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Trigger help(spell)

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Level 6
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Sep 27, 2008
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258
  • Last Hope
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Last Hope
    • Actions
      • Hero - Modify Agility of (Triggering unit): Add 25
      • Wait 10.00 game-time seconds
      • Hero - Modify Agility of (Triggering unit): Subtract 25
      • Wait 20.00 game-time seconds
this is the trigger i know that it is really simple but i need a way to loop this
  • Actions
    • Hero - Modify Agility of (Triggering unit): Add 25
    • Wait 10.00 game-time seconds
    • Hero - Modify Agility of (Triggering unit): Subtract 25
    • Wait 20.00 game-time seconds
so that after the last wait 20sec it starts back at the top over and over again.
 
Level 6
Joined
Sep 27, 2008
Messages
258
k that work but is there a way to make it where there are 3 levels cuz right now at level 1 it is 25 agi and level 3 it is 25 but i want it to be 75agi on level 3
 
Level 33
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Mar 27, 2008
Messages
8,035
This ability is a bit weird, WHY?
When you cast the ability, you have no trigger that tells the trigger to stop it after a period of time, causing this spell to be looped infinitely ???
You should add this:
  • Trigger - Turn Off This Trigger
Well, I don't know if THAT'S exactly what you want the spell to be, an infinite of time +/- of a stat from beginning of the spell, till the end of the game

Also, I think that you should use a Periodic Event ???
It'd be more neat, I think
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
This ability is a bit weird, WHY?
When you cast the ability, you have no trigger that tells the trigger to stop it after a period of time, causing this spell to be looped infinitely ???
You should add this:
  • Trigger - Turn Off This Trigger
Well, I don't know if THAT'S exactly what you want the spell to be, an infinite of time +/- of a stat from beginning of the spell, till the end of the game

Also, I think that you should use a Periodic Event ???
It'd be more neat, I think


Yeah you're right, it's kinda weird to last forever, but that's what he wants...

anyway here's a sample map for what he wants...


@utha

Just edit the Spell & time. I just removed the "Trigger - run this trigger"...

this wil work when the spell is level 1,2,3...
 
Last edited:
Level 6
Joined
Sep 27, 2008
Messages
258
k that works great thanks


but is there a way to make it so that it is a passive instead of when you cast a spell?

if there isn't i can understand since i have never seen anything like it
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
k that works great thanks


but is there a way to make it so that it is a passive instead of when you cast a spell?

if there isn't i can understand since i have never seen anything like it

Then you must do like this...notice that i changed many things...Change the ability to BASH (passive) which has 'stunned' buff, so every time the unit is stunned, then it will modify the hero's agility...

  • Bash
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacked unit) has buff Stunned (Pause)) Equal to True
    • Actions
      • Trigger - Turn off (This trigger)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Bash for (Attacking unit)) Equal to 1
        • Then - Actions
          • Hero - Modify Agility of (Attacking unit): Add 25
          • Wait 5.00 seconds
          • Hero - Modify Agility of (Attacking unit): Subtract 25
          • Trigger - Turn on (This trigger)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Bash for (Attacking unit)) Equal to 2
            • Then - Actions
              • Hero - Modify Agility of (Attacking unit): Add 50
              • Wait 5.00 seconds
              • Hero - Modify Agility of (Attacking unit): Subtract 50
              • Trigger - Turn on (This trigger)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Bash for (Attacking unit)) Equal to 3
                • Then - Actions
                  • Hero - Modify Agility of (Attacking unit): Add 75
                  • Wait 5.00 seconds
                  • Hero - Modify Agility of (Attacking unit): Subtract 75
                  • Trigger - Turn on (This trigger)
                • Else - Actions
EDIT:

BTW, for the BANISH ability, just do like this...it's simplier...no need for "turn off/turn on trigger" thing...

