• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

how to make damage area not to damage allies?

Status
Not open for further replies.
Level 5
Joined
Jan 27, 2007
Messages
154
I know but how...?

ist it like this?

  • Time - Elapsed game time is 0.02 seconds
  • Actions
    • Unit Group - Pick every unit in (Units within 130.00 of shinsouShinsou matching (((Triggering unit) belongs to an enemy of (Owner of Shinsou)) Equal to True)) and do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Level of Shikai - Shinsou for Ichimaru) Equal to 1
          • Then - Actions
            • Unit - Cause Ichimaru to damage (Triggering unit), dealing (((Real((Strength of Ichimaru (Include bonuses)))) x ((Real((Agility of Ichimaru (Include bonuses)))) x 0.10)) / 2.00) damage of attack type Normal and damage type Sonic
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Level of Shikai - Shinsou for Ichimaru) Equal to 2
          • Then - Actions
            • Unit - Cause Ichimaru to damage (Triggering unit), dealing (((Real((Strength of Ichimaru (Include bonuses)))) x ((Real((Agility of Ichimaru (Include bonuses)))) x 0.15)) / 2.00) damage of attack type Normal and damage type Sonic
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Level of Shikai - Shinsou for Ichimaru) Equal to 3
          • Then - Actions
            • Unit - Cause Ichimaru to damage (Triggering unit), dealing (((Real((Strength of Ichimaru (Include bonuses)))) x ((Real((Agility of Ichimaru (Include bonuses)))) x 0.20)) / 2.00) damage of attack type Normal and damage type Sonic
          • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Level of Shikai - Shinsou for Ichimaru) Equal to 4
          • Then - Actions
            • Unit - Cause Ichimaru to damage (Triggering unit), dealing (((Real((Strength of Ichimaru (Include bonuses)))) x ((Real((Agility of Ichimaru (Include bonuses)))) x 0.25)) / 2.00) damage of attack type Normal and damage type Sonic
          • Else - Actions
 
Level 14
Joined
Nov 18, 2007
Messages
1,084
It's not Triggering unit, it's Picked unit.

You should also change your event to
  • Unit - A unit Starts the effect of an ability
and the condition would be
  • (Ability being cast) is equal to Shikai
It's not MUI unless you replace Ichimaru with Casting unit or Triggering Unit or set Ichimaru to Casting unit or Triggering Unit.

An easier method for damaging units would be
  • Unit - Cause (Casting unit) to damage (Picked unit), dealing ((Real((Strength of (Casting unit) (Include bonuses)))) x ((Real((Agility of (Casting unit) (Include bonuses)))) x (0.05 + (0.05 x ((Real((Level of Shikai for (Casting unit)))) / 2.00))))) damage of attack type Normal and damage type Sonic
so you wouldn't need all of those conditions.
 
Level 5
Joined
Jan 27, 2007
Messages
154
No, I doesnt need to be MUI......

Here's my trigger and its still not working..

