| 12-13-2008, 04:36 AM | #1 |
I have a trigger that checks every unit on the map every second for a specific buff (the buff is given by a casted ability). IF the picked unit has that buff, THEN they are given a hidden ability (= passive miss chance), ELSE the ability is removed from them. This has worked in the past for me, but is messing up somehow. In that, the casting unit + nearby allies-of-the-caster are also Missing all the time. Trigger: ("[Dummy] Catalyst - Hidden" is the modified Spellbook ability containing the passive "Miss Chance" ability.) |
| 12-13-2008, 05:19 AM | #2 |
You destroy the group after the first unit. Move the destroy group outside of the Unit Group block and you should be fine. As a note, its better to disable the spellbook once at map init for all players, then to call it for every unit in the map, every second. |
| 12-13-2008, 05:30 AM | #3 |
There is no passive chance to miss - only chance to evade. |
| 12-13-2008, 10:27 AM | #4 | |
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| 12-13-2008, 11:48 AM | #5 |
I suspect he's just taking Blizzard's names 'Chance to Miss' in the wrong way - it's on incoming attacks. |
| 12-13-2008, 08:47 PM | #6 | ||||
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Because since I only create 1 unit, it's only for 1 player, so I can't do that for everyone. Quote:
It's still wierd that both the target and the caster/nearby units are Missing. I forgot to make the base ability not give a Miss Chance (based off of Drunken Haze), so that could be part of it... Quote:
~~ As a note, I will be further adding ~4 more If/Then/Elses there, checking every second for different 'buff comboes'; will that be bad? (i.e. any other ways to Optimize)? |
| 12-13-2008, 09:03 PM | #7 | ||
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Trigger: ![]() Conditions
As long as you don't enable the ability anywhere, it will persist for the rest of the game. Quote:
Should be fine, just make sure to keep it short and sweet. |
| 12-13-2008, 09:34 PM | #8 |
^Oh, yeah. Of course. Thanks. |
| 12-14-2008, 05:32 PM | #9 |
...you said "wierd" xP |
| 12-15-2008, 02:54 PM | #10 |
Huh? |
| 12-15-2008, 04:00 PM | #11 | |
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| 12-18-2008, 06:44 PM | #12 |
Alright, something's up; it's still not working. I took your advice, Toadcop, and made the "miss" ability inside the Spellbook a modified Critical Strike, set to 100% miss chance (for testing), and 0 bonus damage... O crud. Is there a field on Critical Strike for "damage multiplier", or did I mis-read it and it said "damage bonus"? Anyway, here's the code; can't imagine why it wouldn't work (might even be the Object Editor, as aforementioned...) |
| 12-19-2008, 12:36 AM | #13 |
look at the picture dude. |
| 12-19-2008, 03:06 AM | #14 |
Yeah. All those are set to 0. In fact, every field (except "Chance to Critical Strike") are set to 0. <--CoTS is set to 100 for all (5) levels. I'd like to think it isn't the Object Editor, but the trigger is just so darned simple. (^Thanks, though) |
| 12-19-2008, 09:11 AM | #15 |
Oh, I misunderstood kyrbi0, I think it shouldn't be zero but a negative value, though I'm not sure, wait I'll try it too. EDIT: hey kyrbi0, I was right it's not supposed to be zero but a negative value, the Damage Multiplier should be set -1, the problem is it doesn't show a texttag to the attacker. It normally shows the texttag damage but when the damage multiplier is set to -1 it doesn't show any. |
