Thanks, i will try to do something with that. It's a shame that reforged has been out year ago and still a lot of stuff is missing in GUI. Also funny thing - there's ''attacking unit'' in condition which allows you to pick attacking unit, but no event with attacking unit. Ridicolous.
Also no event ''unit is selected'' i would gladly use to make some actions when a player selects the unit.
Those Events do exist though.
This Event runs when a unit starts an attack, before damage is dealt:
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Attack example
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Events
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Unit - A unit Is attacked
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Conditions
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((Attacked unit) is A structure) Equal to True
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Actions
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Unit - Kill (Attacking unit)
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Unit - Kill (Attacked unit)
This is a Player Event, it runs whenever the specified player selects a unit:
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Select example
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Events
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Player - Player 1 (Red) Selects a unit
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Conditions
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((Triggering unit) is A structure) Equal to True
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Actions
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Unit - Kill (Triggering unit)
Now here's why you still need a Damage Engine for this type of skill. The Event
"A unit is attacked" runs before damage is dealt.
This means that the attack never actually has to finish for the Event to run. A player can order their unit to attack a target, cancel the attack by breaking the order (By pressing Stop for example), and the Event will still run. This could be done again and again causing the trigger to run rapidly. It also doesn't take into consideration things like Evasion and Misses.
What that Attack Event is really good for is doing things like preventing attacks. Any map that prevents you from attacking your allies uses this Event: A unit is attacked -> Attacked unit belongs to an ally of owner of attacking unit -> Order attacking unit to Stop.
So for your proc ability the only good solution is using a Damage Engine.
Luckily, Bribe's Damage Engine is a great system and it's very easy to use once you get the hang of it. It looks intimidating at first because it comes with so many variables and requires a unique approach, but most of that stuff can be ignored.
There's really only a few variables that you'll be using most of the time. I have some examples in this thread that I recommend checking out:
Damage systems obsolete?
Creating your own "Example" trigger that you can reference later on is extremely helpful. You can always check back on it to see which Variables to use and how the Damage trigger needs to be structured.
@pr114
Not only does Orb of Lightning prevent orbs effects, it also has a bug that prevents it from proccing unless you manually order your unit to attack a target. In other words, it won't ever go off if your unit is auto attacking a target it acquired on it's own. It's not a pretty solution if you want things to work bug free.