Any Way To Detect Passives Going Off?

WolfieeifloW

WEHZ Helper
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Is there any way you can detect when a passive ability goes off?
Ex: Critical Strike specifically.

I want to be able to detect if the unit crits, so I can do some additional things with triggers.
 

tommerbob

Minecraft. :D
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110
You will need to trigger passive proc's if you plan on detecting them. The default critical strike/evasion and other passives aren't detectable.
 

WolfieeifloW

WEHZ Helper
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372
I can't think of anyway of triggering a critical strike though..
I'm thinking I'll just make my ability give a short burst of attack speed via a dummy cast.
 

Ayanami

칼리
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288
I can't think of anyway of triggering a critical strike though..
I'm thinking I'll just make my ability give a short burst of attack speed via a dummy cast.

You could make use of a buff placer to stimulate a critical strike. However, that would mean that your Critical Strike won't be considered for situations such as Life Steal and Cleave. You could just make a custom damage system, because honestly, Warcraft's default damage system is pretty limited.
 

tommerbob

Minecraft. :D
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110
I suggest using a Damage detection system like Ayanami mentioned. J4L's Damage is ideal.

That way it would be easy to trigger a critical strike. Just detect damage, set an integer to random, and if its the right number, deal double damage.
 

WolfieeifloW

WEHZ Helper
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372
Eh..
I don't think at this time making all damage in my map triggered is completely needed.
Maybe in a later version.
 

Dirac

22710180
Reaction score
147
Detecting "unusual" unit activity is possible though. Example: create a trigger which "unit deals damage" event, if the unit deals more damage than expected, there's your critical strike
(expected damage: base attack + hero main attribute + bonuses)
 

keychup

Active Member
Reaction score
34
Detecting "unusual" unit activity is possible though. Example: create a trigger which "unit deals damage" event, if the unit deals more damage than expected, there's your critical strike
(expected damage: base attack + hero main attribute + bonuses)

tommerbob said:
That way it would be easy to trigger a critical strike. Just detect damage, set an integer to random, and if its the right number, deal double damage.

And if the damage detected happens to be spell-based?

If you like you could have juggernaut use a buff placer like enevenomed spears.

Everytime a unit is attacked, and if the attacker has envenomed spears ability at level 1 or higher do this:
Wait for Condition - (Unit has Specific Buff) Attacked Unit has buff Envenomed Spears
If/Then/Else (Multiple)
If (Integer Comparison) Random Integer from 0 to 100 is less than or equal to 15 (The % chance) Then cause attacking unit to damage attacked unit dealing ? damage of damage type Hero and attack type Normal.
Remove Specific Buff (Remove Envenomed Spears from attacked unit).
Set Variable (Set CriticalHitUnit = Attacking Unit)
Trigger - Run checking conditions (Run CriticalHitDetect<gen>)

CriticalHitDetect <gen>
Actions here then
Set Variable (Set CriticalHitUnit = No Unit)



Concerning the ?: This is what you'll probably use to calculate tha damage inflicted (IE: ATK of hero*Factor). If you have a way of detecting the exact ATK damage of the attacker at the moment the buff is applied, do tell.
 

tommerbob

Minecraft. :D
Reaction score
110
And if the damage detected happens to be spell-based?

J4L's system can detect damage type if damage is registered through the system. It might be a hassle if you're lazy, but ultimately, its just as much work doing it any other way.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
I just went with a buff that has a chance to increase his attack speed greatly for now.
This way also fits the hero more, imo.
 
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