Chance to cleave

Igor_Z

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Hey guys i made some triggers about a spell that the hero has a chance to do 1 cleaving attack but i dunno where to add the actions to remove the spellbook. Can some 1 tell me?

Code:
Cleaving Strike Damage source add
    Events
        Unit - A unit Is attacked
    Conditions
    Actions
        Set Cleaving_Strike_Units[1] = (Attacking unit)
        Set Cleaving_Strike_Units[2] = (Attacked unit)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Cleaving Strike  for Cleaving_Strike_Units[1]) Greater than 0
                (Cleaving_Strike_Units[2] is in Cleaving_Strike_Group) Equal to False
            Then - Actions
                Unit Group - Add Cleaving_Strike_Units[2] to Cleaving_Strike_Group
                Trigger - Add to Cleaving Strike Doing 1 <gen> the event (Unit - Cleaving_Strike_Units[2] Takes damage)
                Trigger - Add to Cleaving Strike Doing 2 <gen> the event (Unit - Cleaving_Strike_Units[2] Takes damage)
            Else - Actions

Code:
Cleaving Strike Doing 1
    Events
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Random integer number between 1 and 100) Less than or equal to (5 + (5 x (Level of Cleaving Strike  for Cleaving_Strike_Units[1])))
            Then - Actions
                Unit - Add Spell Book (Cleaving Strike) to Cleaving_Strike_Units[1]
                Unit - Set level of Spell Book (Cleaving Strike) for Cleaving_Strike_Units[1] to (Level of Cleaving Strike  for Cleaving_Strike_Units[1])
                Player - Disable Spell Book (Cleaving Strike) for (Owner of Cleaving_Strike_Units[1])
                Trigger - Turn on Cleaving Strike Doing 2 <gen>
            Else - Actions
 
Hmm it will be bugged?! I think it isn't a good idea to use pulverize
 
Pulverize is just like cleave w/ chance XD..

Nothing really to trigger there
 
Hmm can u show me how to fix the triggers cuz i need them
 
Pulverise is not a cleave with chance, it is a Thunder Clap with chance without the slow.
 
Why don't you place the Random math in the first trigger than in the second? (And added the skill on the first trigger)

and when taking damage, remove the skillbook?
 
why dont u damage the enemies around the attacked units instead of adding cleaving attack?
e.g
if cleave is 10% .1 x damage taken
 
why dont u damage the enemies around the attacked units instead of adding cleaving attack?
e.g
if cleave is 10% .1 x damage taken

What makes it different from pulverize itself if you're going to use this?

=P
 
But what to set in Haft damage area and full damage area? I want only full damage not half
 
Base it off some passive ability like critical strike. Then make a trigger like this:
Code:
Cleaving Attack
    Events
        Unit - A unit Is attacked
    Conditions
        (((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True) and ((Level of Cleaving Attack  for (Attacking unit)) Greater than or equal to 1)
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Random integer number between 1 and 100) Less than or equal to [X]
            Then - Actions
                Set Damage = (The amt of damage you want)
               Set Playerpt = (Position of (Attacking unit))
                Set UG = (Units within [X] of Playerpt matching (((Matching unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True))
                Unit Group - Pick every unit in UG and do (Actions)
                    Loop - Actions
                        
                        Unit - Cause (Attacking unit) to damage (Picked unit), dealing (Real(Damage)) damage of attack type Spells and damage type Normal
                Custom script:   call DestroyGroup(udg_UG)
                Custom script:   call RemoveLocation(udg_Playerpt)
            Else - Actions
                Do nothing

Hope it helps ^_^
 
But what to set in Haft damage area and full damage area? I want only full damage not half

I'd say, don't use pulverize..

It isn't percentage damage, but constant..

sorry =P..
 
