- Joined
- Jul 28, 2013
- Messages
- 768
Hello guys,
I'm making a custom passive spell close to Critical Strike and Bash. The spell goes like this:
A hero connects with attacks (meaning it deals physical damage from attacks that connect) it has a 10% chance to deal the amount of the hero's Strength on top the attack damage.
I'm intentionally still using the patch 1.26a for my map. So, i used Physical Damage Detection for GUI v1.3.0.0 to create this trigger:
1) My main problem is that when i set the PDD_amount = PDD_amount + Hero's Strength, the Hero's Strength damage will be dealt as pure damage meaning it will ignore the armor of the damaged target.
So, is there a way to fix that and make the total damage recognize armor reduction?
2) What if the Hero who has this spell, deals other physical damage than attacking?
For example like this:
Please let me know guys if my trigger leaks or not, what about the Floating Text, is that alright? and if there's any other way to further improve the trigger. (The 10% chance is it alright that way?)
As i've mentioned before, I'm intentionally still using the patch 1.26a for my map. So, i won't be able to use Damage Engine by Bribe. Maybe there's a better DD system than the one that i'm using that works with 1.26a!
Thank you.
I'm making a custom passive spell close to Critical Strike and Bash. The spell goes like this:
A hero connects with attacks (meaning it deals physical damage from attacks that connect) it has a 10% chance to deal the amount of the hero's Strength on top the attack damage.
I'm intentionally still using the patch 1.26a for my map. So, i used Physical Damage Detection for GUI v1.3.0.0 to create this trigger:
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Chance
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Events
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Game - PDD_damageEventTrigger becomes Equal to 1.00
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Conditions
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PDD_damageType Equal to PDD_PHYSICAL
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(Level of Evasion for PDD_source) Greater than 0
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(PDD_target is A structure) Equal to False
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(Random integer number between 1 and 100) Less than or equal to 10
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Actions
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Set PDD_amount = (PDD_amount + (Real((Strength of PDD_source (Include bonuses)))))
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Floating Text - Create floating text that reads (|c0020C000 + ((String((Integer(PDD_amount)))) + !)) above PDD_target with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Hide (Last created floating text) for (All players)
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Floating Text - Show (Last created floating text) for Player Group - Player 1 (Red)
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
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Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
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Floating Text - Set the velocity of (Last created floating text) to 100.00 towards 90.00 degrees
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1) My main problem is that when i set the PDD_amount = PDD_amount + Hero's Strength, the Hero's Strength damage will be dealt as pure damage meaning it will ignore the armor of the damaged target.
So, is there a way to fix that and make the total damage recognize armor reduction?
2) What if the Hero who has this spell, deals other physical damage than attacking?
For example like this:
-
Unit - Cause Hero to damage (Picked unit), dealing 200 damage of attack type Hero and damage type Normal
Please let me know guys if my trigger leaks or not, what about the Floating Text, is that alright? and if there's any other way to further improve the trigger. (The 10% chance is it alright that way?)
As i've mentioned before, I'm intentionally still using the patch 1.26a for my map. So, i won't be able to use Damage Engine by Bribe. Maybe there's a better DD system than the one that i'm using that works with 1.26a!
Thank you.