- Joined
- Nov 29, 2012
- Messages
- 6,631
I have a spell here namely Deep Wounds made by Daffa to me (but I dont want to disturb him that much and I need an answer ASAP.), the spell works like gives an x% chance to deal 2x bonus damage and reduce armor of enemies by 2. The armor reduction stacks for 5 times which means 10 armor reduction in total but a stack will deduct if 4 seconds passes by. It should work as intended but for some weird reason it does not stack. It only reduces up to 2 then nothing happens after that. I set the chance to 100% for testing purpose but still it won't get any higher than the first stack.
Here are the triggers:
Anyway, it requires some abilities from the CCS of Doomlord but it's unknown to me why it's still not working and please do provide me the revised trigger because I can understand that more.
Here are the triggers:
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DW Configuration
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Events
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Map initialization
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Conditions
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Actions
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-------- CONFIGURABLE --------
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-------- Set this to the Death Wound Ability that has been copy-psted --------
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Set DW_Ability = Deep Wound
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-------- Chance for the spell (Min : 1, Max : 100) --------
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Set DW_Chance = 100
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-------- Damage Amplification --------
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Set DW_Multiplier = 2.00
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-------- Armor Reduction duration (real second) --------
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Set DW_ReductionDuration = 4.00
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-------- Armor Reduction (positive values, else it will add armor) --------
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Set ArmorReduction = 2
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-------- SFX Path - Path of effect created on target --------
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Set DW_SFX_Path = Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
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-------- SFX Instant Remove - if true will remove SFX after display, if false it will remove SFX after spell effect ends. --------
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Set DW_SFX_Removal = True
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-------- UNCONFIGURABLE --------
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-------- Loop Timer, touch at risk --------
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Set DW_Timer = 0.03
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Trigger - Add to DW Debuff <gen> the event (Time - Every DW_Timer seconds of game time)
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-------- Spell Min chance, don't touch! --------
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Set DW_MinChance = 1
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-------- Spell Max chance, don't touch! --------
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Set DW_MaxChance = 100
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DW Cast
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Events
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Game - damageEventTrigger becomes Equal to 1.00
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Conditions
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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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(Level of DW_Ability for source) Equal to 1
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damageType Equal to PHYSICAL
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(Random integer number between DW_MinChance and DW_MaxChance) Less than or equal to 100
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Then - Actions
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-------- Activate Data --------
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Set amount = (DW_Multiplier x amount)
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Set DW_Index_Unit = (Custom value of target)
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-------- Attack Special effect, automatically applied in every attack --------
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-------- ignores wether unit is in effect before or not --------
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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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DW_SFX_Removal Equal to True
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Then - Actions
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Special Effect - Create a special effect attached to the origin of target using DW_SFX_Path
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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-------- Float Text --------
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Floating Text - Create floating text that reads (String(amount)) above 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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Set DW_FT = (Last created floating text)
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Floating Text - Set the velocity of DW_FT to 64.00 towards 90.00 degrees
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Floating Text - Change DW_FT: Disable permanence
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Floating Text - Change the fading age of DW_FT to 4.00 seconds
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Floating Text - Change the lifespan of DW_FT to 6.00 seconds
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-------- Registration check --------
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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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(target is in DW_Group) Equal to False
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Then - Actions
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Unit Group - Add target to DW_Group
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Custom script: call CSS_AddBonus(udg_target, -udg_ArmorReduction, 0)
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Special Effect - Create a special effect attached to the origin of target using DW_SFX_Path
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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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DW_SFX_Removal Equal to False
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Then - Actions
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Set DW_EffectRegistered[DW_Index_Unit] = (Last created special effect)
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Else - Actions
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Skip remaining actions
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Set DW_DebuffTimer[DW_Index_Unit] = DW_ReductionDuration
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-------- Run Loop Status Check --------
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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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(Number of units in DW_Group) Equal to 1
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Then - Actions
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Trigger - Turn on DW Debuff <gen>
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Else - Actions
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Else - Actions
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DW Debuff
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Events
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Conditions
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Actions
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Unit Group - Pick every unit in DW_Group and do (Actions)
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Loop - Actions
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Set DW_PickedUnit = (Picked unit)
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Set DW_Index_Unit = (Custom value of DW_PickedUnit)
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Set DW_DebuffTimer[DW_Index_Unit] = (DW_DebuffTimer[DW_Index_Unit] - DW_Timer)
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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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DW_DebuffTimer[DW_Index_Unit] Less than or equal to 0.00
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Then - Actions
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Custom script: call CSS_AddBonus(udg_DW_PickedUnit, udg_ArmorReduction, 0)
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Unit Group - Remove DW_PickedUnit from DW_Group
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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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DW_SFX_Removal Equal to False
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Then - Actions
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Special Effect - Destroy DW_EffectRegistered[DW_Index_Unit]
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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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(Number of units in DW_Group) Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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Anyway, it requires some abilities from the CCS of Doomlord but it's unknown to me why it's still not working and please do provide me the revised trigger because I can understand that more.
Last edited:


