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I need Help About Triggers

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Okay I'm very new in this trigger thing and I want to make custom spells and It seems a bit diffucult atleast for me.
so I know that triggers are used step by step but which triggers whould be placed which doesn't, I don't get it sometimes.
so let's jsut say I wanted to made a passive ability that applies bash+crit and than after It triggered It'll send death coil.
how should I do with GUI (not JASS)
 
>Okay I'm very new in this trigger thing and I want to make custom spells and It seems a bit diffucult atleast for me.
so I know that triggers are used step by step but which triggers whould be placed which doesn't, I don't get it sometimes.


Patience is key.

>so let's jsut say I wanted to made a passive ability that applies bash+crit and than after It triggered It'll send death coil.
how should I do with GUI (not JASS)


First and foremost you can start by recreating a bash trigger, this is rather simple when Damage Detection systems are available, I'd suggest this one, as playing around with the test map can really show off it's features and get your brain juices flowing for what you can achieve.

After detecting the damage along with the "RNG" you need to get the location of the damaged source, which again DDS has you covered, create a "DUMMY" unit, before giving it a modified version of death coil to freely cast at the damaged unit, to which it will cast.

The trigger to start it off would be as simply as this:
  • Bash
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • (Random integer number between 1 and 100) Less than or equal to 15
    • Actions
      • Set Point[1] = (Position of DamageEventSource)
      • Unit - Create 1 Peasant for (Owner of DamageEventSource) at Point[1] facing Default building facing degrees
      • Unit - Add Death Coil (Neutral Hostile) to (Last created unit)
      • Unit - Order (Last created unit) to Undead Death Knight - Death Coil DamageEventTarget
      • Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_Point[1])
If this is still beyond you and too difficult to manage I'd suggest reading through and following this Tutorial
 
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