- Joined
- May 1, 2016
- Messages
- 7
Lets start off by saying this is my first time using forums for help on this matter, and i normally can figure it but, but i'm having issues with detecting the damage to be able to calculate the int variable to deal bonus damage for critical damage and show the bonus damage, is there any way to be able to do this function all it one trigger based?
I get the The Text to pop up, but nothing has any value to it
so I'm guess you need to add to attacked_unit =attacked unit
Attacked unit takes damage, how do you that damage value
the main idea was to have, every 5 points of agility you gain 1% critical chance, and every point into intelligence player gains 20% critical damage
and using skills/melee attacks, this would proc
is there something i'm missing?
I get the The Text to pop up, but nothing has any value to it
so I'm guess you need to add to attacked_unit =attacked unit
Attacked unit takes damage, how do you that damage value
the main idea was to have, every 5 points of agility you gain 1% critical chance, and every point into intelligence player gains 20% critical damage
and using skills/melee attacks, this would proc
is there something i'm missing?
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Crit Chance
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Events
- Unit - A unit Is attacked
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Conditions
- ((Attacking unit) is A Hero) Equal to True
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Actions
- Set Attacked_Unit = (Attacked unit)
- Set HeroIntValue = (Intelligence of (Attacking unit) (Include bonuses))
- Set CritcalChance = (((Agility of (Attacking unit) (Include bonuses)) / 5) + 5)
- Set CritcalDamage = ((HeroIntValue x (Integer(2.00))) + (Integer(100.00)))
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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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Or - Any (Conditions) are true
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Conditions
- ((Attacked unit) is A structure) Equal to False
- ((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Trigger - Add to (This trigger) the event (Unit - Attacked_Unit Takes damage)
- Set HeroDamageSource = (Damage taken)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Random integer number between CritcalChance and 80) Greater than or equal to 75
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Then - Actions
- Set CritHit = ((Integer(HeroDamageSource)) x CritcalDamage)
- Unit - Cause (Attacking unit) to damage (Attacked unit), dealing (Real(CritHit)) damage of attack type Hero and damage type Normal
- Floating Text - Create floating text that reads (Critical Damage + ((String(HeroDamageSource)) + !)) at (Position of (Attacking unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
- Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
- Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
- Wait 1.00 seconds
- Floating Text - Destroy (Last created floating text)
- Else - Actions
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If - Conditions
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Else - Actions
- Do nothing
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If - Conditions
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Events