- Joined
- Nov 29, 2012
- Messages
- 6,637
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:
-
DW Configuration
-
Events
- Map initialization
- Conditions
-
Actions
- -------- CONFIGURABLE --------
- -------- Set this to the Death Wound Ability that has been copy-psted --------
- Set DW_Ability = Deep Wound
- -------- Chance for the spell (Min : 1, Max : 100) --------
- Set DW_Chance = 100
- -------- Damage Amplification --------
- Set DW_Multiplier = 2.00
- -------- Armor Reduction duration (real second) --------
- Set DW_ReductionDuration = 4.00
- -------- Armor Reduction (positive values, else it will add armor) --------
- Set ArmorReduction = 2
- -------- SFX Path - Path of effect created on target --------
- Set DW_SFX_Path = Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
- -------- SFX Instant Remove - if true will remove SFX after display, if false it will remove SFX after spell effect ends. --------
- Set DW_SFX_Removal = True
- -------- UNCONFIGURABLE --------
- -------- Loop Timer, touch at risk --------
- Set DW_Timer = 0.03
- Trigger - Add to DW Debuff <gen> the event (Time - Every DW_Timer seconds of game time)
- -------- Spell Min chance, don't touch! --------
- Set DW_MinChance = 1
- -------- Spell Max chance, don't touch! --------
- Set DW_MaxChance = 100
-
Events
-
DW Cast
-
Events
- Game - damageEventTrigger becomes Equal to 1.00
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Level of DW_Ability for source) Equal to 1
- damageType Equal to PHYSICAL
- (Random integer number between DW_MinChance and DW_MaxChance) Less than or equal to 100
-
Then - Actions
- -------- Activate Data --------
- Set amount = (DW_Multiplier x amount)
- Set DW_Index_Unit = (Custom value of target)
- -------- Attack Special effect, automatically applied in every attack --------
- -------- ignores wether unit is in effect before or not --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- DW_SFX_Removal Equal to True
-
Then - Actions
- Special Effect - Create a special effect attached to the origin of target using DW_SFX_Path
- Special Effect - Destroy (Last created special effect)
- Else - Actions
-
If - Conditions
- -------- Float Text --------
- 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
- Set DW_FT = (Last created floating text)
- Floating Text - Set the velocity of DW_FT to 64.00 towards 90.00 degrees
- Floating Text - Change DW_FT: Disable permanence
- Floating Text - Change the fading age of DW_FT to 4.00 seconds
- Floating Text - Change the lifespan of DW_FT to 6.00 seconds
- -------- Registration check --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (target is in DW_Group) Equal to False
-
Then - Actions
- Unit Group - Add target to DW_Group
- Custom script: call CSS_AddBonus(udg_target, -udg_ArmorReduction, 0)
- Special Effect - Create a special effect attached to the origin of target using DW_SFX_Path
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- DW_SFX_Removal Equal to False
-
Then - Actions
- Set DW_EffectRegistered[DW_Index_Unit] = (Last created special effect)
-
Else - Actions
- Special Effect - Destroy (Last created special effect)
-
If - Conditions
-
Else - Actions
- Skip remaining actions
-
If - Conditions
- Set DW_DebuffTimer[DW_Index_Unit] = DW_ReductionDuration
- -------- Run Loop Status Check --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in DW_Group) Equal to 1
-
Then - Actions
- Trigger - Turn on DW Debuff <gen>
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
DW Debuff
- Events
- Conditions
-
Actions
-
Unit Group - Pick every unit in DW_Group and do (Actions)
-
Loop - Actions
- Set DW_PickedUnit = (Picked unit)
- Set DW_Index_Unit = (Custom value of DW_PickedUnit)
- Set DW_DebuffTimer[DW_Index_Unit] = (DW_DebuffTimer[DW_Index_Unit] - DW_Timer)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- DW_DebuffTimer[DW_Index_Unit] Less than or equal to 0.00
-
Then - Actions
- Custom script: call CSS_AddBonus(udg_DW_PickedUnit, udg_ArmorReduction, 0)
- Unit Group - Remove DW_PickedUnit from DW_Group
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- DW_SFX_Removal Equal to False
-
Then - Actions
- Special Effect - Destroy DW_EffectRegistered[DW_Index_Unit]
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in DW_Group) Equal to 0
-
Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
Loop - Actions
-
Unit Group - Pick every unit in DW_Group and do (Actions)
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.
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