Wel.. so im trying to make a spell: Enrage. Help needed!

Epicgamers

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Hello, im trying to make this spell called : Enrage.
As it sounds easy passive ability, i got troubles with it.

-Enrage- [Aura]

-From the Deepest of the Crusader his soul he reaches out to Enrage-
-Learned on Level 1-7-13-19-25-31-37-43-49

Level 1 -Has a 25 % Chance to Increase Damage +10 For 30 Seconds
Level 2 -Has a 25 % Chance to Increase Damage +20 For 30 Seconds
Level 3 -Has a 25 % Chance to Increase Damage +30 For 30 Seconds
Level 4 -Has a 25 % Chance to Increase Damage +40 For 30 Seconds
Level 5 -Has a 25 % Chance to Increase Damage +50 For 30 Seconds
Level 6 -Has a 25 % Chance to Increase Damage +60 For 30 Seconds
Level 7 -Has a 25 % Chance to Increase Damage +70 For 30 Seconds
Level 8 -Has a 25 % Chance to Increase Damage +80 For 30 Seconds
Level 9 -Has a 25 % Chance to Increase Damage +90 For 30 Seconds

Thats the spell above here, but i don't know if it has to need All Levels in the Triggers to. so.

Please use it with the Roar Buff, for the animation :p.

Thank you, Epic.
 
dude make an ability based on item atack dmg then mak a trigger like that
Code:
a unit starts the efect of an ability
ability is enrage
give item atack bonuys(+30dmg) to triggering unit
wait 30seconds
remove ability from triggering player
however...you must base it on a passive on your own.and make a trigger like that-
Code:
A unit comes in range 600 of (your unit)
if your unit has enrage then give (the passive ability on unit)
else do nothing
and another trigger to seal the aura
Code:
a unit comes in range of 700 your unit
remoove (the passive ability) from triggering unit
 
uhh ithink i saw soemone doing it in 1 trigger something like this :D

I test it tomorrow, thanks

if there any better triggers you know of guys outthere please help.
 
What's the event for the bonus damage to occur? Every X seconds of game time? When the unit takes damage/is attacked? When the unit attacks? When he casts a spell? Explain the spell with more detail and information.
 
PROBABLY when attacking. 25% chance when getting hit would be... well... kinda ridiculous!

Event:
A unit is attacked
Condition:
Attacking unit is Crusader
Action:
Create dummy, add ability, yadda yadda.
 
Well, I was just stating some examples (however ridiculous they may be). And I think I'm gonna wait till he gets back with more info. Best not to assume.
 
Where u need more info for..?

What says above + A Roar animation when the 25 % Chance of succeeding wins.

The 25 % must count for every attack u do on a enemy.
 
Your english isn't getting along with me....

If/Then/Else

Condition:
If a random integer number between 1 and 4 is equal to 1
Action:
Roar animation, yadda yadda
Else:
Do Nothing
 
why not this
Code:
a unit begins the effec f an ability bla
create one dully for triggering player 
add roar
make dummy cast roar(roar has verry low aoe)
give dummy 3 sec expiration timer
end of story
 
Use my if/then/else thing! That'll actually do it, I kid you not! I am not at home so I can't code it pretty.
 
Freehand, should be pretty precise, not exact.

Code:
Event.
A unit is attacked.

Condition.
Level of (attacking unit)'s (Enrage) greater than 0.
Random number between 1 and 100 less than or equal to 25.

Action.
Turn off (this trigger).(optional, if you want it to have a cooldown)
Create (dummy caster(enrage)).
Add 1.50 second expiration timer for (Last Created Unit).
Add (Enrage(dummy)) to (Last Created Unit).
Set level of (Enrage(dummy)) for (Last Created Unit) to level of (attacking unit)'s (Enrage).
Order (Last Created Unit) to (Enrage(dummy)) (attacking unit).
Wait 1 second.(optional, for the cooldown)
Turn on (this trigger).(optional, for the cooldown)

That will make it work, you need a dummy caster unit, the spell for the dummy caster to use(for plus damage, go with Inner Fire[base, edit the values]), a passive ability(bash, critical strike, evasion, etc...) that does nothing. For the roar animation, cause the Enrage(dummy) spell to make the effect on the target, in the object editor.

If the dummy caster has Enrage(dummy) already set in the object editor, you can remove "Add (Enrage(dummy)) to (Last Created Unit)." from the actions. I also advise adding a cooldown to the ability itself, so the dummy doesn't multi-cast it in one sitting.

EDIT: Oh, you want pure damage, not %--in that case there will be no need for a dummy caster at all!

