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[Trigger] Poison Detection

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Level 15
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Oct 18, 2008
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Hello Guys!
I'm using this trigger to enpower posion with agility, but the problem is it can't find Poisoned units :( Pls help!
  • Poison
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Posioned = (Units in (Playable map area) matching (((Matching unit) has buff Poison (Assassin)) Equal to True))
      • Unit Group - Pick every unit in Posioned and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Assassin's Weapon for Assassin) Equal to 1
            • Then - Actions
              • Unit - Cause Assassin to damage (Picked unit), dealing ((Real((Agility of Assassin (Include bonuses)))) / 5.00) damage of attack type Normal and damage type Poison
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Assassin's Weapon for Assassin) Equal to 2
                • Then - Actions
                  • Unit - Cause Assassin to damage (Picked unit), dealing ((Real((Agility of Assassin (Include bonuses)))) / 4.00) damage of attack type Normal and damage type Poison
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Assassin's Weapon for Assassin) Equal to 3
                    • Then - Actions
                      • Unit - Cause Assassin to damage (Picked unit), dealing ((Real((Agility of Assassin (Include bonuses)))) / 3.00) damage of attack type Normal and damage type Poison
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Level of Assassin's Weapon for Assassin) Equal to 4
                        • Then - Actions
                          • Unit - Cause Assassin to damage (Picked unit), dealing ((Real((Agility of Assassin (Include bonuses)))) / 2.00) damage of attack type Normal and damage type Poison
                        • Else - Actions
                          • Unit - Cause Assassin to damage (Picked unit), dealing ((Real((Agility of Assassin (Include bonuses)))) / 1.00) damage of attack type Normal and damage type Poison
      • Custom script: call DestroyGroup ( udg_Posioned )
 
First off, replace those if/then/elses with the following action:
  • Unit - Cause Assassin to damage (Picked unit), dealing ((Real((Agility of Assassin (Include bonuses)))) / (6 - (Level of Assassin's Weapon for Assassin)) damage of attack type Normal and damage type Poison
Finally, use this boolean comparison instead:
  • Set Posioned = (Units in (Playable map area) matching (((Matching unit) is poisoned) Equal to True))
 
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