Spell trigger help + another question.

Some1Sneakin

New Member
Reaction score
5
Hey!

First i want to make the spell "Death Coil" do damage affected by your int!

Level 1: 2xInt
Level 2: 3xInt
Etc...

Here's the trigger i made:

Code:
Death Coil
    Events
        Unit - A unit Finishes casting an ability
    Conditions
        (Ability being cast) Equal to Death Coil 
        ((Target unit of ability being cast) belongs to an ally of (Owner of (Casting unit))) Equal to False
    Actions
        Set Agi = (Agility of (Casting unit) (Include bonuses))
        Set Str = (Strength of (Casting unit) (Include bonuses))
        Set Int = (Intelligence of (Casting unit) (Include bonuses))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Death Coil  for (Casting unit)) Equal to 1
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real(Int)) x 2.00) damage of attack type Spells and damage type Fire
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Death Coil  for (Casting unit)) Equal to 2
                    Then - Actions
                        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real(Int)) x 3.00) damage of attack type Spells and damage type Fire
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Level of Death Coil  for (Casting unit)) Equal to 3
                            Then - Actions
                                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real(Int)) x 4.00) damage of attack type Spells and damage type Fire
                            Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Level of Death Coil  for (Casting unit)) Equal to 4
                                    Then - Actions
                                        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real(Int)) x 5.00) damage of attack type Spells and damage type Fire
                                    Else - Actions

Well when i cast "Deathcoil" it does no damage :(

The other question is:

Attack Rates: if your base attack speed is 2.00 and you have 50 AGI which increase attack-speed by 1% per point, to caluculate the attack speed then, do you take "2/1.50" or "2x0.50" then?
 
S

Sunny_D

Guest
i would suggest that you create two temporary unit variables that you set at the beginning of your trigger to "Target unit of ability being cast" and "triggering unit" and then you should use the variables in your further actions instead.

--------------------

i think the attack rate bonus doesnt increase in percentage. Default Value (in gameplay constants) is 0.02 what means:

2 (base) + ( 50 x 0.02) = 2 + 1 = 3
 
S

Sunny_D

Guest
ah yes, must have overlooked that ^^

oh and btw...

this part here:

Code:
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Death Coil  for (Casting unit)) Equal to 2
                    Then - Actions
                        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real(Int)) x 3.00) damage of attack type Spells and damage type Fire
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Level of Death Coil  for (Casting unit)) Equal to 3
                            Then - Actions
                                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real(Int)) x 4.00) damage of attack type Spells and damage type Fire
                            Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Level of Death Coil  for (Casting unit)) Equal to 4
                                    Then - Actions
                                        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real(Int)) x 5.00) damage of attack type Spells and damage type Fire
                                    Else - Actions

is equal to:

Code:
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real(Int)) x [B][(Level of Death Coil  for (Casting unit)+1][/B])) damage of attack type Spells and damage type Fire

;)
 
M

Mythic Fr0st

Guest
Code:
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 1 + [(Level of Death Coil  for (Casting unit)])) damage of attack type Spells and damage type Fire

is easier:)

1 + 4 = 5
1 + 3 = 4
1 + 2 = 3
1 + 1 = 2

:)
 

Some1Sneakin

New Member
Reaction score
5
Now my Searing Arrow trigger dont work!

Code:
Searing Arrow
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Searing Arrows (other)
    Actions
        Set Agi = (Agility of (Casting unit) (Include bonuses))
        Set Str = (Strength of (Casting unit) (Include bonuses))
        Set Int = (Intelligence of (Casting unit) (Include bonuses))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Searing Arrows (other) for (Casting unit)) Equal to 1
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real(Agi)) / 2.00) damage of attack type Spells and damage type Fire
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Searing Arrows (other) for (Casting unit)) Equal to 2
                    Then - Actions
                        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (((Real(Agi)) / 2.00) + ((Real(Agi)) / 4.00)) damage of attack type Spells and damage type Fire
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Level of Searing Arrows (other) for (Casting unit)) Equal to 3
                            Then - Actions
                                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (Real(Agi)) damage of attack type Spells and damage type Fire
                            Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Level of Searing Arrows (other) for (Casting unit)) Equal to 4
                                    Then - Actions
                                        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (((Real(Agi)) / 1.00) + ((Real(Agi)) / 4.00)) damage of attack type Spells and damage type Fire
                                    Else - Actions

And also, is it possble to make a multishot spell thats affected by attributes?
 
