where can i change damage in this trigger?

charin79

New Member
Reaction score
0
Trigger:
  • Initializaton
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set Powerslahs_Hash = (Last created hashtable)
      • -------- -------------------- --------
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)

Trigger:
  • Powerslash
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Powerslash111111111
    • Actions
      • -------- -------------------- --------
      • -------- Set caster and target --------
      • -------- -------------------- --------
      • Set Powerslahs_Caster = (Casting unit)
      • Set Powerslahs_Target = (Target unit of ability being cast)
      • -------- -------------------- --------
      • -------- Animation thingies --------
      • -------- -------------------- --------
      • Animation - Change Powerslahs_Caster's animation speed to 210.00% of its original speed
      • Animation - Play Powerslahs_Caster's attack slam animation
      • -------- -------------------- --------
      • -------- Add unit to unit group --------
      • -------- -------------------- --------
      • Unit Group - Add Powerslahs_Caster to Powerslash_Group
      • -------- -------------------- --------
      • -------- Create and store effects --------
      • -------- -------------------- --------
      • Special Effect - Create a special effect attached to the weapon of Powerslahs_Caster using Abilities\Weapons\ZigguratMissile\ZigguratMissile.mdl
      • Hashtable - Save Handle Of(Last created special effect) as (Key effect_1) of (Key (Triggering unit)) in Powerslahs_Hash
      • Special Effect - Create a special effect attached to the weapon of Powerslahs_Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • Hashtable - Save Handle Of(Last created special effect) as (Key effect_2) of (Key (Triggering unit)) in Powerslahs_Hash
      • -------- -------------------- --------
      • -------- Save other things to hashtable --------
      • -------- -------------------- --------
      • Hashtable - Save (0.80 + 3.50) as (Key timer) of (Key (Triggering unit)) in Powerslahs_Hash
      • Hashtable - Save Handle Of(Target unit of ability being cast) as (Key target) of (Key (Triggering unit)) in Powerslahs_Hash
      • Hashtable - Save (10.00 x (Real((Level of Powerslash111111111 for Powerslahs_Caster)))) as (Key damage) of (Key (Triggering unit)) in Powerslahs_Hash
      • -------- -------------------- --------
      • -------- Turn on loop --------
      • -------- -------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Powerslash Loop <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Powerslash Loop <gen>
        • Else - Actions

