- Joined
- Jun 20, 2017
- Messages
- 380
I have 3 different tiers of a tower with 3 abilities, each can reduce a different amount of armor!
Reduces a target enemy hero's armor by 1 per hit (unlimited).
Reduces a target enemy hero's armor by 2 per hit (unlimited).
Reduces a target enemy hero's armor by 3 per hit (unlimited).
If I don't attack the target after 5 seconds, the effect will be lost.
I looked at this thread
how to create Attack Modifier?
and came up with these two triggers
And it works but instead of reducing/adding negative bonus armor it reduces base armor!
Reduces a target enemy hero's armor by 1 per hit (unlimited).
Reduces a target enemy hero's armor by 2 per hit (unlimited).
Reduces a target enemy hero's armor by 3 per hit (unlimited).
If I don't attack the target after 5 seconds, the effect will be lost.
I looked at this thread
how to create Attack Modifier?
and came up with these two triggers
And it works but instead of reducing/adding negative bonus armor it reduces base armor!
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Armor Reduction
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Events
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Unit - A unit Takes damage
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Conditions
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(Damage From Normal Attack) Equal to True
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((Damage Target) is A Hero) Equal to True
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((Damage Target) belongs to an enemy of (Owner of (Damage source)).) Equal to True
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((Damage source) is in AR_UnitGroup.) Equal to True
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(Level of Armor Reduction Toggle for (Damage source)) Greater than 0
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Or - Any (Conditions) are true
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Conditions
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(Level of Demolish [Custom] Blood Tower / Storm Hammers for (Damage source)) Greater than 0
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(Level of Demolish [Custom] Blood Tower (Super) / Storm Hammers for (Damage source)) Greater than 0
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(Level of Demolish [Custom] Blood Tower (Ultra) / Storm Hammers for (Damage source)) Greater than 0
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Actions
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-------- Set Target. --------
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Set VariableSet AR_Target = (Damage Target)
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-------- --------
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-------- Set Source. --------
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Set VariableSet AR_Source = (Damage source)
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-------- --------
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-------- Setup Point. --------
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Set VariableSet AR_Point = (Position of AR_Target)
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-------- --------
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-------- Setup Special Effect. --------
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Special Effect - Create a special effect attached to the origin of AR_Target using Abilities\Spells\Items\OrbCorruption\OrbCorruptionSpecialArt.mdl
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Set VariableSet AR_SpecialEffect = (Last created special effect)
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Special Effect - Destroy AR_SpecialEffect
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-------- --------
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-------- Setup Dummy. --------
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Unit - Create 1 [Dummy] Armor Reduction for (Owner of AR_Source) at AR_Point facing Default building facing degrees
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Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
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Unit - Add Inner Fire (Armor Reduction) to (Last created unit)
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Unit - Order (Last created unit) to Human Priest - Inner Fire AR_Target
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Custom script: call RemoveLocation(udg_AR_Point)
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-------- --------
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-------- Get the amount of armor that should be destroyed. --------
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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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(Unit-type of AR_Source) Equal to Blood Tower
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Then - Actions
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Set VariableSet AR_Amount = 1.00
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Else - Actions
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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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(Unit-type of AR_Source) Equal to Blood Tower (Super)
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Then - Actions
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Set VariableSet AR_Amount = 2.00
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Else - Actions
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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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(Unit-type of AR_Source) Equal to Blood Tower (Ultra)
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Then - Actions
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Set VariableSet AR_Amount = 3.00
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Else - Actions
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-------- --------
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-------- Calculate the total armor destroyed. --------
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Set VariableSet AR_ArmorLost = ((Armor of AR_Target) - AR_Amount)
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-------- --------
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-------- Subtract the armor from the target. --------
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Unit - Set Armor of AR_Target to AR_ArmorLost
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-------- --------
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-------- Deal the damage. The "Feedback_Multiplier" is the Ratio that can be found on the ability. --------
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Unit - Cause AR_Source to damage AR_Target, dealing AR_Amount damage of attack type Spells and damage type Normal
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Armor Reduction Toggle
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Events
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Unit - A unit Is issued an order with no target
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Conditions
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(Level of Armor Reduction Toggle for (Triggering unit)) Greater than 0
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Actions
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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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(Issued order) Equal to (Order(flamingarrows))
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Then - Actions
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Unit Group - Add (Triggering unit) to AR_UnitGroup
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Else - Actions
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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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(Issued order) Equal to (Order(unflamingarrows))
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Then - Actions
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Unit Group - Remove (Triggering unit) from AR_UnitGroup.
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Else - Actions
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