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ask for triger

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Level 2
Joined
Oct 18, 2013
Messages
13
haii ..
i wanna create a passive abilities with description below
" Give 25% chance to deals 10 damage perseconds, reduce amor by 5 and slow movement speed by 50% on attack for 3 seconds"

in case i give this abilities to ranged hero ..
i use dummy with "acid bomb" abilities on this trigger ..

problem :
when this trigger running , the dummy cast abilities to attacked unit even the hero cancel attacking unit or the hero start attack that unit

ask :
how can i make this trigger run, when the hero missile successful hit the unit ?? :vw_wtf:
(like Twin head dragon third abilities in DotA)

sorry for my bad english ..
thanks for helping before ..
 
Level 2
Joined
Oct 18, 2013
Messages
13
Or use orb or lightning's ability as a base, give it 25% chance to happen, and make it use the acid bomb based ability

yeah ..
i try it before ..

it make these hero's attack become orb effect ..
i just wanna make it normal attack so these hero can use other orb effect item ..

thanks for suggest
 
Level 2
Joined
Oct 18, 2013
Messages
13
of course... it's just a good replacement in case you don't wanna go the extra mile and use a DDS... though I would really suggest a DDS as much as possible coz you can do lots of awesome things if you implement a good DDS... :)

i think so
but im a newbie
its too difficult to use DDS :grin:
maybe i have to learn it more time

thanks for suggest
 
Level 13
Joined
Dec 21, 2010
Messages
541
Just make your own DDS...

  • Init
    • Events
      • Map Initialization
    • Conditions
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Playable map area) and do (Actions)
        • Loop - Actions
          • Trigger - Add to Damage Detect <gen> the event (Unit - (Picked unit)) takes damage)
  • Check
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to Damage Detect <gen> the event (Unit - (Entering unit)) takes damage)
  • Attack 1
    • Events
      • Unit - A unit is attacked
    • Conditions
      • (Level of Passive Ability for (Attacking unit)) Greater that 0
      • ((Attacking unit) is an illusion) Not equal to True
      • ((Unit-type of (Attacked unit)) is A structure) Not equal to True
      • ((Attacked unit) belongs to an enemy of ((Owner of (Attacking unit)))
    • Actions
      • Set Attack_Check = True
  • Stop 1
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Level of Passive Ability for (Triggering unit)) Greater that 0
      • ((Triggering unit) is an illusion) Not equal to True
      • Attack_Check Equal to True
    • Actions
      • Set Attack_Check = False
  • Stop 2
    • Events
      • Unit - A Begins casting an ability
    • Conditions
      • (Level of Passive Ability for (Triggering unit)) Greater that 0
      • ((Triggering unit) is an illusion) Not equal to True
      • Attack_Check Equal to True
    • Actions
      • Set Attack_Check = False
  • Stop 3
    • Events
      • Unit - A unit is issued an order targeting a point
    • Conditions
      • (Level of Passive Ability for (Triggering unit)) Greater that 0
      • ((Triggering unit) is an illusion) Not equal to True
      • Attack_Check Equal to True
    • Actions
      • Set Attack_Check = False
  • Damage Detect <gen>
    • Events
    • Conditions
      • (Damage taken) Greater than 0.00
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • -------- Checks if the damage source has the passive ability -----------
          • (Level of Passive ability for (Damage source)) Greater than to 0
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • -------- 25% chance -----------
              • (Random real number between 1.00 and 100.00) Less than or Equal to 25.00
              • -------- This check is only good for 1 hero -----------
              • Attack_Check Equal to True
            • Then - Actions
              • -------- Do wat ever u want here -----------
            • Else - Actions
          • Else - Actions
Make sure you set the Attack_Check to false whenever damaging a target using triggers... this will prevent the trigger firing whenever u damage a target using other abilities...
 
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