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Identical Damage

12-29-2005, 07:24 AM#1
SortOf
what im trying to do is have all units with a 100% damage reduction
then if conditions are met while attacks have them do there (random Number) #-#
Damage is there a way i could get the loss factor and the higher ranged digit?
12-29-2005, 10:26 AM#2
Ant
I don't get you.

What loss factor and higher ranged digit?
12-29-2005, 11:41 AM#3
Tim.
Use a period and a few comnas, it is hard to understand you.
12-29-2005, 01:35 PM#4
Ice_Keese
I think the loss factor is that 100% damage reduction and the higher digit is the max damage.

But I can't understand anything else...
12-29-2005, 03:39 PM#5
uberfoop
for doing 100% reduction, i think you could just remove the attack type. i think itll work, i had a turtle summon a while ago and i forgot to set an attack type for it, it still played the animation but didnt do any dmg. not sure if itll go along with triggers though.
12-29-2005, 04:01 PM#6
iNfraNe
give the unit 2 attacks, one with 0-0 damage (0 base, 0 die, 0 side) and attack 2 the number damage. Then when conditions are met give him an orb kinda of ability.

This should be in triggers? :/
12-29-2005, 07:57 PM#7
SortOf
Sorry for being ununderstandable, the 100% reduction is with Harden skin 100% reduce 10000 damage min damage of 0. What I intended to Say Is To have,

(event) Unit is attacked
(conditions) Random Number (Str of attacking Hero)-100 Is greater than Random Number (agi of attacked Hero) 100,
Action (unit) Deal damage equal to (damage loss)-Damage of attacking hero to attacks Hero.


Didnt know know triggers wernt considered genral ither
12-30-2005, 09:07 AM#8
Ant
Reduce 500 damage or so (assuming no unit will ever do more than 500 damage).

When the unit is going to hit, give it an ability to do +500 damage, remove after attack is done. (Vague).

Either +500 damage normally, or give him a searing arrow ability that does 500 bonus damage (might work) and order him to use it and remove it after it is used.

Or just well.. deal damage using triggers. I still don't get the damage loss part.
12-30-2005, 07:51 PM#9
absolutezero
Are you trying to make it so that all damage dealt is negated?

I remember doing a trigger for this. It was something like:

Event: A unit takes damage (I know there is an event for this, I used it)
Conditions: [Damaging Unit] [Hero Attribute - Strength] < [Damaged Unit] [Hero Attribute - Agility]
Actions: set [Triggering Unit] health to ([Triggering Unit] current health + [Event Response - Damage Taken])

That should add any damage dealt right back to the unit's total.

This is, of course, assuming no one ever gets 1-hit KO's.

(I think the conditions is what yuo were trying to say. And I'm not entirely sure about the attribute function names, I don't have WE up at the moment.)