| 08-06-2004, 01:01 AM | #1 |
Im trying to create a spell called curse of pain which increases the amount of damage a target unit of the spell takes from normal attacks and spells/abilities. How should i go about doing this? I wont base it off beserker because I dont want it to interupt channeling. I also tried using spirit link and increasing the damage shared to things like 150% and 200% and 300% etc. but it didnt work at all. |
| 08-06-2004, 02:00 AM | #2 |
You COULD have the spell decrease the unit's armor. That would make it take increased attack damage, but I'm not sure about spells unless it's hero armor. (I don't know everything about armor types please bear with me) |
| 08-06-2004, 04:43 PM | #3 |
No I do not want to reduce armor. I know that they unit will take more damage but I would not like to reduce armor but rather just have the unit take % more damage. |
| 08-06-2004, 07:35 PM | #4 |
With the right formula, you can get the damage increase with the appropriate reduction of armor. Sure, it would be a certain approximation, because armor is an integer, I believe, but it's possible. Apart from that, the only thing that comes to my mind is the "unit takes damage" specific unit event; you would have to add that event dynamically whenever a unit was targted by the spell, and then, whenever the trigger with the event triggered, you would do a buff check and then additionaly decrease the unit's hp (by using the "event response - damage taken" function) |
| 08-06-2004, 10:54 PM | #5 |
The problem with decreasing hp via triggers is that gold and exp are not given if the unit dies. 700th post! |
| 08-07-2004, 01:22 AM | #6 |
How about you give the target unit a negative value of elune's grace? That doesn't do all damage types, but it's something. |
| 08-07-2004, 09:38 PM | #7 |
ya thats what i was thinking panto. Only problem is, as you stated, i would have to change everything to piercing damage. |
| 08-07-2004, 10:19 PM | #8 |
Negative "Hardened Skin" or whatever the Mt. Giant's ability is? |
| 08-08-2004, 05:59 AM | #9 |
nah already checked wont work. it also only reduces piercing by a percent. and i would rather have a percent and not actual damage. |
| 08-08-2004, 11:03 AM | #10 |
Perhaps you could try giving the affected unit a modified berserk ability, have it cast it, and then remove the ability? You could also use a trigger that looks something like: Code:
Events: A unit is attacked Conditions: None Actions: Ability - Remove (invisible self-targetting command aura with the desired damage increase) from (Attacking unit). If (Attacked unit has buff (Your damage increasing ability)) then Add ability (invisible self-targetting command aura with the desired damage increase) to (Attacking unit) endif This will cause all units attacking the affected unit to gain damage, but they'll lose the extra damage before striking anything else, If you want spell damage increased as well, just give the affected unit a negative magic resistance ability and remove it when the victim no longer has the buff - This will, however, make units with 'magic' type attacks have the bonus applied twice, and that's a problem... you'll have to figure out how to solve that part yourself. |
| 08-08-2004, 06:05 PM | #11 |
I already said in my first thread i will not use beserk because it will stop the unit from what ever action there doing i.e. stops channel spells. Your other idea might work though. |