Nope thats the thing... I like to do it With Unit takes damage because that way it can malfunction by pressing Stop(S) button
 
Nope thats the thing... I like to do it With Unit takes damage because that way it can malfunction by pressing Stop(S) button
if you want to it that way, set up a trigger that would add up the units to a nother triger like this

Code:
start
e - time elapsed is 0.00
c -
a - pick evry unit is the entire map
         - add to trigger2 the event: ((picked unit) takes damge)
Code:
set up2
e - unit enters (entire map)
c -
a - add to trigger2 the event: ((triggering unit) takes damge)
Code:
trigger2
e - 
c - 
a - if then else
      c - if level of cleave for damage source > 0
      then - {chance} if then else
                c - random integer 1 - 100 > 10 [COLOR="Red"]- just a sample[/COLOR]
                then - pick evry unit withn 300 of triggering unit matching picked unit is enemy of damage source and picked unit is not equal to triggering unit
                             -cause damage source to damage picked unit (damage taken x 0.1) [COLOR="Red"]- 10%[/COLOR]
                else
       else

*sori i dont have world editor beside me but thats the basic of it ^^,
**there are leaks, just fix them :p
 
Base it off some passive ability like critical strike. Then make a trigger like this:
Code:
Cleaving Attack
    Events
        Unit - A unit Is attacked
    Conditions
        (((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True) and ((Level of Cleaving Attack  for (Attacking unit)) Greater than or equal to 1)
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Random integer number between 1 and 100) Less than or equal to [X]
            Then - Actions
                Set Damage = (The amt of damage you want)
               Set Playerpt = (Position of (Attacking unit))
                Set UG = (Units within [X] of Playerpt matching (((Matching unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True))
                Unit Group - Pick every unit in UG and do (Actions)
                    Loop - Actions
                        
                        Unit - Cause (Attacking unit) to damage (Picked unit), dealing (Real(Damage)) damage of attack type Spells and damage type Normal
                Custom script:   call DestroyGroup(udg_UG)
                Custom script:   call RemoveLocation(udg_Playerpt)
            Else - Actions
                Do nothing

Hope it helps ^_^

That would be a Pulverize, it wouldn't effect the units in front of him only, as a normal cleave would.
 
I don't do that, i add a spellbook with cleave ability... But i dunno when to remove the spellbook
 
Check out my method:

I have an ability based on Storm Hammer and named it: Chainsaw (well, I have a hero who has this ability in my map :) ), removed requirement, 4 levels, tooltip,...

Code:
[B]Chainsaw[/B]
Give the Goblin Shredder a chance to do a cleaving attack.

And I make two ability, a real Cleaving Attack and a Spell Book.

The triggers:

Trigger:
  • Chainsaw Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Disable Chainsaw&#039;s Cleaving Attack for (Picked player)

Disable the Spell Book

Trigger:
  • Chainsaw
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • Set TempUnit = (Attacking unit)
      • Set TempInt = (Level of Chainsaw for TempUnit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • TempInt Greater than 0
        • Then - Actions
          • Set RandomInt = (Random integer number between 1 and 100)
          • -------- ----------------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RandomInt Less than or equal to (10 + (5 x TempInt))
              • (Level of Cleaving Attack (Chainsaw) for TempUnit) Equal to 0
            • Then - Actions
              • Unit - Add Chainsaw&#039;s Cleaving Attack to TempUnit
              • Unit - Set level of Cleaving Attack (Chainsaw) for TempUnit to TempInt
            • Else - Actions
          • -------- ----------------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RandomInt Greater than (10 + (5 x TempInt))
              • (Level of Cleaving Attack (Chainsaw) for TempUnit) Greater than 0
            • Then - Actions
              • Unit - Remove Chainsaw&#039;s Cleaving Attack from TempUnit
            • Else - Actions
        • Else - Actions

The method is quite simple, when a hero with Chainsaw attacks, if the chance is right, add the disabled spell book that has the real Cleaving Attack ability, then of course, he will do a Cleaving Attack. Next time he attack, if the chance is right, do nothing, if the chance is wrong and he is having the disabled spell book, remove it.

Quite simple, right ? :thup:

EDIT: have a look at the demo map.
 

Attachments

  • [Spell] Chainsaw.w3x
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