- Joined
- Feb 2, 2025
- Messages
- 36
Hi, i'm currently working on a trample system for Cavalry and Monster units for my map. To get the idea of how it works, the cavalier or monster has a permanent invisible fire aura that deals neglectable amounts of damage on it's own (0.001). Whenever that aura hits a unit, the trigger checks if the cavalier isn't slowed down in any way and if it's moving, if both conditions are true the cavalier deals double his max damage to his enemies, stuns them and knocks them back (not implemented yet) when the target is appropriate (Spear units while stunned and knocked back, only receive the normal weapon damage and deal revenge damage onto the cavalier whenever they are hit by it, and monsters are simply too big to be affected). I intended for it to also put the cavalier under a deceleration effect. But while the first effects I made work fine (the double damage and the stun), the Cavalier isn't affected by my deceleration effect whatsoever.
I'm using the "Damage Engine" and the "Is unit Moving ?" Systems by Bribe.
Here is how my trigger looks is at the moment.
I'm using the "Damage Engine" and the "Is unit Moving ?" Systems by Bribe.
Here is how my trigger looks is at the moment.
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Charge Behaviour
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Events
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Game - PreDamageEvent becomes Equal to 0.00
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Conditions
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Actions
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Set VariableSet Attacker = DamageEventSource
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Set VariableSet Target = DamageEventTarget
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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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(Attacker has buff Trample ) Equal to True
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IsDamageSpell Equal to True
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UnitMoving[(Custom value of Attacker)] Equal to True
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(Attacker has buff Slow) Equal to False
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(Attacker has buff Weakness) Equal to False
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(Attacker has buff Purge) Equal to False
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(Attacker has buff Slow poison (non-stackable)) Equal to False
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(Attacker has buff Slow poison (Stackable)) Equal to False
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(Attacker has buff Deceleration ) Equal to False
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Then - Actions
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Unit - Cause Attacker to damage Target, dealing (((Real((Base Damage of (Triggering unit) for weapon index 0))) + ((Real((Dice Number of Attacker for weapon index 0))) x (Real((Dice Sides of Attacker for weapon index 0))))) x 2.00) damage of attack type Spells and damage type Normal
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Set VariableSet Attacker_Location = (Position of Attacker)
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Unit - Create 1 dummy for (Owner of Attacker) at Attacker_Location facing Default building facing degrees
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Set VariableSet Charge_Dummy = (Last created unit)
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Unit - Add Charge stun to Charge_Dummy
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Unit - Add Charge Deceleration to Charge_Dummy
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Unit - Add a 3.00 second Generic expiration timer to Charge_Dummy
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Unit - Order Charge_Dummy to Human Mountain King - Storm Bolt Target
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Unit - Order Charge_Dummy to Human Sorceress - Slow Attacker
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Custom script: call RemoveLocation(udg_Attacker_Location)
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Else - Actions
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Do nothing
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) If you have other examples of ways to get the same results I'm up for it. Could use any tip really before I update the system.