- Joined
- Mar 26, 2019
- Messages
- 55
Should I put all trigger that use the same event to one trigger like this:
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Cast Skillbook
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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((Triggering unit) is A Hero) Equal to True
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Actions
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Floating Text - Create floating text that reads (Name of (Ability being cast)) above (Casting unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Set the velocity of (Last created floating text) to 120.00 towards 90.00 degrees
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
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Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability being cast) Equal to War Stomp
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Then - Actions
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Unit - Create 1 DummyChan for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
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Unit - Add Ground Bass to (Last created unit)
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Unit - Set level of Ground Bass for (Last created unit) to (Level of War Stomp for (Triggering unit))
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Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
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Unit Group - Pick every unit in (Units within 300.00 of (Position of (Triggering unit)) matching (((Owner of (Matching unit)) is an enemy of (Owner of (Triggering unit))) Equal to True)) and do (Actions)
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Loop - Actions
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Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Real((Strength of (Triggering unit) (Include bonuses)))) x 4.50) damage of attack type Spells and damage type Normal
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Unit Group - Remove all units from (Last created unit group)
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Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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Unit - Remove (Last created unit) from the game
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Else - Actions
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Do nothing
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability being cast) Equal to Absorbtion Hit
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Life of (Target unit of ability being cast)) Less than or equal to ((60.00 + (Real((Level of Absorbtion Hit for (Triggering unit))))) + (AbsorptionhitDamage[(Player number of (Owner of (Triggering unit)))] x 2.00))
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Then - Actions
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Set AbsorptionhitDamage[(Player number of (Owner of (Triggering unit)))] = (AbsorptionhitDamage[(Player number of (Owner of (Triggering unit)))] + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 2.00))
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Else - Actions
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Do nothing
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Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing ((Real(((Level of (Ability being cast) for (Triggering unit)) x 60))) + AbsorptionhitDamage[(Player number of (Owner of (Triggering unit)))]) damage of attack type Spells and damage type Normal
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Floating Text - Create floating text that reads (String((((Real((Level of (Ability being cast) for (Triggering unit)))) x 60.00) + (AbsorptionhitDamage[(Player number of (Owner of (Triggering unit)))] x 2.00)))) above (Target unit of ability being cast) with Z offset 0.00, using font size 10.00, color (100.00%, 20.00%, 20.00%), and 0.00% transparency
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Floating Text - Set the velocity of (Last created floating text) to 120.00 towards 90.00 degrees
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
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Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
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Else - Actions
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Do nothing
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Last edited: