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Damage Increase for next attack

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Level 5
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Jan 18, 2012
Messages
179
Is there any abilities that gives you Damage Increase and are clickable for the next X(one-two-etc) attack? If not can you make me a trigger with it, insert it to a map and post it here so I can dl the map and copy/paste it? If you make it as trigger plz also add the firebolt effect to the unit that will recieve this attack and a random sfx to the caster which makes the enemies and allies see that the heroes next attack will be increased thanks to that skill..

I will give you rep for that thanks.


I need help asap, please.
 
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Level 18
Joined
May 11, 2012
Messages
2,103
I will give you Earthshakers' second spell triggers now, gimme me a min

here it is:
  • Enchant Totem Group
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in EnchantGroup) Not equal to True
            • Then - Actions
              • Unit Group - Add (Picked unit) to EnchantGroup
              • Trigger - Add to Enchant Attack <gen> the event (Unit - (Picked unit) Takes damage)
            • Else - Actions
  • Enchant Attack
    • Events
    • Conditions
      • ((Damage source) has buff Enchant Totem ) Equal to True
    • Actions
      • Set EnchantAttack_Int = (EnchantAttack_Int + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • EnchantAttack_Int Equal to ((Level of Enchant Totem for (Damage source)) x 2)
        • Then - Actions
          • Set EnchantAttack_Int = 0
          • Unit - Remove Enchant Totem buff from (Damage source)
        • Else - Actions
 

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Level 18
Joined
May 11, 2012
Messages
2,103
I don't get why you need the group...
Also, using periodic is bad, you can detect when the ability is being cast and then add the event to the other trigger..
Much more efficient.

but then what about if someone spawns a unit after the ability is casted?
The periodic fixes it. And why would it be bad? I have lots of 1sec periodics and my map doesn0t lags..
 
Level 15
Joined
Aug 14, 2007
Messages
936
On top of that if you keep adding events it will lag at some point, it is best still not to use damage taken and if you use it, always have a trigger to keep it tracked and off it whenever possible. As the event stack so much, whenever damage taken occurs the system is gona do many irrelevant checks, that's how the system works. There must be other alternatives to handle event adding, using it so casually have great consequences.
 
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