Trigger:
  • Powerslash Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Powerslash_Group and do (Actions)
        • Loop - Actions
          • Set Powerslahs_Caster = (Picked unit)
          • Set Powerslahs_Target = (Load (Key target) of (Key (Picked unit)) in Powerslahs_Hash)
          • Set Temp_Real_1 = (Load (Key timer) of (Key (Picked unit)) from Powerslahs_Hash)
          • -------- -------------------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Powerslahs_Caster is alive) Equal to True
              • (Powerslahs_Target is alive) Equal to True
              • Temp_Real_1 Greater than -0.06
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Temp_Real_1 Less than 3.54
                  • Temp_Real_1 Greater than 3.50
                • Then - Actions
                  • Set Temp_Loc_1 = (Position of Powerslahs_Target)
                  • -------- -------------------- --------
                  • Unit - Move Powerslahs_Caster instantly to (Temp_Loc_1 offset by 90.00 towards (Facing of Powerslahs_Target) degrees)
                  • -------- -------------------- --------
                  • Animation - Change Powerslahs_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 60.00% transparency
                  • -------- -------------------- --------
                  • Custom script: call RemoveLocation(udg_Temp_Loc_1)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • Temp_Real_1 Equal to 3.25
                          • Temp_Real_1 Equal to 2.89
                          • Temp_Real_1 Equal to 2.53
                          • Temp_Real_1 Equal to 2.17
                          • Temp_Real_1 Equal to 1.81
                          • Temp_Real_1 Equal to 1.45
                          • Temp_Real_1 Equal to 1.09
                          • Temp_Real_1 Equal to 0.73
                          • Temp_Real_1 Equal to 0.37
                          • Temp_Real_1 Equal to 0.01
                    • Then - Actions
                      • Set Temp_Loc_1 = (Position of Powerslahs_Target)
                      • Set Temp_Loc_2 = (Random point in (Region centered at Temp_Loc_1 with size (320.00, 320.00)))
                      • -------- -------------------- --------
                      • Unit - Move Powerslahs_Caster instantly to Temp_Loc_2
                      • -------- -------------------- --------
                      • Animation - Play Powerslahs_Target's death animation
                      • Animation - Play Powerslahs_Caster's attack slam animation
                      • -------- -------------------- --------
                      • Unit - Make Powerslahs_Caster face Powerslahs_Target over 0.00 seconds
                      • -------- -------------------- --------
                      • Unit - Cause Powerslahs_Caster to damage Powerslahs_Target, dealing (Load (Key damage) of (Key (Picked unit)) from Powerslahs_Hash) damage of attack type Hero and damage type Normal
                      • -------- -------------------- --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Powerslahs_Target is in Powerslash_Knockback_Group) Equal to False
                        • Then - Actions
                          • Unit Group - Add Powerslahs_Target to Powerslash_Knockback_Group
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Powerslash Knockback <gen> is on) Equal to False
                        • Then - Actions
                          • Trigger - Turn on Powerslash Knockback <gen>
                        • Else - Actions
                      • -------- -------------------- --------
                      • Special Effect - Create a special effect at (Position of Powerslahs_Caster) using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
                      • Hashtable - Save Handle Of(Last created special effect) as (Key effect_3) of (Key (Triggering unit)) in Powerslahs_Hash
                      • Special Effect - Create a special effect attached to the origin of Powerslahs_Target using Objects\Spawnmodels\Human\HumanBlood\HumanBloodRifleman.mdl
                      • Hashtable - Save Handle Of(Last created special effect) as (Key effect_4) of (Key (Triggering unit)) in Powerslahs_Hash
                      • Special Effect - Create a special effect attached to the origin of Powerslahs_Target using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
                      • Hashtable - Save Handle Of(Last created special effect) as (Key effect_5) of (Key (Triggering unit)) in Powerslahs_Hash
                      • -------- -------------------- --------
                      • Hashtable - Save Handle Of(Picked unit) as (Key caster) of (Key (Load (Key target) of (Key (Picked unit)) in Powerslahs_Hash)) in Powerslahs_Hash
                      • -------- -------------------- --------
                      • Sound - Play MetalHeavySliceFlesh3 <gen> at 100.00% volume, attached to Powerslahs_Target
                      • Sound - Destroy (Last played sound)
                      • -------- -------------------- --------
                      • Custom script: call RemoveLocation(udg_Temp_Loc_1)
                      • Custom script: call RemoveLocation(udg_Temp_Loc_2)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • Temp_Real_1 Equal to 3.19
                              • Temp_Real_1 Equal to 2.83
                              • Temp_Real_1 Equal to 2.47
                              • Temp_Real_1 Equal to 2.11
                              • Temp_Real_1 Equal to 1.75
                              • Temp_Real_1 Equal to 1.39
                              • Temp_Real_1 Equal to 1.03
                              • Temp_Real_1 Equal to 0.67
                              • Temp_Real_1 Equal to 0.31
                              • Temp_Real_1 Equal to -0.05
                        • Then - Actions
                          • Special Effect - Destroy (Load (Key effect_3) of (Key (Picked unit)) in Powerslahs_Hash)
                          • Special Effect - Destroy (Load (Key effect_4) of (Key (Picked unit)) in Powerslahs_Hash)
                          • Special Effect - Destroy (Load (Key effect_5) of (Key (Picked unit)) in Powerslahs_Hash)
                        • Else - Actions
              • -------- -------------------- --------
              • Hashtable - Save (Temp_Real_1 - 0.03) as (Key timer) of (Key (Picked unit)) in Powerslahs_Hash
              • -------- -------------------- --------
            • Else - Actions
              • Animation - Change Powerslahs_Caster's animation speed to 100.00% of its original speed
              • Animation - Change Powerslahs_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Animation - Reset Powerslahs_Caster's animation
              • Animation - Reset Powerslahs_Target's animation
              • -------- -------------------- --------
              • Special Effect - Destroy (Load (Key effect_1) of (Key (Picked unit)) in Powerslahs_Hash)
              • Special Effect - Destroy (Load (Key effect_2) of (Key (Picked unit)) in Powerslahs_Hash)
              • -------- -------------------- --------
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Powerslahs_Hash
              • -------- -------------------- --------
              • Unit Group - Remove Powerslahs_Caster from Powerslash_Group
              • Unit Group - Remove Powerslahs_Target from Powerslash_Knockback_Group
              • -------- -------------------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Powerslash_Group is empty) Equal to True
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Powerslash_Knockback_Group is empty) Equal to True
                • Then - Actions
                  • Trigger - Turn off Powerslash Knockback <gen>
                • Else - Actions

Trigger:
  • Powerslash Knockback
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Powerslash_Knockback_Group and do (Actions)
        • Loop - Actions
          • Set Powerslahs_Target = (Picked unit)
          • Set Powerslahs_Caster = (Load (Key caster) of (Key (Picked unit)) in Powerslahs_Hash)
          • -------- -------------------- --------
          • Unit - Make Powerslahs_Caster face Powerslahs_Target over 0.00 seconds
          • Unit - Make Powerslahs_Target face Powerslahs_Caster over 0.00 seconds
          • -------- -------------------- --------
          • Set Temp_Loc_1 = (Position of Powerslahs_Target)
          • Set Temp_Loc_2 = (Temp_Loc_1 offset by -18.00 towards (Facing of Powerslahs_Target) degrees)
          • -------- -------------------- --------
          • Unit - Move Powerslahs_Target instantly to Temp_Loc_2
          • -------- -------------------- --------
          • Custom script: call RemoveLocation(udg_Temp_Loc_1)
          • Custom script: call RemoveLocation(udg_Temp_Loc_2)
 

cleeezzz

The Undead Ranger.
Reaction score
268
Trigger:
  • Hashtable - Save (10.00 x (Real((Level of Powerslash111111111 for Powerslahs_Caster)))) as (Key damage) of (Key (Triggering unit)) in Powerslahs_Hash


that line
 
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