- Joined
- Dec 1, 2010
- Messages
- 346
So before i show you the trigger. First let me explain what i was trying to do here. So that you can get an understanding of what is wrong.
My goal was to create a pasive skill. That slows the target every auto, and on the fifth auto freezes them into an iceberg.
So in order to do this i have to keep track of the number of attacks done against a target.
to do so i used weedle's damage detection system.
right now my goal is to log the number of the attack above a units head whenever it is attacked.
However with my current scripts it displays both one and two above the units head after the FIRST attack and continiues to do so.
this is my trigger. If anyone has any idea what i should do to resolve this, i'd Love to hear it. I'm by no stretch of the imagination a skilled triggerer. But i'd love to get better at it, and learn what i'm doing wrong.
i also included the map if anyone wants to take a look or test out some minor tweaks.
Hope you all have a nice evening
[EDIT] ive learnt that the text not removing is caused by the fact that they are created at the same instant. so the removal action that removes the last made floating text can only remove the last one. this means that they are both fired instantly i think
My goal was to create a pasive skill. That slows the target every auto, and on the fifth auto freezes them into an iceberg.
So in order to do this i have to keep track of the number of attacks done against a target.
to do so i used weedle's damage detection system.
right now my goal is to log the number of the attack above a units head whenever it is attacked.
However with my current scripts it displays both one and two above the units head after the FIRST attack and continiues to do so.
this is my trigger. If anyone has any idea what i should do to resolve this, i'd Love to hear it. I'm by no stretch of the imagination a skilled triggerer. But i'd love to get better at it, and learn what i'm doing wrong.
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attack one
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Events
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Game - GDD_Event becomes Equal to 0.00
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Conditions
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GDD_DamageSource Equal to Protagonist 0000 <gen>
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Actions
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Unit - Add custom slow to GDD_DamagedUnit
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Set slowedunit = GDD_DamagedUnit
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Floating Text - Create floating text that reads 1 above slowedunit with Z offset 0.00, using font size 15.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Trigger - Turn on attack two <gen>
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Wait 1.00 seconds
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Unit - Remove custom slow from slowedunit
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Floating Text - Destroy (Last created floating text)
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attack two
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Events
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Game - GDD_Event becomes Equal to 0.00
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Conditions
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GDD_DamagedUnit Equal to slowedunit
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Actions
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Floating Text - Create floating text that reads 2 above slowedunit with Z offset 0.00, using font size 15.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Wait 1.00 seconds
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Floating Text - Destroy (Last created floating text)
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i also included the map if anyone wants to take a look or test out some minor tweaks.
Hope you all have a nice evening
[EDIT] ive learnt that the text not removing is caused by the fact that they are created at the same instant. so the removal action that removes the last made floating text can only remove the last one. this means that they are both fired instantly i think
Attachments
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