The only problem here can be that an attribute point is an integer, but the damage value must be a real number. Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing TempReal damage of attack type Spells and damage type Normal.Set TempReal = (Real((Strength of (Triggering unit) (Include bonuses)))).(Ability being cast) Equal to Attribute Damage.Unit - A unit Starts the effect of an ability.In this example, I preset this value in a variable first to make it clearer to understand. We want this to be one of the hero’s attribute points. You have to use the action:Īfter you declare the units that deals and takes the damage, you have to set the damage value.
It’s pretty easy but many people do not know how to make it.
Deal damage based on hero’s attribute points VI.Ěctivateable passive abilities (GUI) – medium V.Ě simple knockback spell (GUI) – medium Only day/night passive abilities (GUI) – hard II.Ě simple blink-strike spell (GUI) – easy I.ĝeal damage based on hero’s attribute points (GUI) – easy Knowledge of triggers/Trigger Editor, variables, removing leaks. I attach a map that contains a sample for all abilities that are included here.ģ. I only show a way how to make them to avoid those repeatative threads in the forums.
This is not a step-by-step tutorial, and is not made to beginners, so don’t ask how to use variables and such. In this tutorial i’ll show how to make some basic, well-known abilities.
Creating some basic abilities/spell-types