  • Last Hope Lev1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Banish
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Banish for (Casting unit)) Equal to 1
        • Then - Actions
          • Hero - Modify Agility of (Casting unit): Add 25
          • Wait 5.00 seconds
          • Hero - Modify Agility of (Casting unit): Subtract 25
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Banish for (Casting unit)) Equal to 2
            • Then - Actions
              • Hero - Modify Agility of (Casting unit): Add 50
              • Wait 5.00 seconds
              • Hero - Modify Agility of (Casting unit): Subtract 50
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Banish for (Casting unit)) Equal to 3
                • Then - Actions
                  • Hero - Modify Agility of (Casting unit): Add 75
                  • Wait 5.00 seconds
                  • Hero - Modify Agility of (Casting unit): Subtract 75
                • Else - Actions
 
Last edited:
Level 6
Joined
Sep 27, 2008
Messages
258
k so instead of it just always doing it it only does it if bash activates?
 
Level 6
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Sep 27, 2008
Messages
258
ok next thing that came to mind as i was trying to do this with my spell will it only work with bash or will it also work with critical strike?

like for critical strike would i just have to create a buff for the base spell so that the trigger can read the buff


and i can't find

  • (Level of Bash for (Attacking unit)) Equal to 1
 
Level 6
Joined
Sep 27, 2008
Messages
258
for the passive spell i am making i want it to add the agility when it crits
 
Level 12
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Jun 10, 2008
Messages
1,043
So let me get this straight.

You want the passive spell to add +25 agility for a period of time every time you deal critical damage?
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
k so instead of it just always doing it it only does it if bash activates?

Yes, coz thats what you want right?, an 'event' should do that trigger...

you said...

  • Unit - A unit Begins casting an ability
if not, so what exactly you want? coz i've already give you two options on how the triggers work...
 
Last edited:
Level 6
Joined
Sep 27, 2008
Messages
258
k i want the one that you showed me with bash but instead of it using bash have it use Critical strike.

Like Nuuh said, "You want the passive spell to add +25 agility for a period of time every time you deal critical damage"
 
Just small suggestion!
Remove large number of trigger actions with simple formulas

Example, instead of:
............................
  • ............................
    • If - Conditions
      • (Level of Banish for (Casting unit)) Equal to 1
    • Then - Actions
      • Hero - Modify Agility of (Casting unit): Add 25
      • Wait 5.00 seconds
      • Hero - Modify Agility of (Casting unit): Subtract 25
    • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Banish for (Casting unit)) Equal to 2
        • Then - Actions
          • Hero - Modify Agility of (Casting unit): Add 50
          • Wait 5.00 seconds
          • Hero - Modify Agility of (Casting unit): Subtract 50
  • ............................

Use

  • Hero - Modify Agility of (Triggering unit): Add (25 x (Level of Banish for (Triggering unit)))
 
Level 29
Joined
Mar 10, 2009
Messages
5,016
critical strike doesn't have a buff or effect

Like i said before "Sorry I dont have the WE now so i cannot explain very well..."

if no buff/effect, then make a triggered Critical strike...

EDIT; This is better

  • Triggered Critical Strike
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • Set Integer = (Random integer number between 1 and 3)
      • Set CritStike = ((Agility of (Attacking unit) (Include bonuses)) x 2)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Critical Strike for (Attacking unit)) Equal to 1
          • Integer Equal to 2
        • Then - Actions
          • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing (Real(CritStike)) damage of attack type Chaos and damage type Normal
          • Floating Text - Create floating text that reads (String(CritStike)) above (Attacked unit) with Z offset 40.00, using font size 12.00, color (100.00%, 20.00%, 20.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
          • Hero - Modify Agility of (Attacking unit): Add 25
          • Wait 5.00 seconds
          • Hero - Modify Agility of (Attacking unit): Subtract 25
        • Else - Actions
 
Last edited:
Level 29
Joined
Mar 10, 2009
Messages
5,016
  • Set CritStike = (((Strength of (Attacking unit) (Include bonuses)) + (Agility of (Attacking unit) (Include bonuses))) x 2)
That doesn't return the attack of the Attacker...

sure it doesnt, that's why I put this...

  • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing (Real(CritStike)) damage of attack type Chaos and damage type Normal
 
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