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!
Ehm, if you started using editor a few days ago, then I suggest you forget that idea about special effect on critical strike.
What Mr_Bean meant is that you will need to create the whole spell yourself, using the "Trigger" editor in your WE. That is something you may find really difficult when you see it for the first *many* times.
Damage detection system is a system created in the trigger editor and posted here on hive for other people to use. This system does what the name implies - in an efficient way it detects whenever any unit in your map takes damage.
However to use damage detection system requires you to import it (it's not hard to import it, though!).
---
I know the idea of "just" adding an effect to passive ability sounds easy, but the opposite is true
----
However I also suggest that you try and learn "triggering" your own spells! That will enable you to create for example your own mass polymorph spell, which is impossible to do via editing values in Object Editor. You can even make more complex spells, AIs, campaigns, quests, etc - just about everything!
First thing you need to know is that the default Critical Strike chance isn't very accurate (examples: if you set it to 12%, it's actually 10%; if you set it to 70% it's actually 60%).
This means you'd want to trigger your own critical strike pretty much anytime you use one.
To do this, download Bribe's Damage Engine.
Copy the categories "Damage Engine" and "Requirements" into your map (see note below).
The trigger for the critical strike is:
On Damage
Events
Game - DamageModifierEvent becomes Equal to 1.00
Conditions
(Level of Critical Strike for DamageEventSource) Greater than 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Less than or equal to Chance
Then - Actions
Set DamageEventAmount = (DamageEventAmount x Multiplier)
Special Effect - Create a special effect attached to the chest of DamageEventTarget using Abilities\Spells\Undead\OrbOfDeath\OrbOfDeathMissile.mdl
Special Effect - Destroy (Last created special effect)
Floating Text - Create floating text that reads (|c00cc0000 + ((String((Integer(DamageEventAmount)))) + |r)) above DamageEventTarget with Z offset 0.00, using font size 11.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90.00 degrees
Else - Actions
The event comes from the Damage Engine.
This event allows you to manipulate damage right before it is dealt (which is what a critical strike does).
The condition of the trigger checks if the attacking unit has Critical Strike.
The actions are mostly for the floating text which appears when a critical strike occurs.
The condition of the ITE checks if you crit or not (set "Chance" to any percentage you wish. If you set it to 80, you will have an 80% chance to crit).
The first real action ("Set DamageEventAmount (...)" manipulates the damage. Change the "Multiplier" with whatever you want (like "1.5", to deal 50% more damage).
After that comes the special effect. You can change "chest" with "origin", "head", "hand" or any other attachment point you see fit (and you can obviously change the special effect as well ).
Note: go to File -> Preferences and in the tab "General", check if "Automatically copy unknown variable data while pasting triggers" is enabled (it should be) before copying any triggers/categories.
Edit: I do agree with Nichilus though, it's a bit hard to start out with .
First thing you need to know is that the default Critical Strike chance isn't very accurate (examples: if you set it to 12%, it's actually 10%; if you set it to 70% it's actually 60%).
This means you'd want to trigger your own critical strike pretty much anytime you use one.
To do this, download Bribe's Damage Engine.
Copy the categories "Damage Engine" and "Requirements" into your map (see note below).
The trigger for the critical strike is:
On Damage
Events
Game - DamageModifierEvent becomes Equal to 1.00
Conditions
(Level of Critical Strike for DamageEventSource) Greater than 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Less than or equal to Chance
Then - Actions
Set DamageEventAmount = (DamageEventAmount x Multiplier)
Special Effect - Create a special effect attached to the chest of DamageEventTarget using Abilities\Spells\Undead\OrbOfDeath\OrbOfDeathMissile.mdl
Special Effect - Destroy (Last created special effect)
Floating Text - Create floating text that reads (|c00cc0000 + ((String((Integer(DamageEventAmount)))) + |r)) above DamageEventTarget with Z offset 0.00, using font size 11.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 60.00 towards 90.00 degrees
Else - Actions
The event comes from the Damage Engine.
This event allows you to manipulate damage right before it is dealt (which is what a critical strike does).
The condition of the trigger checks if the attacking unit has Critical Strike.
The actions are mostly for the floating text which appears when a critical strike occurs.
The condition of the ITE checks if you crit or not (set "Chance" to any percentage you wish. If you set it to 80, you will have an 80% chance to crit).
The first real action ("Set DamageEventAmount (...)" manipulates the damage. Change the "Multiplier" with whatever you want (like "1.5", to deal 50% more damage).
After that comes the special effect. You can change "chest" with "origin", "head", "hand" or any other attachment point you see fit (and you can obviously change the special effect as well ).
Note: go to File -> Preferences and in the tab "General", check if "Automatically copy unknown variable data while pasting triggers" is enabled (it should be) before copying any triggers/categories.
Edit: I do agree with Nichilus though, it's a bit hard to start out with .
I have problem with this: I made exactly like that before, but when I have cleaving ability, then the critical appears at few enemies in cleaving range. BUT it should first deal critical damage on attacked target and then cleave so I don't have Critical floating text all over the range
I have problem with this: I made exactly like that before, but when I have cleaving ability, then the critical appears at few enemies in cleaving range. BUT it should first deal critical damage on attacked target and then cleave so I don't have Critical floating text all over the range
you can do it without trigger too..
set unit attack type to missile but using melee range (usually 100, don't go over 130!)
set unit missile to none..
go to your critical strike ability, set the missile to your desired Special Effect.. and set the missile speed to maximum speed.. done but this only for Special Effect
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.