• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Trigger] Poison Detection

Status
Not open for further replies.
Level 15
Joined
Oct 18, 2008
Messages
1,591
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))
 
Status
Not open for further replies.
Top