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Complicated Set of Triggers

07-13-2005, 06:51 PM#1
xXx-Tricky-xXx
EDIT-Might want to read my post further down with coded triggers for the help i need but these are all the triggers.



I am working on a hero and mixed a few sets of triggers i found and added things but im having a few problems, mainly i dont know how to make sinister strike and eviscrete do a certain ammount of damage for each level. I cant get it to work so they do the dmg i put. Can someone make another trigger or edit it or help me so i can get eviscrete to do the damage i want and sinisterstrike.


uh i dont know if youll be able to read it like this but i dont know how to copy paste it any other way

Eviscrete trigger

Code:
Rogue Evisercate Copy
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Eviscerate (Triggers)
    Actions
        Set TempReal = 0.00
        Set Stored_Unit[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
        Sound - Play RogueEviscerateTarget <gen> at 100.00% volume, located at (Position of (Triggering unit)) with Z offset 0.00
        Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for ((Real((Level of (Ability being cast) for (Triggering unit)))) x 0.00) using attack type Hero and damage type Normal.
        Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for (Real(((Agility of (Triggering unit) (Include bonuses)) x 2))) using attack type Hero and damage type Normal.
        Set TempReal = (TempReal + (Real(((Agility of (Triggering unit) (Include bonuses)) x 2))))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sphere (Vengeance - Level 3) for (Target unit of ability being cast)) Equal to 1
            Then - Actions
                Set TempReal = 3000.00
                Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for 3000.00 using attack type Hero and damage type Normal.
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sphere (Vengeance - Level 2) for (Target unit of ability being cast)) Equal to 1
            Then - Actions
                Set TempReal = 2000.00
                Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for 2000.00 using attack type Hero and damage type Normal.
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sphere (Vengeance - Level 1) for (Target unit of ability being cast)) Equal to 1
            Then - Actions
                Set TempReal = (TempReal + 1000.00)
                Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for 1000.00 using attack type Hero and damage type Normal.
            Else - Actions
        Unit - Remove Sphere (Vengeance - Level 1) from (Target unit of ability being cast)
        Unit - Remove Sphere (Vengeance - Level 2) from (Target unit of ability being cast)
        Unit - Remove Sphere (Vengeance - Level 3) from (Target unit of ability being cast)
        Unit - Remove Combo buff from (Target unit of ability being cast)
        Unit - Order Player_Unit_Heroes[(Player number of (Owner of (Triggering unit)))] to Attack Stored_Unit[(Player number of (Owner of (Triggering unit)))]
        Floating Text - Create floating text that reads 0 Combo Points above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
        Floating Text - Change the lifespan of (Last created floating text) to 2.00
        Set TempFloatText = (Last created floating text)
        Trigger - Run Floating Text Fadeout <gen> (ignoring conditions)

Sinister Trigger

Code:
Rogue Sinister Strike Copy
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Sinister Strike (Triggers)
    Actions
        Set Stored_Unit[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
        Sound - Play RogueSinisterStrikeImpact <gen> at 100.00% volume, located at (Position of (Triggering unit)) with Z offset 0.00
        Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for (Real(((Agility of (Triggering unit) (Include bonuses)) x (Level of (Ability being cast) for (Triggering unit))))) using attack type Hero and damage type Normal.
        Unit - Order gg_unit_htow_0042 to Undead Necromancer - Cripple (Target unit of ability being cast)
        Unit Group - Add (Target unit of ability being cast) to ComboUnits
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sphere (Vengeance - Level 3) for (Target unit of ability being cast)) Equal to 1
            Then - Actions
                Skip remaining actions
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sphere (Vengeance - Level 2) for (Target unit of ability being cast)) Equal to 1
            Then - Actions
                Unit - Remove Sphere (Vengeance - Level 2) from (Target unit of ability being cast)
                Unit - Add Sphere (Vengeance - Level 3) to (Target unit of ability being cast)
                Skip remaining actions
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sphere (Vengeance - Level 1) for (Target unit of ability being cast)) Equal to 1
            Then - Actions
                Unit - Remove Sphere (Vengeance - Level 1) from (Target unit of ability being cast)
                Unit - Add Sphere (Vengeance - Level 2) to (Target unit of ability being cast)
                Skip remaining actions
            Else - Actions
        Unit - Add Sphere (Vengeance - Level 1) to (Target unit of ability being cast)
        Unit - Order Player_Unit_Heroes[(Player number of (Owner of (Triggering unit)))] to Attack Stored_Unit[(Player number of (Owner of (Triggering unit)))]

