Of course, I saw this when making a bunch of units attack the Hero at once, he dodged multiple attacks even know he was only supposedly supposed to dodge one of their attacks. That's a pretty small problem if the max chance to dodge is 25.5%, I'll learn to live with it.
Okay this should work:
Dodge
Events
Unit - A unit Is attacked
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Set Dodge = ((Agility of (Triggering unit) (Include bonuses)) / 10)
Set Dodge_Chance = (Random integer number between 1 and...
Okay I've got it working here's (most likely) the FINAL trigger.
Regen
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Regen
Actions
Custom script: local unit u = GetSpellTargetUnit()
Custom script...
Changing Actively Used to false will make the item not usable, at all (unless the stats are passive, AKA Evasion or something, thus not needing to left click the item). And Perishable means once the items charges are depleted to zero (if it has any) the item disappears from the game. By default...
Okay this is most likely the trigger I'm going to be using, what custom script do I modify if I want it to effect target unit of ability being cast? Cause it only works on the triggering unit.
Custom Spell 2
Events
Unit - A unit Starts the effect of an ability
Conditions...
Okay I guess the triggers in the map above seem to work good while on multiple units, thing is, I don't know what the hell the differences are between the two. So what are the differences?
Edit: Oh wait, I think Regen #2 is 5% of CURRENT HP per second, #1 is MAX HP per second, I think... give...
Ah you're right! I suspected that might happen, where if you cast it on another unit while it is already active, it will heal that unit instead, thus only healing one unit at a time, damn. Guess I'll try the map posted above and see how that works.
How would an Evasion trigger depending on the Hero's Agility, be implemented with the link above? I'm very confused here. Okay so, how about I create this generic dodge trigger for now, at least help me finish that:
Dodge Test
Events
Unit - A unit Is attacked
Conditions...
Thanks for trying to help XeRo13g, but the trigger I posted above works just fine for me. Or it does so far, I haven't tested it very much. I've tested it enough to know it heals 75% of the Unit's Max HP over 15 seconds (That's 5 percent a second, every second, for 15 seconds). I might however...
That was the problem the whole time? It figures its the SECOND most obvious thing that's the problem, and it wasn't very obvious to me, I just suspected it might of had something to do with the Integer A part as well, but I didn't bother deleting it at first. It works now, my trigger looks like...
Okay now I'm sure I got it working right, I even edited your trigger in your map first to see if it works there, and it does.
Then I import THE SAME trigger that I modified in your map, and I made sure everything matches, and it does. I even made a new ability to match yours, a cripple ability...
I don't get it, I did it exactly like yours, and it only loops once, what the hell...
Regen
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Regen
Actions
Custom script: local unit Target = GetSpellTargetUnit()...
Okay thanks, you should be more detailed when referencing variables like that. It seems to work, but the heal part only fires ONCE, it does not loop 15 times. Whats the problem?
Here's my trigger:
Regen
Events
Unit - A unit Starts the effect of an ability
Conditions...
Well my way of doing it, is a trigger like this:
Regen
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Regen
Actions
Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability...