- Joined
- Mar 24, 2008
- Messages
- 184
Hi,
I'm creating a single player RPG map, with a Ranger hero (nothing special, it's just my first map, though i had to struggle a lot with triggers to make a full working and bug free 24h Shadowmeld). Now i'm having some troubles with 2 skills i gave her.
i made 2 custom skills, Precision (from Neutral Mortal Strike, not the hero one) and Poisoned arrows (from Frost Arrows), i've just realized that when i activate poisoned arrows, then Mortal Strike won't work (unless i've been very unlucky in the last 30 mins of tests and getting Mortal strikes only when i disable poisoned arrows
)
just in case, i warn you i'm using the italian version of the game so some skill names could be wrong (trying to traslate at my best), Mortal Strike is the one Spirit Wolves have (make more damage on chance), While Frost arrows is the one from Vashj (or was it Cold Arrows from Sylvanas...oh well i don't think it's important)
Is there any way to make Mortal Strike work even while i activate Poisoned arrows? I don't mind using Complex triggers or JASS, if required.
EDIT
I've been thinking to a solution since this morning, and got some ideas i could use but i'm having some troubles in developing them.
All i need is something that will emulate Mortal Strike (or Critical strike or whatever the name).
For now i'm working with GUI but the more i use it the more i want to change to JASS (i just wish i had enough time to read tutorials properly), and theese were the solutions i could think of:
- on chance, when my unit uses the "Poisoned arrows" ability (so it doesn't require to create a dummy unit all the time) start attacking a dummy unit created in the same position of the attacked unit (make it follow the attacked unit so it won't appear arrows stop in the middle of nowhere if the enemy is moving), calculate the damage, make it x3, remove dummy and apply the damage to the enemy.
The problem in this solution is i'm not sure how to tell my unit to stop attacking and attack the dummy instead (does "attacking unit" value work even if i didn't specify a "Unit is attacking" event?)
- Another solution could be, when a unit takes damage and it has the poisoned arrow buff, then get the damage done, make it x2 (the unit got the normal damage already) and apply to the unit. Even in this case, by using GUI i'm having some problems because it doesn't exist the "Generic unit event - Unit takes damage" but it exists only as Specific unit event, and even here i'm not sure if i can use "Damage Taken" as value if i don't specify a "unit takes damage" event
I hope i've been clear and sorry if i didn't write the solutions in GUI, i'm just not 100% sure on how to do it
I'm creating a single player RPG map, with a Ranger hero (nothing special, it's just my first map, though i had to struggle a lot with triggers to make a full working and bug free 24h Shadowmeld). Now i'm having some troubles with 2 skills i gave her.
i made 2 custom skills, Precision (from Neutral Mortal Strike, not the hero one) and Poisoned arrows (from Frost Arrows), i've just realized that when i activate poisoned arrows, then Mortal Strike won't work (unless i've been very unlucky in the last 30 mins of tests and getting Mortal strikes only when i disable poisoned arrows

just in case, i warn you i'm using the italian version of the game so some skill names could be wrong (trying to traslate at my best), Mortal Strike is the one Spirit Wolves have (make more damage on chance), While Frost arrows is the one from Vashj (or was it Cold Arrows from Sylvanas...oh well i don't think it's important)
Is there any way to make Mortal Strike work even while i activate Poisoned arrows? I don't mind using Complex triggers or JASS, if required.
EDIT
I've been thinking to a solution since this morning, and got some ideas i could use but i'm having some troubles in developing them.
All i need is something that will emulate Mortal Strike (or Critical strike or whatever the name).
For now i'm working with GUI but the more i use it the more i want to change to JASS (i just wish i had enough time to read tutorials properly), and theese were the solutions i could think of:
- on chance, when my unit uses the "Poisoned arrows" ability (so it doesn't require to create a dummy unit all the time) start attacking a dummy unit created in the same position of the attacked unit (make it follow the attacked unit so it won't appear arrows stop in the middle of nowhere if the enemy is moving), calculate the damage, make it x3, remove dummy and apply the damage to the enemy.
The problem in this solution is i'm not sure how to tell my unit to stop attacking and attack the dummy instead (does "attacking unit" value work even if i didn't specify a "Unit is attacking" event?)
- Another solution could be, when a unit takes damage and it has the poisoned arrow buff, then get the damage done, make it x2 (the unit got the normal damage already) and apply to the unit. Even in this case, by using GUI i'm having some problems because it doesn't exist the "Generic unit event - Unit takes damage" but it exists only as Specific unit event, and even here i'm not sure if i can use "Damage Taken" as value if i don't specify a "unit takes damage" event
I hope i've been clear and sorry if i didn't write the solutions in GUI, i'm just not 100% sure on how to do it
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