- Joined
- Jul 23, 2018
- Messages
- 243
Hello everyone,
Thank you in advance for reading this thread and help with my problems
I made a trigger that makes the spell damage scale with hero's attributes when detecting spell damage from a certain Hero through a spell. The trigger did adjust the damage scaling with the DamageEventSource's attributes. However, two problem I encountered are when the hero kills the unit with his spell, he didn't gain any attribute from the trigger and second, when the spell didn't kill the target, the tome of Strength is still created. Maybe "wait" action is at fault? And another problem is that when the current strength attribute in game changes, the amount of damage doesn't change at all even though it scales with the base strength attribute. I'm currently using Bribe's Damage Engine 3.8.0.0 and 3A.0.0.0.
Thank you in advance for reading this thread and help with my problems
I made a trigger that makes the spell damage scale with hero's attributes when detecting spell damage from a certain Hero through a spell. The trigger did adjust the damage scaling with the DamageEventSource's attributes. However, two problem I encountered are when the hero kills the unit with his spell, he didn't gain any attribute from the trigger and second, when the spell didn't kill the target, the tome of Strength is still created. Maybe "wait" action is at fault? And another problem is that when the current strength attribute in game changes, the amount of damage doesn't change at all even though it scales with the base strength attribute. I'm currently using Bribe's Damage Engine 3.8.0.0 and 3A.0.0.0.
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Veigar
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Events
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Game - DamageModifierEvent becomes Equal to 1.00
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Conditions
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(Unit-type of DamageEventSource) Equal to Elderwood/Mage
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IsDamageSpell Equal to True
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Actions
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Set DamageEventAmount = (DamageEventAmount x (Real(((Strength of DamageEventSource (Include bonuses)) / 100))))
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Game - Display to (All players) the text: ((String((Unit-type of DamageEventTarget))) + ( takes + ((String(DamageEventAmount)) + ( from + (String((Unit-type of DamageEventSource)))))))
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Wait 0.01 game-time 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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(DamageEventTarget is dead) Equal to True
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Then - Actions
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Hero - Create Tome of Strength and give it to DamageEventSource
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Game - Display to (All players) the text: add 1 to Veigar's S...
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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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(Level of Cherry Blossom for DamageEventSource) Equal to 3
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Then - Actions
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Hero - Modify Strength of DamageEventSource: Add 1
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Game - Display to (All players) the text: add 2 to Veigar's ...
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Else - Actions
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Else - Actions
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