- Joined
- Jun 2, 2009
- Messages
- 1,137
I don't want to deal damage to attacked unit if it's not attacked (another says this trigger shouldn't run until attacked unit takes damage)
Is there a way to do that ?
Is there a way to do that ?
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Viceclaws
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Events
- Unit - A unit Is attacked
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Conditions
- ((Attacking unit) has buff Viceclaws ) Equal to True
- ((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True
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Actions
- Set Backstab_Caster = (Attacking unit)
- Set Backstab_Target = (Attacked unit)
- Set Backstab_Point[1] = (Position of Backstab_Caster)
- Set Backstab_Point[2] = (Position of Backstab_Target)
- Set Backstab_Angle = (Angle from Backstab_Point[1] to Backstab_Point[2])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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And - All (Conditions) are true
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Conditions
- (Facing of Backstab_Caster) Less than or equal to ((Facing of Backstab_Target) + 120.00)
- (Facing of Backstab_Caster) Greater than or equal to ((Facing of Backstab_Target) - 120.00)
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Conditions
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And - All (Conditions) are true
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Conditions
- Backstab_Angle Less than or equal to ((Facing of Backstab_Target) + 120.00)
- Backstab_Angle Greater than or equal to ((Facing of Backstab_Target) - 120.00)
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Conditions
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And - All (Conditions) are true
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Unit - Cause Backstab_Caster to damage Backstab_Target, dealing ((60.00 x (Real((Level of Viceclaws jfa for (Attacking unit))))) + 1.00) damage of attack type Hero and damage type Normal
- Special Effect - Create a special effect attached to the chest of Backstab_Target using Objects\Spawnmodels\Critters\Albatross\CritterBloodAlbatross.mdl
- Special Effect - Destroy (Last created special effect)
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation (udg_Backstab_Point[1])
- Custom script: call RemoveLocation (udg_Backstab_Point[2])
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Events