Best way to make a "Kill Assist Bonus" trigger.

Luth

Lex Luthor!
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I've thought briefly about it, but all the methods that I've come up with for designing a Kill Assist Bonus system just seem clunky, and poorly implemented. I was hoping one of you had an insightful, ingenius method for constructing such a system. :)

(NB: Kill Assist Bonus is when one player does X% of damage to a hero recently prior to its death, but does not actually deal the killing blow.)


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M

mc117

Guest
ugh, i really dislike triggers that have to do with attacking mostly because of the "is attacked" bug.

Anyways, maybe you could have a trigger that detects when a unit is attacked, and compare how much life it has like, lets say a unit attacks another unit, and then say, after a brief wait period, the attacked unit has a life value of 10-50 or something, then the attacking unit will get a kill assist bonus when the attacked unit dies. I can't pull an actual trigger out right now, because it'd be pretty complex and i don't have the time... but maybe this idea will help.

Edit: this only works with physical attacks too.. with spells it'd be damn near impossible as far as my knowledge of triggers go.
 

Tonks

New Member
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160
mc117 said:
ugh, i really dislike triggers that have to do with attacking mostly because of the "is attacked" bug.
What "Is attacked" bug are you talking about ?
 

Sooda

Diversity enchants
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Andrewgosu said:
Well, I made a fairly simple trigger.

Code:
Blowkill
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Attacking unit)) Equal to Paladin
    Actions
        Set randomnumber = (Random integer number between 1 and 100)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                randomnumber Less than or equal to 30
            Then - Actions
                Unit - Cause (Attacking unit) to damage (Attacked unit), dealing ((Life of (Attacked unit)) x 0.90) damage of attack type Spells and damage type Normal
            Else - Actions

I tested it on a peasant, and I the trigger runs actually a margin before the paladin deals damage to the peasant, resulting almost in any cases with an instant kill. (Because the peasant has low HP, 230. 230 x 0.9= 207 + damage dealt by the paladin 24-35.)

But that wasn' t what he wanted :p . Best is (I asuem it is AoS style map with max 12 heroes on map when "playing".) to store chooced heroes into unit-group and then add them with trigger action to event unit takes dmg. So then you have to store dmg into variable and store unit too maybe. And another trigger to dedect death of units and there should be comparison what unit was killed, then it takes from dmg trigger that avlue and checks if it is greater or something >50 % and gives to that player bonus gold for helping. It asumes you will store dmg to arry for each player. Hard to explane end even harder to do :rolleyes:
 
M

mc117

Guest
this "bug" i am talking about is that the "is attacked" event responds when the hero first acquires the target. if a hero prepares to strike an enemy the trigger fires, then if you order the hero to stop before it actually deals damage, the trigger fires but you haven't actually "attacked" the unit.
 

Andrewgosu

The Silent Pandaren Helper
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716
Sooda said:
But that wasn' t what he wanted :p . Best is (I asuem it is AoS style map with max 12 heroes on map when "playing".) to store chooced heroes into unit-group and then add them with trigger action to event unit takes dmg. So then you have to store dmg into variable and store unit too maybe. And another trigger to dedect death of units and there should be comparison what unit was killed, then it takes from dmg trigger that avlue and checks if it is greater or something >50 % and gives to that player bonus gold for helping. It asumes you will store dmg to arry for each player. Hard to explane end even harder to do :rolleyes:

Right, I get it. Its just easier to wait and snatch the kill from the other guy.
 

Tonks

New Member
Reaction score
160
mc117 said:
this "bug" i am talking about is that the "is attacked" event responds when the hero first acquires the target. if a hero prepares to strike an enemy the trigger fires, then if you order the hero to stop before it actually deals damage, the trigger fires but you haven't actually "attacked" the unit.
Oh, I see.... Well... @#$^! This kinda ruins like 10 of the triggers in my CTF... :( Oh well, I'll figure it out I suppose.
 

Luth

Lex Luthor!
Reaction score
41
master maste said:
ahhh I have just what you want Luth, go to this link below and download the map, that has the exact system that you asked for

http://www.wc3campaigns.net/showthread.php?t=82929

if it helps +rep :D please
I'm sure its a good system, but there's no way to C/P code, as my map is tweaked to high hell. :) You've got a lot of stuff in there, and its cluttering up my mind when I'm reading through, trying to figure out what you're doing. (oh, that, and I'm REALLY REALLY tired right now... things are kinda blurry)

What was your method? I merely want to know if your way is better than my way. :)
 
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