J
JJooKKoo
Guest
A need ability that when cast on enemy that enemy to take more dmg from attacks .Is there ready skill for that or i must use trigger i how to do it
i wish the enemy to take lets say 30% more dmg from normal attacks
but i cam make another skills that make enemy unit take more dmg from spell attacks , and from all kind of attacks . With armor reduction i cannot set the exact % witch i wont unit to take . So what trigger i should use for all three possibility (more dmg from - normal attacks , spell attacks , and all attacks )
Damage Amp
Events
Conditions
((Triggering unit) has buff <Buff from your damage amp spell>) Equal to True
Actions
Unit - Cause (Damage source) to damage (Triggering unit), dealing (0.30 x (Damage taken)) damage of attack type Chaos and damage type Unknown
Damage Amp Apply
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to <Your damage amplification spell>
Actions
Trigger - Add to Damage Amp <gen> the event (Unit - (Target unit of ability being cast) Takes damage)
Damage Amp
Events
Conditions
((Triggering unit) has buff More DMG taken ) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Damage source) Equal to DMGunit
Then - Actions
Set DMGunit = No unit
Else - Actions
Set DMGunit = (Damage source)
Unit - Cause (Damage source) to damage (Triggering unit), dealing (3.00 x (Damage taken)) damage of attack type Chaos and damage type Unknown
it need a little correction to work property
Code:Damage Amp Events Conditions ((Triggering unit) has buff More DMG taken ) Equal to True Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Damage source) Equal to DMGunit Then - Actions Set DMGunit = No unit Else - Actions Set DMGunit = (Damage source) Unit - Cause (Damage source) to damage (Triggering unit), dealing (3.00 x (Damage taken)) damage of attack type Chaos and damage type Unknown
otherwise the game crashes because when damage triggering unit the trigger run again and that becomes unending loop .I wrote that if someone wish to use such skill
Trigger - Turn off (This trigger)
Unit - Cause (Damage source) to damage (Triggering unit), dealing (3.00 x (Damage taken)) damage of attack type Chaos and damage type Unknown
Trigger - Turn on (This trigger)
You guys are delving too far into the situation. There still is one outlet. It comes in handy.
Have you tried a Negative-fielded Berserk?
EDIT: Just from attacks? Just listen to Post #2. Plenty of Armor reduction will help. Acid Bomb, Faerie Fire, Negative Inner Fire, it all works.
And if you want it to take damage from all, well, Berserk works.
Add (Modified Berserk) to (Target unit of ability being cast)
Order (Target unit of ability being cast) to (Orc Troll Berserker -- Berserk)
Remove (Modified Berserk) from (Target unit of ability being cast)
Just what I was about to say.
Simply put,
Code:Add (Modified Berserk) to (Target unit of ability being cast) Order (Target unit of ability being cast) to (Orc Troll Berserker -- Berserk) Remove (Modified Berserk) from (Target unit of ability being cast)
This solution is really not excusable considering how easily the problem can be solved with triggers. With your method, if the target is silenced or stunned, the spell won't work. Orders and channels will be interrupted. Spell shields will fail to block it correctly, and an ability suddenly appearing, casting itself and disappearing on a unit would look thoroughly odd. Additionally, the constant adding and removing of the ability may cause annoying lag when the spell is cast.
When the trigger based solution is clearly superior and quite easy to implement, why would you even recommend this?