| 12-29-2005, 07:24 AM | #1 |
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 |
I don't get you. What loss factor and higher ranged digit? |
| 12-29-2005, 11:41 AM | #3 |
Use a period and a few comnas, it is hard to understand you. |
| 12-29-2005, 01:35 PM | #4 |
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 |
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 |
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 |
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 |
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 |
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.) |
