Ability Art Problem

guitar89

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How to make a skill to appear in chance I attack to do effects and damage upon it touches the enemy ? It like the skill of stormspirit in Dota(passive). Please and Thank You.
 

NullCurrent

( ゚ε ゚)
Reaction score
110
This might be a very "round-about" way, but:
Code:
Event-
A unit attacks
Condition-
Unit(Attacking Unit) has ability "Passive Thunder Clap"
Actions-
Set "RandomNumber" = Math - Random number from 1 to 10.
-If
"RandomNumber" = 1
-Then
Special Effect - Create "Thunderclap" effect at unit(attacking unit).
Animation - Play (attacking unit)'s "spell" (or "stomp" if they have it)
+And here you can add the buff "stun" or add damage. ETC.+
-Else
Do Nothing.

I have never played DOTA, nor do I have my WE open, so you can just try this out.
 

guitar89

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i have done that before, but my hero's attack are ranged. I want to make the ability happens after the projectile hits the target. The trigger you show above is it happen before the projectile touches the target(except you put the projectile speed to 10000).
 

Red Bars

New Member
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2
Do like Fabioz trigger. But instead of Attacked event. Create a trigger like:

Code:
Event
Every 1 second
Condition
Action
set Group = Units in playable area
Pick every units in Group
add event to FabiozTrigger: Picked unit takes damage
call DestroyGroup(udg_Group).
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guitar89

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I doesn't really pick up wat you are saying, red. Can you perhaps write the complete trigger and paste on here so that it can really helps me.
 

Viikuna

No Marlo no game.
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265
He means that you need to detect when unit takes damage. It can be quite a tricky if you dont know what you are doing. If you know Jass there is some nice damage/attack detection systems out there, you could use.
 

guitar89

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Oo.. Thanks, but i prefer do it in GUI, thank you anyway. In my idea :

1) I make a trigger with passive chances when attacked
2) I make a dummy skill that same projectile speed as my hero's with a hollow project art(need to make myself).
3) Then it booms when then the projectile hits the target (miss by 0.05 sec only).

OR

1) I make a trigger with passive chances when attacked
2) I make a dummy unit with no model.
3) I make it move instantly per 0.01 seconds toward enemy's position(detect every time its move) with the same projectile speed.
4) When it reaches nearby the target, it uses the dummy skill effects i want.

This is my temporarily idea, i know is kinda wasteful of space, but i think it will works nice. Hope you guys can help me in this.
 

Sevion

The DIY Ninja
Reaction score
413
Do this:

Code:
Detect
    Events
        Map initialization
        Time - Every 0.10 seconds of game time
    Conditions
    Actions
        Custom script:   set bj_wantDestroyGroup = true
        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 in Detect_Group) Equal to False
                    Then - Actions
                        Trigger - Add to Damage <gen> the event (Unit - (Picked unit) Takes damage)
                    Else - Actions

And:

Code:
Damage
    Events
    Conditions
        (Level of Passive Thunder Clap for (Damage source)) Greater than 0
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Random integer number between 1 and 10) Equal to 1
            Then - Actions
                Set temp_Point = (Position of (Triggering Unit))
                Special Effect - Create a special effect at temp_Point using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
                Animation - Play (Damage source)'s spell animation
                EGUI - Create a Passive Thunder Clap Dummy for (Owner of (Damage source)) at temp_Point facing Default building facing and order the dummy to Human Mountain King - Storm Bolt (Triggering unit). Give an expiration timer that will expire in 1.00 seconds
            Else - Actions

If you're not using EGUI, just create a dummy unit and order it to Storm Bolt (Or other spell that stuns the Triggering Unit)
 

guitar89

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Wow, that helps me alot. Thanks. Wat is EGUI ? and the event of 'take damage' and 'is attacked', wat is the difference excluding it happens when the unit take damage from attacker ? You miss some action in the trigger, but the main point you help the things is cannot see. I didn't notice there is a event called 'takes damage'.

If i put 2 event in a trigger, means that it must 2 event happens together or either one of the event only ? I'm kinda interested in wat is EGUI, can you give the thread or site of EGUI ? Please and Thank You.
 

Sevion

The DIY Ninja
Reaction score
413
EGUI: http://www.thehelper.net/forums/showthread.php?t=99641

It's a modification to the WE Trigger Editor to add new stuff. Read more on the link.

The event "Takes Damage" and "Is Attacked" are different in the ways: Attacked means a unit starts hitting another unit. Takes Damage fires when a unit gets hit by the attack. He doesn't have to lose hp, just be hit.

If you have two events, only one has to happen to trigger the trigger. However, all conditions must be true to actually do the actions.
 

guitar89

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my condition of my maps is that many hero. If i want to specified the attacker and using 'takes damage' event, how i make the condition of attacker ? Usually i uses 'is attacked' event , and the 'attacking unit' refer to the attacker (where i can specified who), does it same for 'takes damage' event ?
 

guitar89

New Member
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If i'm not mistaken, the event 'takes damage' does mean all damage(or hit) including spells and all kinds of it. How to make it only responds to my attacks but not my spells ?
 

Sevion

The DIY Ninja
Reaction score
413
Add an If/Then/Else:

Code:
If (Current Order Of (Damage Source) equal to "attack" then
<Your Stuff>
Else
Custom Script:    return

Free handed :/ And I may just be being retarded with the return part.
 

guitar89

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First, i didn't well understans wat is the the 'return' for.
Secondly, when a range hero attacks, the projectiles flew towards target needs time(eg. 2 seconds). Then the *damage source* unit uses skill, became the condition you used become a spell casting, not attacks. Although this will not happen everytime, and not affects the percentage too much, but it still not accurate. So is there a way to prevent that ? Please and Thank You.
 

Sevion

The DIY Ninja
Reaction score
413
'return' will exit the function. AKA, stop all actions.
Hmm. You could alternately use some kind of Damage Detection system. :/
 

guitar89

New Member
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At the end still use things not in WE, hehe. Thanks , i still learn alot of things in this time. I'm looking forward for your EGUI. Hope you can sucess early.
 
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