Iv'e just built up a pretty long trigger to replace the creatures attack... nevermind why but i just did it.
So my problem is that sometimes creatures'es attack can be dodged,missed,block or parried and if non of those events happened, the attacking creature should hit or criticaly hit but sometimes nothing happen.
so it goues like this:
The creature hit,
The blood effects appear,
all the Shatter,Adrenalin blablabla... effects do work,
but no damage and sound appear. (WHY~?!~?!~?!)
so can someone find my problem in that trigger?
Trigger:
Creatures Attack

Events


Unit - A unit Is attacked

Conditions


And - All (Conditions) are true



Conditions




(Attacking unit) Not equal to Hero




(Unit-type of (Attacking unit)) Not equal to Attack Dummy

Actions


Animation - Play (Attacking unit)'s attack animation


Wait 0.25 seconds


Set unit = (Attacking unit)


Set pos = (Position of unit)


Set point = (pos offset by 100.00 towards (Facing of unit) degrees)


Set group = (Units within 125.00 of point matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of unit)) Equal to True)))


Set tar = (Random unit from group)


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



Then - Actions




Unit - Order unit to Stop




Skip remaining actions



Else - Actions


Sound - Play Sound[(Random integer number between 1 and 5)] at 100.00% volume, located at (Position of tar) with Z offset 0.00


Unit - Set level of Adrenalin AS level for Hero to ((Level of Adrenalin AS level for Hero) + ((Power2_Adrenalin / (Random integer number between 8 and 16)) + (Random integer number between 0 and (Random integer number between 0 and (Random integer number between 0 and 1)))))


Unit - Set level of Adrenalin move level for Hero to ((Level of Adrenalin AS level for Hero) + ((Power2_Adrenalin / (Random integer number between 8 and 16)) + (Random integer number between 0 and (Random integer number between 0 and (Random integer number between 0 and 1)))))


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



If - Conditions




(Random integer number between 1 and 100) Greater than or equal to (((Level of (Attacking unit)) / 5) + (82 + ((Integer((Current life of (Item carried by (Attacking unit) in slot 4)))) / 5)))



Then - Actions




Floating Text - Create floating text that reads Miss! above tar with Z offset 0.00, using font size 8.00, color (80.00%, 60.00%, 20.00%), and 0.00% transparency




Floating Text - Change (Last created floating text): Disable permanence




Floating Text - Change the fading age of (Last created floating text) to 1.30 seconds




Floating Text - Change the lifespan of (Last created floating text) to 1.30 seconds




Trigger - Run Clear var <gen> (ignoring conditions)




Skip remaining actions



Else - Actions


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



If - Conditions




(Random integer number between 1 and 100) Less than or equal to ((Power_Dodge x 2) - (((Level of unit) x 35) / 14))



Then - Actions




Floating Text - Create floating text that reads Dodge! above tar with Z offset 0.00, using font size 8.00, color (80.00%, 60.00%, 20.00%), and 0.00% transparency




Floating Text - Change (Last created floating text): Disable permanence




Floating Text - Change the fading age of (Last created floating text) to 1.30 seconds




Floating Text - Change the lifespan of (Last created floating text) to 1.30 seconds




Trigger - Run Clear var <gen> (ignoring conditions)




Skip remaining actions



Else - Actions


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



If - Conditions




Block_On Equal to 1




Block_AmountMax Greater than 0



Then - Actions




Set Block_AmountMax = (Block_AmountMax - 1)




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





If - Conditions






(Random integer number between 1 and 100) Less than or equal to ((Power2_Block / 2) + (8 - ((Integer((Current life of (Item carried by (Attacking unit) in slot 4)))) / 6)))





Then - Actions






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







Then - Actions








Sound - Play MetalMediumBashFlesh3 <gen>







Else - Actions






Floating Text - Create floating text that reads Full Block! above tar with Z offset 0.00, using font size 8.00, color (50.00%, 99.00%, 20.00%), and 0.00% transparency






Floating Text - Change (Last created floating text): Disable permanence






Floating Text - Change the fading age of (Last created floating text) to 1.30 seconds






Floating Text - Change the lifespan of (Last created floating text) to 1.30 seconds






Unit - Set level of Shatter Level for unit to ((Level of Shatter Level for unit) + ((Power2_Shatter / (Random integer number between 2 and 3)) - (((Level of tar) / 5) - 1)))






Trigger - Run Clear var <gen> (ignoring conditions)






Special Effect - Create a special effect at (Position of tar) using Abilities\Spells\Other\Incinerate\IncinerateBuff.mdl






Special Effect - Destroy (Last created special effect)






Skip remaining actions





Else - Actions




Unit - Cause unit to damage tar, dealing (((Current life of (Item carried by (Attacking unit) in slot 1)) / 2.49) / ((((Real(Power_Armor)) x 13.52) / 19.15) / 5.26)) damage of attack type Normal and damage type Normal




Unit - Order tar to Stop




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





Then - Actions






Sound - Play MetalMediumBashFlesh1 <gen>





Else - Actions




Floating Text - Create floating text that reads Half Block! above tar with Z offset 100.00, using font size 8.00, color (50.00%, 99.00%, 20.00%), and 0.00% transparency




Floating Text - Change (Last created floating text): Disable permanence




Floating Text - Change the fading age of (Last created floating text) to 1.30 seconds




Floating Text - Change the lifespan of (Last created floating text) to 1.30 seconds




Special Effect - Create a special effect at (Position of tar) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodLarge0.mdl




Special Effect - Destroy (Last created special effect)




Special Effect - Create a special effect at (Position of tar) using Abilities\Spells\Other\Incinerate\IncinerateBuff.mdl




Special Effect - Destroy (Last created special effect)




