incinerate target overhead attacking unit
order attacking unit to do 50 damage to attacked unit
remove buff from attacked unit
remove last created special effect

its all in the triggers

for the heal ability... do you want a manacost/cooldown at all or no? it looks like when it is on autocast, it doesn't use mana/cooldown, but when you manually do it, it uses it; am i right?

for the evasion/thunderclap ability, provide more detail
 

seansucks

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but wait, will that reset the variable back to zero? otherwise it will just keep adding 1 to rage_build. and it will only occur once.
 

jig7c

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yes, it'll go back to zero, and it'll start all over again
 

seansucks

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oh wonderful, and if you could, can you shed some light on the two other questions i added in the first post?

and now that i'm reading the trigger.. i want to destroy the special effect when he attacks something. if i destroy the SFX right away it wont stick to him if he kills the enemy and moves onto another.
 

seansucks

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event

for the heal ability... do you want a manacost/cooldown at all or no? it looks like when it is on autocast, it doesn't use mana/cooldown, but when you manually do it, it uses it; am i right?

for the evasion/thunderclap ability, provide more detail

okay, the heal ability SHOULD have a cooldown and mana cost. but when i target the hero's portrait it doesn't get a manacost or a cooldown. but only will it get that if i target outside of the UI.

and the evasion is just the base skill. the thunderclap ability is what the dummy unit casts. what happens is:

here's the cast. triggering the spell.
Trigger:
  • Electric Surge Cast
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Electric Surge (Dummy) for (Attacked unit)) Greater than 0
      • (Random integer number between 1 and 100) Less than or equal to 10
    • Actions
      • Set clap_point = (Position of (Attacking unit))
      • Unit - Create 1 Dummy Unit for (Owner of (Attacked unit)) at clap_point facing Default building facing degrees
      • Unit - Add Electric Surge (Actual) to (Last created unit)
      • Unit - Set level of Electric Surge (Actual) for (Last created unit) to 1
      • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
      • Unit - Add a 0.50 second Water Elemental expiration timer to (Last created unit)
      • Custom script: call RemoveLocation (udg_clap_point)


and the damage.. here:
Trigger:
  • Electric Surge Damage
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Electric Surge (Actual)
    • Actions
      • Unit - Cause (Casting unit) to damage circular area after 0.00 seconds of radius 250.00 at (Position of (Last created unit)), dealing (10.00 + (1.50 x (Real((Intelligence of (Attacked unit) (Exclude bonuses)))))) damage of attack type Spells and damage type Lightning
 

jig7c

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in your second trigger, you haven't declared "last created unit"
set a variable in your first trigger
set Clapper = casting unit
and then in your second trigger, use position of Clapper instead of "last created unit"

also, Electric Surge, does the hero's enemy have it, and if it is hero's enemy, every unit in the map needs to have it that is not ally with the hero's team, or the attacking hero has it?
 

seansucks

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in your second trigger, you haven't declared "last created unit"
set a variable in your first trigger
set Clapper = casting unit
and then in your second trigger, use position of Clapper instead of "last created unit"

also, Electric Surge, does the hero's enemy have it, and if it is hero's enemy, every unit in the map needs to have it that is not ally with the hero's team, or the attacking hero has it?

wait. i don't understand. the last created unit is the dummy casting the spell.
it's in the first trigger. and i don't need a clapper position, since it's created at the point of the attacking unit. (atleast i think i don't need a clap position).
no, there are no enemy heroes. only regular units, only player hero's will be able to buy the ability (it's an rpg map.)
 

jig7c

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wait. i don't understand. the last created unit is the dummy casting the spell.
it's in the first trigger. and i don't need a clapper position, since it's created at the point of the attacking unit. (atleast i think i don't need a clap position).
no, there are no enemy heroes. only regular units, only player hero's will be able to buy the ability (it's an rpg map.)

the last created unit is in your first trigger...
by the time your second trigger runs, other 10 trigger might have already ran, in which one of them could have created a unit... it could mess up the spell...
set clapper to the last created unit, which is your dummy unit...
Unit - Create 1 Dummy Unit for (Owner of (Attacked unit)) at clap_point facing Default building facing degrees
Set Clapper = Last Created Unit
Unit - Add Electric Surge (Actual) to (Last created unit)

also change this from
(Level of Electric Surge (Dummy) for (Attacked unit)) Greater than 0
to
(Level of Electric Surge (Dummy) for (Attacking unit)) Greater than 0
 

seansucks

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the last created unit is in your first trigger...
by the time your second trigger runs, other 10 trigger might have already ran, in which one of them could have created a unit... it could mess up the spell...
set clapper to the last created unit, which is your dummy unit...
Unit - Create 1 Dummy Unit for (Owner of (Attacked unit)) at clap_point facing Default building facing degrees
Set Clapper = Last Created Unit
Unit - Add Electric Surge (Actual) to (Last created unit)

also change this from
(Level of Electric Surge (Dummy) for (Attacked unit)) Greater than 0
to
(Level of Electric Surge (Dummy) for (Attacking unit)) Greater than 0

i see i see.
but why would i change it to the attacking unit? because it's a defensive spell, not offensive. it happens when i'm being attacked i don't want it to go off when i attack.
just clarifying this is apart from the rage spell.

also, i still need to figure out why my own hero is damaged from his own ability from this clap.
another thing, can i remove the slam animation somehow that makes the terrain lower a bit when the spell is cast? i removed all animations and buffs from it so i don't know why it's still doing it.

any idea why the heal trigger isn't using a cooldown and manacost when i target my portrait?
 

simonake

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Wich of the one you want?, The old or the new one?
Here's for the old one
Trigger:
  • Rage
    • Events
      • Unit is attacked
    • Conditions
      • (Attacking unit) Equal to Storm)
    • Actions
      • Set Rage = (Rage + 1)
      • If (Conditions), do (Actions), else (Actions)
        • If -
          • Rage Equal to 5
        • Then -
          • Set TempLoc = Position of (Attacked unit)
          • Set Rage = 0
          • Special effect - Create a special effect at TempLoc using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
          • Unit - Cause (Attacking unit) to damage TempLoc of radius 200 etc...
          • Custom script: call RemoveLocation( udg_TempLoc )
          • Else -
 
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