livingfull.blogg.se

Spell dmg
Spell dmg













I would have to recommend using a missile system if you want to do it really good (aka coding the spells' effects yourself so you have maximum control over their behavior. You just need to deal the damage as I described in my previous post.Ĭlick to expand.It is indeed impractical because it doesnt work if the target is moving. In this example, the unit casts a "laser" on a target unit, the laser flies toward the unit until it "hits" it upon which it is damaged and blinded.

  • Custom script: call SetUnitY(udg_Laser_Dummy, GetUnitY(udg_Laser_Dummy) + udg_Laser_SpeedInterval * Sin(bj_DEGTORAD * udg_TempReal)).
  • Custom script: call SetUnitX(udg_Laser_Dummy, GetUnitX(udg_Laser_Dummy) + udg_Laser_SpeedInterval * Cos(bj_DEGTORAD * udg_TempReal)).
  • Set TempReal = (Angle from TempLoc to TempLoc2).
  • Set Laser_MaxIndex = (Laser_MaxIndex - 1).
  • Set Laser_CurrentIndex = (Laser_CurrentIndex - 1).
  • Unit - Cause TempUnit to damage Laser_Target, dealing ((Real((Level of Laser for Laser_Caster))) x 75.00) damage of attack type Chaos and damage type Universal.
  • Unit - Order TempUnit to Undead Banshee - Curse Laser_Target.
  • Unit - Add a 0.50 second Generic expiration timer to TempUnit.
  • Unit - Create 1 Laser (dummy) for (Owner of Laser_Dummy) at TempLoc facing Default building facing degrees.
  • (Distance between TempLoc and TempLoc2) Less than or equal to Laser_Threshold.
  • Set TempLoc = (Position of Laser_Dummy).
  • For each (Integer Laser_CurrentIndex) from 1 to Laser_MaxIndex, do (Actions).
  • Custom script: call RemoveLocation(udg_TempLoc2).
  • Custom script: call RemoveLocation(udg_TempLoc).
  • Unit - Create 1 Laser for (Triggering player) at TempLoc facing (Angle from TempLoc to TempLoc2) degrees.
  • Set TempLoc2 = (Position of Laser_Target).
  • Set TempLoc = (Position of Laser_Caster).
  • Set Laser_Target = (Target unit of ability being cast).
  • Set Laser_MaxIndex = (Laser_MaxIndex + 1).
  • spell dmg

    Custom script: call DestroyGroup (udg_AnotherSpellTarget).Unit - Cause (Casting Unit) to damage (Picked unit), dealing (1.00 x (Real((Agility of (Casting unit) (Include bonuses))))) damage of attack type Spells and damage type Normal.Wait until (((Picked unit) has buff AnotherBuff) Equal to True), checking every 0.10 seconds.((Picked unit) belongs to an enemy of (Owner of Casting unit)) Equal to True.If (All Conditions are True) then do (Then Actions) else do (Else Actions).Unit Group - Pick every unit in AnotherSpellTarget and do (Actions).

    spell dmg

  • Set AnotherSpellTarget = (Units within 400.00 of (Target point ability being cast)).
  • (Ability being cast) Equal to Another Spell lol.
  • Unit - Cause SpellCaster to damage SpellTarget, dealing ((Real((Strength of (SpellCaster) (Include bonuses)))) x 1.00) damage of attack type Chaos and damage type Enhancedįor AOE damage you can try the same but first picking all units in range of ability cast and wait for the buff.
  • Wait until ((SpellTarget has buff CustomBuff) Equal to True), checking every 0.10 seconds.
  • Set SpellTarget = (Target unit of ability being cast).
  • (Ability being cast) Equal to SomeSpell.
  • Unit - A unit Starts the effect of an ability.
  • The actual increase that spell damage will add is determined by the spell coefficient.For target abilities you can make a custom buff to detect the objective and add it to the spell Typically, this is simply referred to as "plus damage" or "plus damage". There is also specific damage types available, these will specify which school of magic the bonus damage is applied to. On items, this is typically written either as "increases damage and healing by up to X" or "+ X spell damage ".

    spell dmg

    This is the primary way that casters increase their DPS at higher levels. Spell damage (or "bonus damage") is extra damage added to spells.















    Spell dmg