how to create Attack Modifier?

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How to make attack modifiers for melee units?. like an attack modifier that can be autocast, if the attack lands it reduce the enemy armor.
 

Uncle

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Here are some passive skills that use your attack. They can work for either melee or ranged since there's not really any difference.

Here's a passive ability with a 25% chance to proc and deal 100 spell damage:
  • Lightning Strike Attack
    • Events
      • Unit - A unit Takes damage
    • Conditions
      • (Level of Lightning Strike for (Damage source)) Greater than 0
      • (Damage From Normal Attack) Equal to True
      • (Random integer number between 1 and 100) Less than or equal to 25
    • Actions
      • Special Effect - Create a special effect attached to the origin of (Damage Target) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Cause (Damage source) to damage (Damage Target), dealing 100.00 damage of attack type Spells and damage type Normal
Here's a toggle ability based on Searing Arrows which causes all attacks to reduce armor while toggled on:
  • Piercing Blow Attack
    • Events
      • Unit - A unit Takes damage
    • Conditions
      • (Level of Piercing Blow for (Damage source)) Greater than 0
      • (Damage From Normal Attack) Equal to True
      • ((Damage source) is in PiercingBlowGroup.) Equal to True
    • Actions
      • Unit - Create 1 Dummy for (Owner of (Damage source)) at (Position of (Damage Target)) facing Default building facing degrees
      • Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
      • Unit - Add Inner Fire (Piercing Blow Armor Reduction) to (Last created unit)
      • Unit - Order (Last created unit) to Human Priest - Inner Fire (Damage Target)
Inner Fire is setup to target enemy units and has a negative armor bonus so it reduces armor.

Here's how to manage the toggling of the ability so it can turn on and off properly:
  • Piercing Blow Toggle
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Level of Piercing Blow for (Triggering unit)) Greater than 0
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Issued order) Equal to (Order(flamingarrows))
        • Then - Actions
          • Unit Group - Add (Triggering unit) to PiercingBlowGroup
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Issued order) Equal to (Order(unflamingarrows))
            • Then - Actions
              • Unit Group - Remove (Triggering unit) from PiercingBlowGroup.
            • Else - Actions
These triggers have memory leaks and other poor design choices but they show you how to get started. Also, you'll need to be on patch 1.31+ to use the Takes Damage event. Otherwise, you can rely on a Damage Engine system that's compatible with an older version (search Hive for one) and use that system instead.
 

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Level 7
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Thank you. I will maybe try Bribe's damage engine since I only use War3 1.31.1.

Also, I really appreciate that you answered all my questions about triggers.

Edit: so i download bribe's damage engine and i copy/paste it to my map and i'm trying to make the Searing arrows ability that you made but i don't know the trigger "Damage from Normal Attack". Also i replaced the "a unit takes damage" with "a unit is attacked" will that work?
 
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