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[Trigger] One problem with GDD(GUI Friendly Damage Detection)...

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Level 2
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Jan 13, 2010
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I made this ability:
Bleed (passive ability)
Gladiator Wild can cause his attacks deal stackable damage over time and slow as they impact the foe. Stacks up to 5 times. Lasts 15 seconds.
Level 1 - 3 damage per second and 5% slow.
Level 2 - 6 damage per second and 5% slow.
Level 3 - 9 damage per second and 5% slow.
Level 4 - 12 damage per second and 5% slow.
Exemple: At lvl 2, 1 attack cause 6 damege/sec and 5% slow, on 2 attacks cause 12 damage/sec and 10% slow, on 3 attacks cause 18 damage/sec and 15% slow, and continuous... (max 5 times)

But, when the unit cast a any AoE spell, all the targets get the effect of bleed strike. This effect should apply only in target of attack. How can i get only the attacked target?

NOTE: Bleed Strike(N) = Shadow Strike

  • Bleed
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • (Level of Bleed for GDD_DamageSource) Greater than 0
    • Actions
      • Set TurkleCasterPosition = (Position of GDD_DamagedUnit)
      • Unit - Create 1 Dummy Unit (Custom Campaign) for (Owner of GDD_DamageSource) at TurkleCasterPosition facing Default building facing degrees
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (GDD_DamagedUnit has buff Bleeding (5)) Equal to True
              • (GDD_DamagedUnit has buff Bleeding (4)) Equal to True
        • Then - Actions
          • Unit - Add Bleed Strike[5] to (Last created unit)
          • Unit - Set level of Bleed Strike[5] for (Last created unit) to (Level of Bleed for GDD_DamageSource)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (GDD_DamagedUnit has buff Bleeding (3)) Equal to True
            • Then - Actions
              • Unit - Add Bleed Strike[4] to (Last created unit)
              • Unit - Set level of Bleed Strike[4] for (Last created unit) to (Level of Bleed for GDD_DamageSource)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (GDD_DamagedUnit has buff Bleeding (2)) Equal to True
                • Then - Actions
                  • Unit - Add Bleed Strike[3] to (Last created unit)
                  • Unit - Set level of Bleed Strike[3] for (Last created unit) to (Level of Bleed for GDD_DamageSource)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (GDD_DamagedUnit has buff Bleeding (1)) Equal to True
                    • Then - Actions
                      • Unit - Add Bleed Strike[2] to (Last created unit)
                      • Unit - Set level of Bleed Strike[2] for (Last created unit) to (Level of Bleed for GDD_DamageSource)
                    • Else - Actions
                      • Unit - Add Bleed Strike[1] to (Last created unit)
                      • Unit - Set level of Bleed Strike[1] for (Last created unit) to (Level of Bleed for GDD_DamageSource)
      • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike GDD_DamagedUnit
      • Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation (udg_TurkleCasterPosition)
 
Level 2
Joined
Jan 13, 2010
Messages
7
Its not working, hmmm, i turn off before the first "If" and turn on in the end...
I need know how get only the target attacked, only one target, and if i cast a AOE spell dont apply this effect on targets...
 
Magtheridon is saying that, inside the trigger that runs when you cast an AOE spell, you turn off the Bleed-trigger.
At the end of the AOE-trigger, turn Bleed back on.

You have to do that for all AOE-triggers.
If the spell does not have a trigger, create one.

Just use the event "Starts the effect of an ability",
condition (perhaps multiple OR if you have more untriggered AOE-spells) ability equal to AOE-spell,
action: turn off Bleed - wait a second or so - turn on Bleed.


Another method is giving your unit the Orb of Corruption-ability (one that doesn't do anything). Set the duration to 0.01 or something and in your trigger, check whether the targeted unit has the corruption-buff.
If it does, that means it was a physical attack, so spells (including AOE-spells) won't trigger the system.
 
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