- Joined
- Mar 17, 2012
- Messages
- 582
Hello everyone! It seems to me that I'm starting to be missing something.
I have a passive spell that has to poison any unit he attacks or casts a spell upon.
Here're some triggers:
I've got to say that 1st and 3rd triggers are working, the 2-nd one isn't! [/hidden][/hidden]
I have a passive spell that has to poison any unit he attacks or casts a spell upon.
Here're some triggers:
-
Poisoned Weapon init
- Events
- Unit - A unit Is attacked
- Conditions
- And - All (Conditions) are true
- Conditions
- (Level of Poisoned Weapon for (Attacking unit)) Greater than 0
- (Poisoned_Weapon_Target[Player_Number_Int] is A structure) Not equal to True
- Actions
- Set Player_Number_Int = (Player number of (Owner of (Triggering unit)))
- Set Poisoned_Weapon_Owner[Player_Number_Int] = (Attacking unit)
- Set Poisoned_Weapon_Target[Player_Number_Int] = (Triggering unit)
- Set Poisoned_Weapon_Point[Player_Number_Int] = (Position of Poisoned_Weapon_Owner[Player_Number_Int])
- Set Poisoned_Weapon_Damage[Player_Number_Int] = (((Real((Level of Poisoned Weapon for Poisoned_Weapon_Owner[Player_Number_Int]))) x 2.00) + 4.00)
- Unit - Create 1 Regular Dummy for (Owner of Poisoned_Weapon_Owner[Player_Number_Int]) at Poisoned_Weapon_Point[Player_Number_Int] facing Default building facing degrees
- Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
- Unit - Add Poisoned Weapon dummy to (Last created unit)
- Unit - Set level of Poisoned Weapon dummy for (Last created unit) to (Level of Poisoned Weapon for Poisoned_Weapon_Owner[Player_Number_Int])
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike Poisoned_Weapon_Target[Player_Number_Int]
- Custom script: call RemoveLocation(udg_Poisoned_Weapon_Point[udg_Player_Number_Int])
-
Poisoned Weapon loop
- Events
- Time - Every 0.50 seconds of game time
- Conditions
- Actions
- For each (Integer A) from 1 to 12, do (Actions)
- Loop - Actions
- Set Poisoned_Weapon_Group[(Integer A)] = (Units owned by (Player((Integer A))) matching (((Matching unit) has buff Poisoned Weapon ) Equal to True))
- Unit Group - Pick every unit in Poisoned_Weapon_Group[(Integer A)] and do (Actions)
- Loop - Actions
- Unit - Cause Poisoned_Weapon_Owner[(Integer A)] to damage Poisoned_Weapon_Target[(Integer A)], dealing (Poisoned_Weapon_Damage[Player_Number_Int] / 2.00) damage of attack type Chaos and damage type Poison
- Custom script: call DestroyGroup(udg_Poisoned_Weapon_Group[GetForLoopIndexA()])
-
Penetrating Hit
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Penetrating Hit
- Actions
- Set Player_Number_Int = (Player number of (Owner of (Target unit of ability being cast)))
- Set Penetrating_Hit_Caster[Player_Number_Int] = (Triggering unit)
- Set Penetrating_Hit_Target[Player_Number_Int] = (Target unit of ability being cast)
- Set Penetrating_Hit_Damage[Player_Number_Int] = ((Real((Strength of Penetrating_Hit_Caster[Player_Number_Int] (Include bonuses)))) x (((Real((Level of Penetrating Hit for Penetrating_Hit_Caster[Player_Number_Int]))) x 0.15) + 1.35))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- And - All (Conditions) are true
- Conditions
- (Level of Poisoned Weapon for Penetrating_Hit_Caster[Player_Number_Int]) Greater than 0
- (Penetrating_Hit_Target[Player_Number_Int] is A structure) Not equal to True
- Then - Actions
- Set Penetrating_Hit_Point[Player_Number_Int] = (Position of Penetrating_Hit_Target[Player_Number_Int])
- Unit - Create 1 Regular Dummy for (Owner of Penetrating_Hit_Caster[Player_Number_Int]) at Penetrating_Hit_Point[Player_Number_Int] facing Default building facing degrees
- Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
- Unit - Add Poisoned Weapon dummy to (Last created unit)
- Unit - Set level of Poisoned Weapon dummy for (Last created unit) to (Level of Poisoned Weapon for Penetrating_Hit_Caster[Player_Number_Int])
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike Penetrating_Hit_Target[Player_Number_Int]
- Custom script: call RemoveLocation(udg_Penetrating_Hit_Point[udg_Player_Number_Int])
- Else - Actions
- Unit - Cause Penetrating_Hit_Caster[Player_Number_Int] to damage Penetrating_Hit_Target[Player_Number_Int], dealing Penetrating_Hit_Damage[Player_Number_Int] damage of attack type Pierce and damage type Normal
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