M

Mythic Fr0st

Guest
try

Try doing
Code:
Event
   - A unit starts the effects of an ability
Conditions
   - ability being cast equal to Sear(other)
Actions
   - set agi = agility of casting unit
   - set X = level of ability being cast
   - set Div[1] = real(agi) / 2.00
   - set Div[2] = real(agi) / 2.00 + (real(agi) / 4.00)
   - set Div[3] = real(agi)
   - set Div[4] = real(agi) + (real(agi) / 4.00)
   - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (Div[X]) damage of attack type Spells and damage type Fire

And also, is it possble to make a multishot spell thats affected by attributes?

Triggered, yes, non triggered, no, want me to 'try' and write you a code for a multishot spell?
if so (Tell me how many levels, and how many targets it attacks per level, (lvl 1, 2, 3, 4 etc..))
 

Some1Sneakin

New Member
Reaction score
5
Thanks and yes Mythic Fr0st i would be very thankful to you if yo give your time to make that trigger.

And when do i get that email so i can give reps? It seems to never come!
 

Some1Sneakin

New Member
Reaction score
5
OOps

Opps sry forgot to post staats about Multishot:

Level 1: hits 1 extra target with 1xAgi
Level 2: hits 2 extra target with 1.5xAgi
Level 3: hits 3 extra target with 2xAgi
Level 4: hits 4 extra target with 2.5xAgi
 

Some1Sneakin

New Member
Reaction score
5
Ehh next time i should check if it works before i say thanks lol (thanks anyway) so my searing arrows dont works becuz its "Auto-Casted"!

Thanks anyway!
 
G

g1real

Guest
Well, you should base the ability off immolaition or something. When activated (the trigger can check that if im right) it will when it attacks a unit, do the same division.. try that, can't give example due to no WE tho.

Also, use the edit button and dont triple post -_-
 
M

Mythic Fr0st

Guest
hmm

Variables:

lvl, integer, no array
limit, integer, no array
Targets_Hit, integer, array 1
Dmg, real, array 1
Stats, real, no array
Bonus, real, no array
SFX, special effect, no array


Multishot

// Sorry been busy
Level 1: hits 1 extra target with 1xAgi
Level 2: hits 2 extra target with 1.5xAgi
Level 3: hits 3 extra target with 2xAgi
Level 4: hits 4 extra target with 2.5xAgi

Code:
Event
   - A unit starts the effects of an ability
Conditions Ability being cast equal to MultiShot
Actions
   - set Limit = 0
   - set lvl = level of ability being cast
   - set Stat = integer(agility of casting unit)
   - set Bonus = Stat / 2
   - For each Integer A from 1 to 4 do action
       loop
        - set Dmg[Integer A] = stat + bonus * real(Integer A - 1)
        - set Targets_Hit[Integer A]  = Integer A + 1

   - set Selection_Group = units in range of 350 of triggering unit matching condition matching unit is an enemy of triggering unit
   - Pick every unit in Selection_Group and do actions
      loop
       if Limit less than or equal to Targets_Hit[lvl]
       - then
       - Cause triggering unit to damage picked unit
       - set Loc = position of picked unit
       - Create Your_SFX at Loc
       - set SFX = last created special effect
       - destroy SFX
       - call RemoveLocation(udg_Loc)
       - set Limit = Limit + 1
  - call DestroyGroup(udg_Selection_Group)

that should work... (I hope) lol
 
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