" But if you need help getting started with a trigger, this is not the right place"

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It's writed that in this place i have to ask how to start a trigger, so i hope get help.
I need to create Spiked Carapace from dota nerubian weaver or a spell similar. You active and when you are attacked return damage to the enemy, stun and you don't take that attack damage received
- using GUI to create the spell-
Thanks for you who answered.
 
You active and when you are attacked return damage to the enemy, stun and you don't take that attack damage received.

So this isn't a passive then? It's an active ability that applies those effects for X seconds? If so, you will need a proper data structure and a DDS.

Why not use OE? It does exactly this.

Spiked Carapace doesn't stun attacking units.
 
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So this isn't a passive then? It's an active ability that applies those effects for X seconds? If so, you will need a proper data structure and a DDS.



Spiked Carapace doesn't stun attacking units.

Spiked carapace from nerubian stun and return, and block too. that what i want, for X seconds when you active, DDS is really complicated. Note that isn't the spiked carapace from warcraft, but from dota.
 
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I can make OE do it with minimal trigger support. You're just lazy and want someone to do it for you. DDS is probably a good way too but it is a bit complex for such a simple spell.

i'm not lazy i just don't know how to do this, and yes this trigger is to much for a simple spell.
 
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/\ You don't need. I will do it. Yes you're lazy and stupid and I don't know why you aren't banned yet.

This FiremanBO is linked to my IP and people think we are the same person.
 
You will need 3 triggers:
  • On cast trigger that will detect when the unit casts the ability and to cache necessary data (counter, triggering unit & player, etc)
  • Loop trigger that will keep track how long a specific instance has ran so you know when to end it
  • An on damage trigger that will nullify the damage, return it to the attacker, and stun them. With Bribe's DDS, this is what it will roughly look like:
    • On Damage Event
      • Events
        • Game - DamageModifierEvent becomes Equal to 1.00
      • Conditions
      • Actions
        • Set DamageTaken = DamageEventAmount
        • Set DamageEventAmount = 0.00
        • Set Owner = (Owner of DamageEventTarget)
        • Set TempLoc = (Position of DamageEventSource)
        • -------- --------
        • Unit - Cause DamageEventTarget to damage DamageEventSource, dealing DamageTaken damage of attack type Spells and damage type Normal
        • Unit - Create 1 DummyUnit for Owner at TempLoc facing Default building facing degrees
        • Set TempUnit = (Last created unit)
        • Unit - Add a 1.00 second Generic expiration timer to TempUnit
        • Unit - Order TempUnit to Human Mountain King - Storm Bolt DamageEventSource
        • -------- --------
        • Custom script: call RemoveLocation(udg_TempLoc)

DamageTaken, TempLoc, Owner, and TempUnit are variables I made. You will also want to add a condition to make sure that DamageEventTarget is a unit that actually has a spell instance of "Spiked Carapace" active.
 
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