Code:
Event.
A unit is attacked.

Condition.
Level of (attacking unit)'s (Enrage) greater than 0.
Random number between 1 and 100 less than or equal to 25.

Action.
If (attacking unit) has (Enrage(damage)), then Remove (Enrage(damage)) from (attacking unit), else (do nothing)(or blank). //This is to prevent it from stacking, and properly updating when you've learned a new rank while the buff is still active.
Add (Enrage(damage)) to (attacking unit).
Set level of (Enrage(damage)) for (attacking unit) to level of (Enrage) for (attacking unit).
Add special effect of (Roar)(ability) to origin of (attacking unit).
Destroy (last created special effect).
Wait 30 seconds.
Remove (Enrage(damage)) from attacking unit.

Of course that could be buggy by having the wait timer still consist after the second(or more) application of the Enrage(damage) ability, and could end up removing the Enrage(damage) ability after 2 seconds of it being applied! This could be counteracted through a cooldown of the spell(first trigger gives an example), making it not last as long, proc less often, possibly saving the Enrage(damage) in a variable causing the final action to remove the variable instead of the ability, or create the spell through JASS--triggers are always limited, remember that.

If you wish to use this exact trigger, you need the useless passive ability, and an ability based from an Item +Damage ability, giving it 9 levels with seperate values.. The item ability would be Enrage(damage) used in the above trigger.
 
Well this is the code i got now, Used a tutorial for it.
Still thank you BarzadhX.

Code in Custom text:
JASS:
function Trig_The_Spell_Copy_Func011C takes nothing returns boolean
    if ( not ( UnitHasBuffBJ(GetAttacker(), 'B001') == true ) ) then
        return false
    endif
    if ( not ( UnitHasBuffBJ(GetAttacker(), 'B000') == true ) ) then
        return false
    endif
    if ( not ( UnitHasBuffBJ(GetAttacker(), 'B002') == true ) ) then
        return false
    endif
    if ( not ( UnitHasBuffBJ(GetAttacker(), 'B003') == true ) ) then
        return false
    endif
    if ( not ( UnitHasBuffBJ(GetAttacker(), 'B004') == true ) ) then
        return false
    endif
    if ( not ( UnitHasBuffBJ(GetAttacker(), 'B005') == true ) ) then
        return false
    endif
    if ( not ( UnitHasBuffBJ(GetAttacker(), 'B006') == true ) ) then
        return false
    endif
    if ( not ( UnitHasBuffBJ(GetAttacker(), 'B007') == true ) ) then
        return false
    endif
    if ( not ( UnitHasBuffBJ(GetAttacker(), 'B008') == true ) ) then
        return false
    endif
    return true
endfunction

function Trig_The_Spell_Copy_Conditions takes nothing returns boolean
    if ( not Trig_The_Spell_Copy_Func011C() ) then
        return false
    endif
    return true
endfunction

function Trig_The_Spell_Copy_Func001001 takes nothing returns boolean
    return ( UnitHasBuffBJ(GetAttacker(), 'B001') == true )
endfunction

function Trig_The_Spell_Copy_Func002001 takes nothing returns boolean
    return ( UnitHasBuffBJ(GetAttacker(), 'B000') == true )
endfunction

function Trig_The_Spell_Copy_Func003001 takes nothing returns boolean
    return ( UnitHasBuffBJ(GetAttacker(), 'B002') == true )
endfunction

function Trig_The_Spell_Copy_Func004001 takes nothing returns boolean
    return ( UnitHasBuffBJ(GetAttacker(), 'B003') == true )
endfunction

function Trig_The_Spell_Copy_Func005001 takes nothing returns boolean
    return ( UnitHasBuffBJ(GetAttacker(), 'B004') == true )
endfunction

function Trig_The_Spell_Copy_Func006001 takes nothing returns boolean
    return ( UnitHasBuffBJ(GetAttacker(), 'B005') == true )
endfunction

function Trig_The_Spell_Copy_Func007001 takes nothing returns boolean
    return ( UnitHasBuffBJ(GetAttacker(), 'B006') == true )
endfunction

function Trig_The_Spell_Copy_Func008001 takes nothing returns boolean
    return ( UnitHasBuffBJ(GetAttacker(), 'B007') == true )
endfunction

function Trig_The_Spell_Copy_Func009001 takes nothing returns boolean
    return ( UnitHasBuffBJ(GetAttacker(), 'B008') == true )
endfunction

