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Critical Damage

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Level 2
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Jul 6, 2013
Messages
6
Hello ^^

I need help with this trigger.. I want that when a critical damage is produced a Special Effect appears at the position of the attacked unit.

Well, that is it. And sorry for my English! It's not my language :cred:
 
Level 28
Joined
Sep 26, 2009
Messages
2,520
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!

If I got you interested, you can look here: http://www.hiveworkshop.com/forums/...79/how-begin-triggering-complete-noob-114877/ for starters.

There are also whole sections dedicated to tutorials - Warcraft III Tutorials. The most useful for you would be these two sections: Trigger (GUI) Editor Tutorials and General Mapping Tutorials
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
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 :p).

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 :p.
 
Last edited:
Level 2
Joined
Jul 6, 2013
Messages
6
Hey thank you to everybody!
It's almost done!

My game is in Spanish and it's difficult to find the exact translation for all the Triggers. This is the only thing that I can't do:

(Level of Critical Strike for DamageEventSource) Greater than 0
How can I make that condition.

Real comparison and then ?


Yes it's difficult but 2 or 3 years ago I made some maps, and now I can't remember anything >.<

And again, thanks to everybody!
 
Level 18
Joined
May 11, 2012
Messages
2,103
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 :p).

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 :p.

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
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
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
Trigger cleave as well :D.
Cleave is actually a pretty easy ability to trigger when you already have the damage engine.
 
Level 13
Joined
Jan 30, 2012
Messages
1,298
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
 
Level 20
Joined
Jul 14, 2011
Messages
3,213
inusenshi, i speak spanish (Venezuela) feel free to ask me if you feel you have some kind of language difficulties.
 
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