1st
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Shikai - Shinsou
  • Actions
    • Set shinsou = (Position of (Casting unit))
    • Set shinsou = (shinsou offset by 130.00 towards (Facing of (Casting unit)) degrees)
    • Unit - Create 1 Shinsou for (Owner of (Casting unit)) at shinsou facing (Facing of (Casting unit)) degrees
    • Set Shinsou = (Last created unit)
    • Set shinsouShinsou = (Position of Shinsou)
    • Trigger - Run DamageShinsou <gen> (checking conditions)
    • Wait 0.03 seconds
    • Set shinsou = (Position of Shinsou)
    • Set shinsou = (shinsou offset by 130.00 towards (Facing of Shinsou) degrees)
    • Unit - Move Shinsou instantly to shinsou, facing (Facing of Shinsou) degrees
    • Set shinsouShinsou = (Position of Shinsou)
    • Trigger - Run DamageShinsou <gen> (checking conditions)
    • Wait 0.03 seconds
    • Set shinsou = (Position of Shinsou)
    • Set shinsou = (shinsou offset by 130.00 towards (Facing of Shinsou) degrees)
    • Unit - Move Shinsou instantly to shinsou, facing (Facing of Shinsou) degrees
    • Set shinsouShinsou = (Position of Shinsou)
    • Trigger - Run DamageShinsou <gen> (checking conditions)
    • Wait 0.03 seconds
    • Set shinsou = (Position of Shinsou)
    • Set shinsou = (shinsou offset by 130.00 towards (Facing of Shinsou) degrees)
    • Unit - Move Shinsou instantly to shinsou, facing (Facing of Shinsou) degrees
    • Set shinsouShinsou = (Position of Shinsou)
    • Trigger - Run DamageShinsou <gen> (checking conditions)
    • Wait 0.03 seconds
    • Set shinsou = (Position of Shinsou)
    • Set shinsou = (shinsou offset by 130.00 towards (Facing of Shinsou) degrees)
    • Unit - Move Shinsou instantly to shinsou, facing (Facing of Shinsou) degrees
    • Set shinsouShinsou = (Position of Shinsou)
    • Trigger - Run DamageShinsou <gen> (checking conditions)
    • Wait 0.03 seconds
    • Set shinsou = (Position of Shinsou)
    • Set shinsou = (shinsou offset by 130.00 towards (Facing of Shinsou) degrees)
    • Unit - Move Shinsou instantly to shinsou, facing (Facing of Shinsou) degrees
    • Set shinsouShinsou = (Position of Shinsou)
    • Trigger - Run DamageShinsou <gen> (checking conditions)
    • Wait 0.03 seconds
    • Set shinsou = (Position of Shinsou)
    • Set shinsou = (shinsou offset by 130.00 towards (Facing of Shinsou) degrees)
    • Set shinsouShinsou = (Position of Shinsou)
    • Unit - Move Shinsou instantly to shinsou, facing (Facing of Shinsou) degrees
    • Trigger - Run DamageShinsou <gen> (checking conditions)
    • Wait 0.03 seconds
    • Set shinsou = (Position of Shinsou)
    • Set shinsou = (shinsou offset by 130.00 towards (Facing of Shinsou) degrees)
    • Unit - Move Shinsou instantly to shinsou, facing (Facing of Shinsou) degrees
    • Set shinsouShinsou = (Position of Shinsou)
    • Trigger - Run DamageShinsou <gen> (checking conditions)
    • Wait 0.03 seconds
    • Set shinsou = (Position of Shinsou)
    • Set shinsou = (shinsou offset by 130.00 towards (Facing of Shinsou) degrees)
    • Unit - Move Shinsou instantly to shinsou, facing (Facing of Shinsou) degrees
    • Set shinsouShinsou = (Position of Shinsou)
    • Trigger - Run DamageShinsou <gen> (checking conditions)
    • Wait 0.03 seconds
    • Set shinsou = (Position of Shinsou)
    • Set shinsou = (shinsou offset by 130.00 towards (Facing of Shinsou) degrees)
    • Unit - Move Shinsou instantly to shinsou, facing (Facing of Shinsou) degrees
    • Set shinsouShinsou = (Position of Shinsou)
    • Trigger - Run DamageShinsou <gen> (checking conditions)
    • Wait 0.03 seconds
    • Custom script: call RemoveLocation(udg_shinsou)
    • Custom script: call RemoveLocation(udg_shinsouShinsou)
    • Unit - Remove Shinsou from the game
2nd
  • Time - Every 0.02 seconds of the game
  • Actions
    • Unit Group - Pick every unit in (Units within 125.00 of shinsouShinsou) and do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • ((Picked unit) belongs to an enemy of (Owner of Ichimaru)) Equal to True
          • Then - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Level of Shikai - Shinsou for Ichimaru) Equal to 1
              • Then - Actions
                • Unit - Cause Ichimaru to damage (Picked unit), dealing 1000.00 damage of attack type Normal and damage type Sonic
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Level of Shikai - Shinsou for Ichimaru) Equal to 2
              • Then - Actions
                • Unit - Cause Ichimaru to damage (Picked unit), dealing (((Real((Strength of Ichimaru (Include bonuses)))) x ((Real((Agility of Ichimaru (Include bonuses)))) x 0.15)) / 2.00) damage of attack type Normal and damage type Sonic
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Level of Shikai - Shinsou for Ichimaru) Equal to 3
              • Then - Actions
                • Unit - Cause Ichimaru to damage (Picked unit), dealing (((Real((Strength of Ichimaru (Include bonuses)))) x ((Real((Agility of Ichimaru (Include bonuses)))) x 0.20)) / 2.00) damage of attack type Normal and damage type Sonic
              • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Level of Shikai - Shinsou for Ichimaru) Equal to 4
              • Then - Actions
                • Unit - Cause Ichimaru to damage (Picked unit), dealing (((Real((Strength of Ichimaru (Include bonuses)))) x ((Real((Agility of Ichimaru (Include bonuses)))) x 0.25)) / 2.00) damage of attack type Normal and damage type Sonic
              • Else - Actions
          • Else - Actions
What seems to be the prob?
 
Last edited:
Level 29
Joined
Jul 29, 2007
Messages
5,174
Unit Group - Pick every unit in (Units within 125.00 of shinsouShinsou) and do (Actions)

This should be

Unit Group - Pick every unit in (Units within 125.00 of shinsouShinsou) Matching (Matching unit is enemy of shinsouShinsou) and do (Actions)

Any you could use loops to reduce your triggers size by about 80% lol.
 
Level 5
Joined
Aug 23, 2007
Messages
141
Or, you could just modify the Targets field in an existing ability, make it affect only enemies and neutral, then add it to a dummy unit.

Run a trigger that summons the dummy unit when you cast a spell, sets the dummy unit's ability to the level of the ability being cast, and order the dummy to use the ability. Add an expiration timer to the dummy.

If it has to be Strength based, then yeah, do what Need_02 says...
 
Status
Not open for further replies.
Top