help regarding critical on building spell

Tru_Power22

You can change this now in User CP.
Reaction score
144
Well if it's triggered, you won't have to worry about it if you aren't checking for immunity.
 

Dem0n_Hunter

Active Member
Reaction score
2
Sry I'm kinda confused here. In tests it shows that immune walls can't be criticaled so what exactly am i suppose to do here?
 

vypur85

Hibernate
Reaction score
803
Code:
EnterRect
    Events
        Unit - A unit enters (Entire map)
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Triggering unit) is A structure) Equal to True
            Then - Actions
                Trigger - Add to Damage <gen> the event (Unit - (Triggering unit) Takes damage)
            Else - Actions

Code:
Initializion
    Events
        Map initialization
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in (Entire map)) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) is A structure) Equal to True
                    Then - Actions
                        Trigger - Add to Damage <gen> the event (Unit - (Picked unit) Takes damage)
                    Else - Actions

Code:
    Damage
          Events
          Conditions
                (Random integer number between 1 and 100) Less than or equal to 15
          Actions
                Trigger - Turn off (This trigger)
                -------- Modify here --------
                Floating Text - Create floating text that reads ((String(((Damage taken) x 2.25))) + !) above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                Floating Text - Set the velocity of (Last created floating text) to 30.00 towards 90.00 degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
                Unit - Cause (Damage source) to damage (Triggering unit), dealing (((Damage taken) x 2.25) - (Damage taken)) damage of attack type Normal and damage type Normal
                Trigger - Turn on (This trigger)

The same thing. Have you tried?
 

Dem0n_Hunter

Active Member
Reaction score
2
Ah actually that's not the trigger I'm using here it is, sry I should have included it at first post:
also the abilities and units or w/e are the maps that is at the end of that thread
Trigger:
  • Critical Strike Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A structure) Equal to True)) and do (Actions)
        • Loop - Actions
          • Trigger - Add to Critical Strike Damage &lt;gen&gt; the event (Unit - (Picked unit) Takes damage)


Trigger:
  • Critical Strike Enter Init
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is A structure) Equal to True
        • Then - Actions
          • Trigger - Add to Critical Strike Damage &lt;gen&gt; the event (Unit - (Triggering unit) Takes damage)
        • Else - Actions


Trigger:
  • Critical Strike Damage
    • Events
    • Conditions
      • ((Triggering unit) has buff Panic ) Equal to True
    • Actions
      • Trigger - Turn off (This trigger)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random real number between 1.00 and 100.00) Less than or equal to 15.00
        • Then - Actions
          • Unit - Cause (Damage source) to damage (Triggering unit), dealing ((2.50 x (Damage taken)) - (Damage taken)) damage of attack type Normal and damage type Normal
          • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Other\Doom\DoomDeath.mdl
          • Special Effect - Destroy (Last created special effect)
          • Floating Text - Create floating text that reads ((String((Integer((2.50 x (Damage taken)))))) + !) above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 50.00%, 0.00%), and 0.00% transparency
          • Floating Text - Set the velocity of (Last created floating text) to 30.00 towards 90.00 degrees
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
        • Else - Actions
      • Unit - Remove Panic buff from (Triggering unit)
      • Trigger - Turn on (This trigger)
 

kingkwong92

Well-Known Member
Reaction score
25
So whats wrong with it?
Only buildings with panic get hit with critical strike.
Also you don't need damage taken x 2.5 - damage taken just use damage taken x 1.5.
 

Dem0n_Hunter

Active Member
Reaction score
2
well I've tested this but on some buildings it doesn't work, all I could come up with was because they were immune which was the most difference between the buildings that it did critical on and the buildings it didn't work on.
 

cleeezzz

The Undead Ranger.
Reaction score
268
spell immunity would only matter because the building wouldn't have the panic buff?

other than the buff, the trigger should work on any structure
 

Summoned

New Member
Reaction score
51
Okay, I see. A custom critical strike with buff placers.

As far as I can see, there's no reason it shouldn't work on spell immunes, since poisons don't rely on spell immunity to apply.

There must be some other reason. Which buildings aren't being affected? If you're talking about the "walls", they're not buildings, they're destructibles.
 

Dem0n_Hunter

Active Member
Reaction score
2
Ahh, sry guys I did a few more test and figured out why it didn't work. it was the trigger for another spell that was messing up with this one after the unit picked that item it would completely stop it from doing criticals. thing is when i tested first time i picked the other item after i upgraded to the immune building so i thought it didn't work on it. thx for ur time anyways. all of u get a +rep from me :D
 
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