Chance to deal chaos damage

I suggested basing it of Bash (Item). But then I realised that's not what you was asking. Sorry
 
Create an ability orb that enables attack 2.And with triggers give it a chance to give the item to the hero and then remove ...
 
there are a few abilities i would make to do this but it would not need to be triggered... there are a few abilities in the game that deal flat damage to an oponent and there is a field you can set to the type of damage. You can change this to 1 of 3 types to get a desired effect: Physical (can hit magic immune targets and is reduced by armor (not armor type just like chaos damage)); Spell Damage (cuts through armor but not spell immunity); Pure Damage (cuts through all types of resistances)

then you attach this ability to an ability based off orb of lightning (has a chance of casting the ability attached to it on attack)

here is a tutorial on abilities:

Click

And here is one for orb of lightning

Click
 
How exactly do you make pure damage? It's different from chaos damage and I'm SOO curious as to which ability deals it.
 
How exactly do you make pure damage? It's different from chaos damage and I'm SOO curious as to which ability deals it.
yes, it's a hidden ability. so hidden that it doesnt exist.
i guess he's mistaken i dont know that ability either
 
I always thought that pure damage was just simple subtraction of the target's life, wherein the damaging unit would be credited if the unit died.
 
yes, it's a hidden ability. so hidden that it doesnt exist.
i guess he's mistaken i dont know that ability either

check the link i posted, its a secret ability just like the ability - gold/lumber cost and the ability channel

you can find it with the id string i believe, i havent needed much of them* only gold/lumber cost and ability channel
 
i can do it now
thx for all advises :D
This is my trigger

function Trig_Chaos_Chance_Conditions takes nothing returns boolean
if ( not ( GetItemTypeId(UnitItemInSlotBJ(GetAttacker(), 1)) == 'I000' ) ) then
return false
endif
if ( not ( GetItemTypeId(UnitItemInSlotBJ(GetAttacker(), 2)) == 'I000' ) ) then
return false
endif
if ( not ( GetItemTypeId(UnitItemInSlotBJ(GetAttacker(), 3)) == 'I000' ) ) then
return false
endif
if ( not ( GetItemTypeId(UnitItemInSlotBJ(GetAttacker(), 4)) == 'I000' ) ) then
return false
endif
if ( not ( GetItemTypeId(UnitItemInSlotBJ(GetAttacker(), 5)) == 'I000' ) ) then
return false
endif
if ( not ( GetItemTypeId(UnitItemInSlotBJ(GetAttacker(), 6)) == 'I000' ) ) then
return false
endif
return true
endfunction

function Trig_Chaos_Chance_Func009C takes nothing returns boolean
if ( not ( IsUnitAlly(udg_GarlicBsTarget, GetOwningPlayer(udg_GarlicBsOwner)) == false ) ) then
return false
endif
if ( not ( GetRandomInt(1, 100) <= 5 ) ) then
return false
endif
return true
endfunction

function Trig_Chaos_Chance_Actions takes nothing returns nothing
set udg_GarlicBsTarget = GetTriggerUnit()
set udg_GarlicBsOwner = GetAttacker()
if ( Trig_Chaos_Chance_Func009C() ) then
call UnitDamageTargetBJ( udg_GarlicBsOwner, udg_GarlicBsTarget, I2R(GetHeroStatBJ(bj_HEROSTAT_STR, udg_GarlicBsOwner, true)), ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL )
call AddSpecialEffectTargetUnitBJ( "chest", udg_GarlicBsTarget, "Objects\\Spawnmodels\\Human\\HumanBlood\\HeroBloodElfBlood.mdl" )
else
call DoNothing( )
endif
endfunction

//===========================================================================
function InitTrig_Chaos_Chance takes nothing returns nothing
set gg_trg_Chaos_Chance = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Chaos_Chance, EVENT_PLAYER_UNIT_ATTACKED )
call TriggerAddCondition( gg_trg_Chaos_Chance, Condition( function Trig_Chaos_Chance_Conditions ) )
call TriggerAddAction( gg_trg_Chaos_Chance, function Trig_Chaos_Chance_Actions )
endfunction
 
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