• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

A Jinada-like skill with GDD

Status
Not open for further replies.
Level 10
Joined
May 21, 2014
Messages
580
I have been tackling this problem for 2 days now, and I searched all over the internet what could help me. There is none, sadly.

I wanted the base critical value to display, so I based it off a Critical Strike ability. Using the necessary triggers, I can add the Critical strike ability with a timer of when.

The problem is detecting the damage using GDD; I did this to remove the Critical Strike from the Skill Handler, then start a timer again to reset the ability.

The problem rises within the conditions: I want the detection to be limited at when the handler ATTACKS only; even with the order Attack or the auto-attack.

How should I add the conditions? I haven't found anything helpful for me these past few days. Thank you for taking your time to read.

Auxiliary Problem : How can I display both the backstab floating text damage and critical floating text damage at the same time at different locations? I bet I can't, unless I trigger backstab damage (Of course, because it's easier to get backstab damage). If this is the case, how?
 
Last edited:
The ability is like Jinada (without maim); It grants the user a critical strike in his next attack. Upon landing an attack, the critical strike will be gone. For a duration set of time (for example 7 seconds), the user will be granted again with a critical strike in his next attack.

This is how the skill generally works, and I somehow got a GDD system to detect damage, but I don't know how to limit it; The trigger I have now disables the sure-critical-state if the unit damages anything.
 
Base the ability on a slow poison (without any slow or effects). Here's how you can detect when a unit is attacked:
  • Events
    • Game - GDD_Event becomes Equal to 0.00
  • Conditions
    • GDD_DamagedUnit has a buff <YOUR BUFF> equal to true
    • <COOLDOWN == false>
  • Actions
    • Remove <YOUR BUFF> from GDD_DamagedUnit
    • set DamageAmount = X * GDD_Damage
    • Cause GDD_DamageSource to damage GDD_DamagedUnit by DamageAmount attack type chaos and damage type universal
    • <Create a floating text showing damage>
    • <Set COOLDOWN to true>
    • <Start timer, which will set COOLDOWN to false>
This is partly pseudo code, but it will show the principal idea. If I understood correctly, you already have timer part done.
 
Base the ability on a slow poison (without any slow or effects). Here's how you can detect when a unit is attacked:
  • Events
    • Game - GDD_Event becomes Equal to 0.00
  • Conditions
    • GDD_DamagedUnit has a buff <YOUR BUFF> equal to true
    • <COOLDOWN == false>
  • Actions
    • Remove <YOUR BUFF> from GDD_DamagedUnit
    • set DamageAmount = X * GDD_Damage
    • Cause GDD_DamageSource to damage GDD_DamagedUnit by DamageAmount attack type chaos and damage type universal
    • <Create a floating text showing damage>
    • <Set COOLDOWN to true>
    • <Start timer, which will set COOLDOWN to false>
This is partly pseudo code, but it will show the principal idea. If I understood correctly, you already have timer part done.

Oh I see, so to really try to add some conditions, I need to use buffs/buff placers. I'll see what I can do! Thanks! I'll post if I come up with another problem. I'll +rep you if it's truly done! :grin:
 
Update! (I think it's necessary to a new post so that people will see it again.)

About the Buff Placers... Even with 0 DoT, Movespeed reduction factor and attack rate reduction factor, of course, when my hero attacks, the buff will be placed (Even without the added ability). Should I trigger this or is there a way to do it in Object Editor itself?
 
Ah, there was a mistake in my previous trigger. The buff should be removed in any case. It shoud be

  • Events
    • Game - GDD_Event becomes Equal to 0.00
  • Conditions
    • GDD_DamagedUnit has a buff <YOUR BUFF> equal to true
  • Actions
    • Remove <YOUR BUFF> from GDD_DamagedUnit
    • if <COOLDOWN == false>
      • then - actions
        • set DamageAmount = X * GDD_Damage
        • Cause GDD_DamageSource to damage GDD_DamagedUnit by DamageAmount attack type chaos and damage type universal
        • <Create a floating text showing damage>
        • <Set COOLDOWN to true>
        • <Start timer, which will set COOLDOWN to false>
      • else - actions
 
Ah, thank you! :grin: I made it to work somehow, (and in my latest thread, there was a problem) I just remembered orb effects don't stack. The hero had a skill too, which is the Orb of Corruption, and it is an Orb effect. I guess Slow Poison won't stack with it. I was thinking of instead creating a dummy unit to cast something on the target to have the buff.
Sorry for forgetting this detail :(
If I am to create a dummy unit then, how should I put up the event? I need the event to be pre-damage detection to do this.
 
That's the drawback of this solution, buff placers don't stack. The easiest solution would be to trigger orb effects. Orb of corruption, for example:

Unit takes damage and unit has orb of corruption ->
Add attacked unit an ability based on item armor bonus ->
start a timer and remove the ability after a while.

Using a dummy unit to cast a spell based on faerie fire would be easier, but that spell also gives the vision of the unit. I don't know if that's a problem.
 
That's the drawback of this solution, buff placers don't stack. The easiest solution would be to trigger orb effects. Orb of corruption, for example:

Unit takes damage and unit has orb of corruption ->
Add attacked unit an ability based on item armor bonus ->
start a timer and remove the ability after a while.

Using a dummy unit to cast a spell based on faerie fire would be easier, but that spell also gives the vision of the unit. I don't know if that's a problem.

I nearly forgot about Faerie Fire. My team (more like critics/testers) has agreed that the 100% chance should be lost at any attacked target (that would mean damaging a unit with a skill) So adding a buff placer wouldn't be a problem anymore. But Faerie Fire further gave me ideas about the ability "Track" in DotA, though I don't know if that would be ever useful in PvE, but in PvP it will be, which means you have indirectly helped me :infl_thumbs_up:

Thanks once again!
 
Status
Not open for further replies.
Back
Top