function Trig_The_Spell_Copy_Func010C takes nothing returns boolean
    if ( not ( GetRandomInt(1, 100) <= 25 ) ) then
        return false
    endif
    return true
endfunction

function Trig_The_Spell_Copy_Actions takes nothing returns nothing
    if ( Trig_The_Spell_Copy_Func001001() ) then
        set udg_Level = 1
    else
        call DoNothing(  )
    endif
    if ( Trig_The_Spell_Copy_Func002001() ) then
        set udg_Level = 2
    else
        call DoNothing(  )
    endif
    if ( Trig_The_Spell_Copy_Func003001() ) then
        set udg_Level = 3
    else
        call DoNothing(  )
    endif
    if ( Trig_The_Spell_Copy_Func004001() ) then
        set udg_Level = 4
    else
        call DoNothing(  )
    endif
    if ( Trig_The_Spell_Copy_Func005001() ) then
        set udg_Level = 5
    else
        call DoNothing(  )
    endif
    if ( Trig_The_Spell_Copy_Func006001() ) then
        set udg_Level = 6
    else
        call DoNothing(  )
    endif
    if ( Trig_The_Spell_Copy_Func007001() ) then
        set udg_Level = 7
    else
        call DoNothing(  )
    endif
    if ( Trig_The_Spell_Copy_Func008001() ) then
        set udg_Level = 8
    else
        call DoNothing(  )
    endif
    if ( Trig_The_Spell_Copy_Func009001() ) then
        set udg_Level = 9
    else
        call DoNothing(  )
    endif
    if ( Trig_The_Spell_Copy_Func010C() ) then
        call UnitDamageTargetBJ( GetTriggerUnit(), GetTriggerUnit(), 500, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
    else
    endif
endfunction
//===========================================================================
function InitTrig_The_Spell_Copy takes nothing returns nothing
    set gg_trg_The_Spell_Copy = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_The_Spell_Copy, EVENT_PLAYER_UNIT_ATTACKED )
    call TriggerAddCondition( gg_trg_The_Spell_Copy, Condition( function Trig_The_Spell_Copy_Conditions ) )
    call TriggerAddAction( gg_trg_The_Spell_Copy, function Trig_The_Spell_Copy_Actions )
endfunction


Im pretty sure the above code works, cause i followed some good tutorial for it:
http://www.hiveworkshop.com/forums/f279/creating-some-basic-abilities-32827/

I still need to know the Trigger: How to increase Damage.

i know how to make it for 30 seconds and End the trigger.
Uhh, u can't even increase damage with the trigger. :D
how can i make it so the Trigger Looks at the Ability spell at object editor.
Cause damages are there.
 
The damage bonus spell is based from Item +Damage in the item abilities section, it has no icon or tooltip, just adding it to the unit should add green lettered +## damage on the unit's interface.

As a more complex alternative, you can make a dummy caster to cast a spell on the Crusader, the ability doing nothing, and another trigger to sense if it has the buff--then cause damage to the attacked unit.
 
The damage bonus spell is based from Item +Damage in the item abilities section, it has no icon or tooltip, just adding it to the unit should add green lettered +## damage on the unit's interface.

As a more complex alternative, you can make a dummy caster to cast a spell on the Crusader, the ability doing nothing, and another trigger to sense if it has the buff--then cause damage to the attacked unit.

So,if i made a the Ability, must i add it to the trigger or something?
And how could i do that :p
 
i know have added:

Unit - Add Enrage damage to triggering Unit.
Wait - 30 Seconds
Unit - Remove Enrage damage from tiggering unit

It still doesnt work u know whats wrong?
If it makes any sence i did 9 levels btw,for Enrage Spell
 
Yes, you need to add Enrage(damage)--which is the ability from the item +damage spell--to the hero through the means of triggers whenever you attack, and the 25% procs. It should work, using logical sense--I'll try to test it out myself, and reply here when I've finished it.. I also thought of another way to make the ability, but it would require two triggers. However, it would be very smooth, no worry about the cooldown or the ability stacking itself or disappearing too soon.

EDIT:
Unit - Add Enrage damage to triggering Unit.
Wait - 30 Seconds
Unit - Remove Enrage damage from tiggering unit

For the record, that is wrong because you need to set the level of Enrage(damage) to the level of Enrage(the hero's passive skill.)

I also prefer not to use "triggering unit" because it's so vague, many disagree with me--but if you're using the "Unit is attacked" event, it will register the attacked unit as the triggering unit, not the attacking unit.. You might be able to adjust that through a "Attacking unit equal to triggering unit" condition, but I'm not certain if that would change anything at all. :p
 
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