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Need Help with AoE Skill

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sorry if i wasnt clear enough but yeah a skill like cleave would work, but there also has to be a percent chance of slow, also the units will take damage. But how do I use a damage detection system
 
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sorry if i wasnt clear enough but yeah a skill like cleave would work, but there also has to be a percent chance of slow, also the units will take damage. But how do I use a damage detection system

http://www.hiveworkshop.com/forums/...6/?prev=search=damage%20detection&d=list&r=20

There are also some other ones on THW. Do you want each unit hit to have a chance to be slowed, or a chance that all units hit will be slowed? If you're making a cleave like ability, you will want to make a triggered ability. When the unit that has the cleave ability deals damage to a target, you will pick the nearby units in the area and damage each of them. The slow depends on whether you want to have the slow chance be general or specific to each unit.

If someone else could post a specific trigger, that'd be great.
 
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Thx for link and i got the system to work as far as I know, but for the AoE, I need it so the units around the targeted unit is affected by slow. Also i think some thing like Orb of Annihilation would be a better skill to use rather than cleave.
 
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Thx for link and i got the system to work as far as I know, but for the AoE, I need it so the units around the targeted unit is affected by slow. Also i think some thing like Orb of Annihilation would be a better skill to use rather than cleave.
Remember, the shape of the "cleaving AOE" is not circle, but rather conical shape, draws outwards towards attacker's facing angle.
 
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thx MortAr its a good template to work off of but I still need the percent to stun so if someone can tell me how to do percent chance along with MortAr's trigger or use the damage system to do it that would be awesome
 
  • Cleaving Stun
    • Events
    • Conditions
      • (Level of Cleaving Stun for (Damage source)) Greater than 0
    • Actions
      • Set CS_Chance = 30.00
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random percentage) Less than or equal to CS_Chance
        • Then - Actions
          • Set CS_SourcePoint = (Position of (Damage source))
          • Set CS_TargetPoint = (Position of (Triggering unit))
          • Set CS_Angle = (Angle from CS_SourcePoint to CS_TargetPoint)
          • Set CS_Distance = ((Distance between CS_SourcePoint and CS_TargetPoint) - 50.00)
          • For each (Integer CS_Int) from 1 to 5, do (Actions)
            • Loop - Actions
              • Set CS_CleavePoints = (CS_TargetPoint offset by CS_Distance towards CS_Angle degrees)
              • Set CS_Targets = (Units within 100.00 of CS_CleavePoints matching (((Matching unit) belongs to an enemy of (Owner of (Damage source))) Equal to True))
              • Unit Group - Pick every unit in CS_Targets and do (Actions)
                • Loop - Actions
                  • Unit - Create 1 Caster Dummy for (Owner of (Damage source)) at CS_CleavePoints facing Default building facing degrees
                  • Unit - Add Stun to (Last created unit)
                  • Unit - Order (Last created unit) to Neutral - Firebolt (Picked unit)
                  • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
              • Set CS_Angle = (CS_Angle + 20.00)
              • Set CS_Distance = (CS_Distance + 12.50)
              • Custom script: call RemoveLocation (udg_CS_CleavePoints)
              • Custom script: call DestroyGroup (udg_CS_Targets)
              • Game - Display to (All players) the text: (String(CS_Int))
          • Custom script: call RemoveLocation (udg_CS_SourcePoint)
          • Custom script: call RemoveLocation (udg_CS_TargetPoint)
        • Else - Actions
Basically I placed MortAr's trigger actions into an if/then/else, with the condition checking a random percentage (real between 0.00 and 100.00) against a preset chance variable.
 
Level 19
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  • Set CS_Angle = (Angle from CS_SourcePoint to CS_TargetPoint)
You have set it to
  • Set CS_Angle = ((Angle from CS_SourcePoint to CS_TargetPoint) - 40.00)
Or it will start from base point to the left and will not form an arc.
I missed that apparently.

You could also move the:
  • Set CS_Chance = 30.00
inside the init trigger.
 
Level 33
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Basically I placed MortAr's trigger actions into an if/then/else, with the condition checking a random percentage (real between 0.00 and 100.00) against a preset chance variable.

The CS_Chance should be constant (quite unefficient if you're setting the same value over and over again)

Next, if you're making a random value between 0.00 ~ 100.00, do you know you have 10,000 values ? Not to mention the zero-error you have, now the value is 10,001. It should be 0.01 ~ 100.00 OR 0.00 ~ 99.99.

1.00 from 100.00 (10,000 values)
10.00 from 100.00 (100 values)
100.00 from 100.00 (1 value)

You should be using 10.00 out of 100.00 OR to lessen the range of calculation, you could use 0.01 ~ 1.00 (1% per interval | 100 values).

That's why I always use Integer as "chances" so you don't get confused with the wonders behind it :)

And I know the more decimal you have, the more "accurate" your reading is, but how much accuracy do you ask from this 1 ~ 100 ?
That is accurate enough for me.

Compared 30.4563% chance to hit, it's quite ridiculous.
 
Level 2
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So if i was to make an item with this ability would i have to change anything from rulerofiron99's trigger, if so what? or would the the trigger pick up that the item is using the ability.
 
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