Question on Footman-Defend

Mindless

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Hi everyone,

Is there a way to test if a footman is in Defend mode or not in Defend mode using triggers?

Any help would be appreciated.
 

Ryushi

"I will stand, or I will fall. I will not sit."
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I don't know if you can detect if Defend is active directly, but you can use another method. You could detect when Defend is activated for a unit, and then set a boolean to true, then when Defend is deactivated, set the boolean back to false. Then you can check if Defend is active by checking if the boolean is set to true.
 

johnnymra

New Member
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I think that defend is exactly as the immolation spell. It can be detected only with the event "units stops the effect of an ability". At least i know that is what detects immolation in my triggers.
 

Mindless

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I'm trying to achieve this: If a unit attacks a defending footman, something happens, if it attacks a non-defending footman, something else happens. How do I achieve this? Any ideas? I mean, I can't make a boolean for every foot man a player is going to train, can I?
 

johnnymra

New Member
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I don't think there is a way to detect if a footman has or not the defend activated (because as far as i know the defend doesn't have a buff...) only when he activates it or not.
 

Mindless

New Member
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Well... it looks like I'll have to use some less impressive means to achieve this :cool: :)

I'll just morph the Footman to a new unit called Footman Defend or something, the morph it back. A bit of a pain, but... Different unit-types are what the triggers can distinguish...
 

WolfieeifloW

WEHZ Helper
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Well, first check if Defend has a buff.

If it doens't:
Detect the "defend" order string.
Add the unit to a group, "defend_group".
Detect "undefend".
Remove the unit from the group.

When a unit is attacked, check if he's a unit-type footman, and if he's in the group or not.

C'mon guys, think a little bit :p !
 

Mindless

New Member
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erm... how do I detect the "defend" order string? Like, "ability being cast equals to Human Footman - Defend"?
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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For activating:
Trigger:
  • Defend
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Issued order) Equal to (Order(defend))
    • Actions
      • Unit Group - Add (Triggering unit) to DefendGroup


For deactivating:
Trigger:
  • Undefend
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • (Issued order) Equal to (Order(undefend))
    • Actions
      • Unit Group - Remove (Triggering unit) from DefendGroup


Your actions:
Trigger:
  • Defend
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Footman
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in DefendGroup) Equal to True
        • Then - Actions
          • Defended actions
        • Else - Actions
          • Undefended actions
 
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