- Joined
- Jun 17, 2010
- Messages
- 2,275
When i choose this "Specific unit event" i cannot make a variable for unit. I cant use anything other then Specific because it is the only one that has the option "Takes Damage" and i need that number.
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Test123

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Storm Bolt

Actions


Trigger - Add to Test456 <gen> the event (Unit - (Target unit of ability being cast) Takes damage)
Test456

Events

Conditions

Actions


Unit - Kill (Triggering unit)
Counter Base Dmg

Events


Unit - A unit Takes Damage

Conditions

Actions


Set CounterBaseDamage = Damage Taken x CounterDamageMultiplier
test

Events


Unit - A unit enters (Playable map area)

Conditions

Actions


Trigger - Add to (test part 2) the event (Unit - (Triggering unit) Takes damage)
test part 2

Events

Conditions

Actions


Set CounterBaseDamage = Damage Taken x CounterDamageMultiplier
Counter Attacked Unit

Events


Unit - A unit enters Hero of Blade <gen>

Conditions

Actions


Trigger - Add to Counter Base Dmg <gen> the event (Unit - (Triggering unit) Takes damage)
Counter Base Dmg

Events

Conditions

Actions


Set CounterBaseDamage = ((Damage taken) x CounterAbilityMultiplyer)
Counter Ability

Events


Unit - A unit Is attacked

Conditions


(Unit-type of (Triggering unit)) Equal to Hero of Blade


(Random integer number between 1 and 100) Less than or equal to ((2 x (Level of Counter for (Triggering unit))) + 18)

Actions


Unit - Cause (Triggering unit) to damage (Attacking unit), dealing (CounterAbilityMultiplyer x CounterBaseDamage) damage of attack type Hero and damage type Normal


Unit - Pause (Attacking unit)


Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Human\Thunderclap\ThunderclapTarget.mdl


Wait LvlOfCounter seconds


Unit - Unpause (Attacking unit)
No a unit is attacked trigger will fire off before a unit takes damage trigger.. try adding the damage after the wait, you need to give it time for the damage to happen before the attack trigger (becuz its instant)
My trigger might have been similar but it was more simplified and exactly was he asked for.
Counter Attacked Unit
Events
Unit - A unit enters Hero of Blade <gen>
Conditions
Actions
Trigger - Add to Counter Base Dmg <gen> the event (Unit - (Triggering unit) Takes damage)
Counter Base Dmg
Events
Conditions
Actions
Set CounterBaseDamage = ((Damage taken) x CounterAbilityMultiplyer)
Hmm like that?
Counter Ability
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Triggering unit)) Equal to Hero of Blade
**********v What is this doing here for?? to make it semi random? v*********
(Random integer number between 1 and 100) Less than or equal to ((2 x (Level of Counter for (Triggering unit))) + 18)
Actions
Unit - Cause (Triggering unit) to damage (Attacking unit), dealing (CounterAbilityMultiplyer x CounterBaseDamage) damage of attack type Hero and damage type Normal
Unit - Pause (Attacking unit)
Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Human\Thunderclap\ThunderclapTarget.mdl
Wait LvlOfCounter seconds
Unit - Unpause (Attacking unit)
Actions

Unit - Cause (Triggering unit) to damage (Attacking unit), dealing (CounterAbilityMultiplyer x CounterBaseDamage) damage of attack type Hero and damage type Normal

Unit - Pause (Attacking unit)

Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Human\Thunderclap\ThunderclapTarget.mdl

Wait LvlOfCounter seconds

Unit - Unpause (Attacking unit)
TestTrigger2311

Events


Unit - A unit enters (Playable map area)

Conditions


(Unit-type of (Triggering unit)) Equal to Paladin

Actions


Trigger - Add to TestTrigger2312 <gen> the event (Unit - (Triggering unit) Takes damage)
TestTrigger2312

Events

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Level of Acid Bomb for (Triggering unit)) Greater than or equal to 1



Then - Actions




Set TempInt = ((Integer((Damage taken))) x (Level of Acid Bomb for (Triggering unit)))




Unit - Cause (Triggering unit) to damage (Damage source), dealing (Real(TempInt)) damage of attack type Spells and damage type Normal




Set TempInt = 0



Else - Actions
