| 07-13-2005, 06:51 PM | #1 |
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 |
Please use the [ code ] tag not [ quote ] |
| 07-14-2005, 01:55 PM | #3 | |
Quote:
|
| 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 |
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 |
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 |
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 |
i really dont care, because i set my casting units as variables when i make spells. |
| 07-15-2005, 04:36 PM | #10 |
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 - Actionsand 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 |
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? |
