Triggered spells

krog99

New Member
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2
I wanna create some spells, and i am pretty sure they have to be triggered.

The spells i need:

1. Set hp at all heros to 50%.

2. Praying: This spell should double all allies resources. It should be like praying at a special place. I have a region which the caster has to be inside for the spell to do anything. Then the caster has to be in the area again when 60 seconds has passed. He is allowed to leave the region during this time, if he returns before the 60 second time limit. And if he is there after 60 seconds he suceed praying and all at his team will have their resources doubled.

3. A spell making all heros follows the caster.

I am new to make spells using triggers, so i would like some help, I am not asking for you to all these spells for me. Just need some help to go in the right direction.

Thx in advance! :)
 

Sjaakje

New Member
Reaction score
9
First of all, start all triggered spells with the event
A unit starts the effects of an ability

Next, the first ability is a simple
Pick every unit matching (matching unit is a hero equal to true < boolean condition) and do action - Set life of (picked unit) to 50%
Then fix the leak Custom Script - Call DestroyGroup (UdgTempGroup)

Let's see you do that first.
 

krog99

New Member
Reaction score
2
Trigger:
  • Heros50
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Chain Lightning
    • Actions
      • Set Hero50spell = (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True))
      • Unit Group - Pick every unit in Hero50spell and do (Actions)
        • Loop - Actions
          • Unit - Set life of (Picked unit) to 50.00%
      • Custom script: call DestroyGroup(udg_Hero50spell)


Chain Lightning is just an example. Is it simple as that?

And the Ability i create for this should just hold the mana cost and so on? And then just don't do anything?
 
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