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Triggers
Ataque de cadena de relámpagos.w3m
Variables
Dragón eléctrico
Comentario
Ataque dragon electrico
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Elect_1
unit
No
Elect_2
unit
No
Elect_3
unit
No
Elect_4
unit
No
Elect_5
unit
No
Elect_Area
group
No
Elect_Dragon
unit
No
Diseñé al dragón eléctrico como una unidad de un mapa que estoy haciendo, y pensé que sería buena idea compartir el trigger de su ataque
Basándose en éste se pueden hacer ataques o hechizos de rebote más complejos con suma facilidad (agregando debuff, stun, polimorfia, robo de vida, efectos visuales, escalado por stats o lo que se les ocurra)
Hay otros caminos, como saltarse las variables "Elect_{1,2,3,4,5}" por una sola variable de unit group y agregar el daño y rayo instantáneamente, pero preferí hacerlo de esta manera
Ataque dragon electrico
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Dragón eléctrico
Actions
-------- *Se puede cambiar el evento y condición para que se active, por ejemplo, al castear una habilidad de canal --------
-------- Seteamos variables --------
Set Variable Set Elect_Dragon = (Attacking unit)
Set Variable Set Elect_1 = (Attacked unit)
-------- Definimos los posibles objetivos para el rebote --------
Set Variable Set Elect_Area = (Units within 300.00 of (Position of Elect_1) matching ((((Triggering unit) belongs to an enemy of (Owner of Elect_Dragon).) Equal to True) and (((Triggering unit) is alive) Equal to True)).)
Unit Group - Remove Elect_1 from Elect_Area .
-------- Repetimos los procesos anteriores, encargándonos de que una unidad no reciba 2 rebotes --------
Set Variable Set Elect_2 = (Random unit from Elect_Area)
Set Variable Set Elect_Area = (Units within 300.00 of (Position of Elect_2) matching ((((Triggering unit) belongs to an enemy of (Owner of Elect_Dragon).) Equal to True) and (((Triggering unit) is alive) Equal to True)).)
Unit Group - Remove Elect_1 from Elect_Area .
Unit Group - Remove Elect_2 from Elect_Area .
Set Variable Set Elect_3 = (Random unit from Elect_Area)
Set Variable Set Elect_Area = (Units within 300.00 of (Position of Elect_3) matching ((((Triggering unit) belongs to an enemy of (Owner of Elect_Dragon).) Equal to True) and (((Triggering unit) is alive) Equal to True)).)
Unit Group - Remove Elect_1 from Elect_Area .
Unit Group - Remove Elect_2 from Elect_Area .
Unit Group - Remove Elect_3 from Elect_Area .
Set Variable Set Elect_4 = (Random unit from Elect_Area)
Set Variable Set Elect_Area = (Units within 300.00 of (Position of Elect_4) matching ((((Triggering unit) belongs to an enemy of (Owner of Elect_Dragon).) Equal to True) and (((Triggering unit) is alive) Equal to True)).)
Unit Group - Remove Elect_1 from Elect_Area .
Unit Group - Remove Elect_2 from Elect_Area .
Unit Group - Remove Elect_3 from Elect_Area .
Unit Group - Remove Elect_4 from Elect_Area .
Set Variable Set Elect_5 = (Random unit from Elect_Area)
-------- Creamos el rayo desde el caster al objetivo --------
Lightning - Create a Lightning Attack lightning effect from source (Position of Elect_Dragon) to target (Position of Elect_1)
-------- Se lanzan los rebotes verificando que la unidad existe (si no verificamos es posible que algunos rayos salgan volando al infinito) --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Elect_2 is in (Units in (Playable map area)).) Equal to True
Then - Actions
-------- Efecto visual del rayo --------
Lightning - Create a Chain Lightning - Secondary lightning effect from source (Position of Elect_1) to target (Position of Elect_2)
-------- Daño del rayo --------
Unit - Cause Elect_Dragon to damage Elect_2 , dealing 80.00 damage of attack type Chaos and damage type Normal
-------- Se pueden agregar otros efectos --------
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Elect_3 is in (Units in (Playable map area)).) Equal to True
Then - Actions
Lightning - Create a Chain Lightning - Secondary lightning effect from source (Position of Elect_2) to target (Position of Elect_3)
Unit - Cause Elect_Dragon to damage Elect_3 , dealing 60.00 damage of attack type Chaos and damage type Normal
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Elect_4 is in (Units in (Playable map area)).) Equal to True
Then - Actions
Lightning - Create a Chain Lightning - Secondary lightning effect from source (Position of Elect_3) to target (Position of Elect_4)
Unit - Cause Elect_Dragon to damage Elect_4 , dealing 40.00 damage of attack type Chaos and damage type Normal
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Elect_5 is in (Units in (Playable map area)).) Equal to True
Then - Actions
Lightning - Create a Chain Lightning - Secondary lightning effect from source (Position of Elect_4) to target (Position of Elect_5)
Unit - Cause Elect_Dragon to damage Elect_5 , dealing 20.00 damage of attack type Chaos and damage type Normal
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