Trigger - Run Clear var <gen> (ignoring conditions)




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





If - Conditions






(Random integer number between 1 and 100) Less than or equal to (22 - (Power2_WoundRenewal / 5))





Then - Actions






Unit - Add Sliced Mark to tar






Trigger - Run Clear var <gen> (ignoring conditions)





Else - Actions




Skip remaining actions



Else - Actions


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



Then - Actions




Set Parry_On = 0




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





If - Conditions






(Random integer number between 1 and 100) Less than or equal to ((Power2_Grip / 2) + (5 - ((Integer((Current life of (Item carried by (Attacking unit) in slot 4)))) / 7)))





Then - Actions






Unit - Cause unit to damage tar, dealing (((Current life of (Item carried by (Attacking unit) in slot 1)) / 5.16) / ((((Real(Power_Armor)) x 13.52) / 19.15) / 5.26)) damage of attack type Normal and damage type Normal






Unit - Order tar to Stop






Floating Text - Create floating text that reads Parry! above tar with Z offset 100.00, using font size 8.00, color (50.00%, 99.00%, 20.00%), and 0.00% transparency






Floating Text - Change (Last created floating text): Disable permanence






Floating Text - Change the fading age of (Last created floating text) to 1.30 seconds






Floating Text - Change the lifespan of (Last created floating text) to 1.30 seconds






Trigger - Run Clear var <gen> (ignoring conditions)






Special Effect - Create a special effect at (Position of tar) using Abilities\Spells\Other\Incinerate\IncinerateBuff.mdl






Special Effect - Destroy (Last created special effect)






Skip remaining actions





Else - Actions




Unit - Cause unit to damage tar, dealing (((Current life of (Item carried by (Attacking unit) in slot 1)) / 3.14) / ((((Real(Power_Armor)) x 13.52) / 19.15) / 5.26)) damage of attack type Normal and damage type Normal




Unit - Order tar to Stop




Floating Text - Create floating text that reads Parry! above tar with Z offset 100.00, using font size 8.00, color (80.00%, 50.00%, 20.00%), and 0.00% transparency




Floating Text - Change (Last created floating text): Disable permanence




Floating Text - Change the fading age of (Last created floating text) to 1.30 seconds




Floating Text - Change the lifespan of (Last created floating text) to 1.30 seconds




Special Effect - Create a special effect at (Position of tar) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodLarge0.mdl




Special Effect - Destroy (Last created special effect)




Special Effect - Create a special effect at (Position of tar) using Abilities\Spells\Other\Incinerate\IncinerateBuff.mdl




Special Effect - Destroy (Last created special effect)




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





If - Conditions






(Random integer number between 1 and 100) Less than or equal to (((Integer((Current life of (Item carried by (Attacking unit) in slot 3)))) x 97) / (Power2_WoundRenewal x 5))





Then - Actions






Unit - Add Sliced Mark to tar





Else - Actions




Skip remaining actions



Else - Actions


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



If - Conditions




(Random integer number between 1 and 100) Less than or equal to (((Integer((Current life of (Item carried by (Attacking unit) in slot 2)))) x 20) / ((Power2_WoundRenewal x 12) / 4))



Then - Actions




Unit - Order tar to Stop




Unit - Cause unit to damage tar, dealing (((Current life of (Item carried by (Attacking unit) in slot 1)) / 1.09) / ((((Real(Power_Armor)) x 13.52) / 19.15) / 5.26)) damage of attack type Normal and damage type Normal




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





If - Conditions






tar Equal to Hero






(Random integer number between 1 and 10) Less than or equal to 8





Then - Actions






Sound - Play OrcMaleWoundCrit <gen>





Else - Actions




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





If - Conditions






(Level of [s] Wound Useage for Equipment_Specializations) Greater than 1





Then - Actions






Set Critical_Integer = (Critical_Integer + (((Level of [s] Wound Useage for Equipment_Specializations) x 60) - 60))





Else - Actions




Set WoundRenewal_Left = (WoundRenewal_Left + (1 + (Power2_WoundRenewal / (Random integer number between 4 and 6))))




Unit - Set level of Adrenalin AS level for Hero to ((Level of Adrenalin AS level for Hero) + ((Power2_WoundRenewal / (Random integer number between 20 and 28)) + (Random integer number between 0 and 1)))




Unit - Set level of Adrenalin move level for Hero to ((Level of Adrenalin AS level for Hero) + ((Power2_WoundRenewal / (Random integer number between 20 and 28)) + (Random integer number between 0 and 1)))




Special Effect - Create a special effect at (Position of tar) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodLarge0.mdl




Special Effect - Destroy (Last created special effect)




Special Effect - Create a special effect at (Position of tar) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl




Special Effect - Create a special effect at ((Position of tar) offset by ((Random real number between -50.00 and 50.00), (Random real number between -50.00 and 50.00))) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl




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





If - Conditions






(Random integer number between 1 and 100) Less than or equal to (100 - (Power2_WoundRenewal / 4))





Then - Actions






Unit - Add Sliced Mark to tar





Else - Actions




Trigger - Run Clear var <gen> (ignoring conditions)




Skip remaining actions



Else - Actions


Unit - Cause unit to damage tar, dealing (((Current life of (Item carried by (Attacking unit) in slot 1)) / 2.00) / ((((Real(Power_Armor)) x 13.52) / 19.15) / 5.26)) damage of attack type Normal and damage type Normal


Unit - Order tar to Stop


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



Then - Actions




Sound - Play OrcMaleWoundA <gen>



Else - Actions


Special Effect - Create a special effect at (Position of tar) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodLarge0.mdl


Special Effect - Destroy (Last created special effect)


Trigger - Run Clear var <gen> (ignoring conditions)