combo points

Code:
Rogue Remove Combo Points Copy
    Events
        Time - Every 0.75 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in ComboUnits and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) has buff Combo) Equal to False
                    Then - Actions
                        Unit Group - Remove (Picked unit) from ComboUnits
                        Unit - Remove Sphere (Vengeance - Level 1) from (Picked unit)
                        Unit - Remove Sphere (Vengeance - Level 2) from (Picked unit)
                        Unit - Remove Sphere (Vengeance - Level 3) from (Picked unit)
                    Else - Actions
07-13-2005, 10:44 PM#2
Zoxc
Please use the [ code ] tag not [ quote ]
07-14-2005, 01:55 PM#3
Peekaboo
Quote:
Originally Posted by xxx-tricky-xxx
Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for ((Real((Level of (Ability being cast) for (Triggering unit)))) x 0.00)
i don't know if that was a typo from when you wrote the script or from when you copied it here, but if you multiply a number (the damage) by 0 it ends up as 0. If that's not the problem then it might be that 'starts the effect of ability' doesn't return a triggering unit, try switching it to 'finishes casting an ability' and 'casting unit'
07-14-2005, 03:31 PM#4
Guest
not to bitch but shoudn't you use casting unit instead of triggering
07-14-2005, 05:32 PM#5
weaaddar
it really doesn't matter. From a coding point of view GetTriggerUnit() is a simplifier function, yes GetCastingUnit() maybe faster but were talking nil amount of time here.
07-14-2005, 05:45 PM#6
Peekaboo
I new you could use both, but using casting unit makes it simpler to edit i find :)
07-14-2005, 08:28 PM#7
Guest
Please edit your post and use [code] tags instead of [quote]. Then, maybe, I'll take a look at it.
07-14-2005, 10:41 PM#8
Anitarf
Actually, triggering unit is better than casting unit, due to the cast event responses bug. But it doesn't matter unless you wait in the meantime...
07-14-2005, 10:45 PM#9
uberfoop
i really dont care, because i set my casting units as variables when i make spells.
07-15-2005, 04:36 PM#10
xXx-Tricky-xXx
ok sorry.... internet problems

i put it to code now so its better.... i think

but what i was wondering is if there is an easier way of doing this instead of using the vengeance and i dont really understand how i am supposed to set the damaged for this part of eviscrete

Code:
Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for ((Real((Level of (Ability being cast) for (Triggering unit)))) x 0.00) using attack type Hero and damage type Normal.
        Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for (Real(((Agility of (Triggering unit) (Include bonuses)) x 2))) using attack type Hero and damage type Normal.
        Set TempReal = (TempReal + (Real(((Agility of (Triggering unit) (Include bonuses)) x 2))))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sphere (Vengeance - Level 3) for (Target unit of ability being cast)) Equal to 1
            Then - Actions
                Set TempReal = 3000.00
                Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for 3000.00 using attack type Hero and damage type Normal.
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sphere (Vengeance - Level 2) for (Target unit of ability being cast)) Equal to 1
            Then - Actions
                Set TempReal = 2000.00
                Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for 2000.00 using attack type Hero and damage type Normal.
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sphere (Vengeance - Level 1) for (Target unit of ability being cast)) Equal to 1
            Then - Actions
                Set TempReal = (TempReal + 1000.00)
                Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for 1000.00 using attack type Hero and damage type Normal.
            Else - Actions

and sinister strike

Code:
Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for (Real(((Agility of (Triggering unit) (Include bonuses)) x (Level of (Ability being cast) for (Triggering unit))))) using attack type Hero and damage type Normal.

might keep in mind, im fairly new to this but a lil explenation and i can understand. :)
07-15-2005, 04:36 PM#11
xXx-Tricky-xXx
sry it was a double post
........................................
I think i might of ruled out the sinister strike,
Code:
Unit - Order (Triggering unit) to damage (Target unit of ability being cast) for (Real(((Agility of (Triggering unit) (Include bonuses)) x (Level of (Ability being cast) for (Triggering unit))))) using attack type Hero and damage type Normal.

Every time its casted it does 10 dmg on the target at lvl 1, at lvl 2 sinister strike it does 20 dmg and so on to lvl 5. DMG: 10, 20, 30, 40, 50.

Is this right?