Critical Strike - Default Floating Text

dyablohunter

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I have a custom critical strike based on the ability critical strike and I don't know how to remove the floating text that shows the bonus backstab damage which is "0!" because I disabled the ability's default bonus damage since i use a customm trigger. So the 2 floating texts appear at the same time and it's annoying. Can I remove it from somewhere or use another spell to base my custom critical strike on?
logo.jpg
 
I can't do that because my trigger is based on the buff like so:
Code:
Backstab 1
    Events
        Unit - A unit Is attacked
    Conditions
        ((Attacking unit) has buff Stealth [Rogue]) Equal to True
        (Level of Stealth [Rogue] for (Attacking unit)) Equal to 1
    Actions
        Set backstabPoint = (Position of (Attacking unit))
        Set backstab1 = (Random integer number between 75 and 125)
        Unit - Cause (Attacking unit) to damage (Attacked unit), dealing (Real(backstab1)) damage of attack type Hero and damage type Normal
        Floating Text - Create floating text that reads (String(backstab1)) at backstabPoint with Z offset 0.00, using font size 10.00, color (100.00%, 1.00%, 1.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
        Custom script:   call RemoveLocation(udg_backstabPoint)

There must be another way to make the caster invisible and make him visible again when he attacks a unit. Because I can't imagine how i can remove that ability's floating text.
I can use a neutral pasive dummy for example to faerie fire the caster and use that buff for my critical strike trigger.
 
> I can't do that because my trigger is based on the buff like so:

You said you wanted a custom Critical Strike, but it has a buff?
Are you using Wind Walk?
Does that mean you want to make a Wind Walk that deals random bonus damage?

Apparently, removing the "0!" from Wind Walk is impossible.

But you can simulate a Wind Walk. Base the ability from Berserk.
When a unit casts Berserk, put it into a Unit Group.
Check periodically if a unit in that group has Berserk buff.
Then remove the buff, remove the unit from the group, and then use a dummy to cast Invisibility to the unit.

Code:
[I]Set backstab1 = (Random integer number between 75 and 125)[/I]
Make it 'Random Real number between 75 and 125'
You're going to change it into Real anyway.
 
just add 'Remove buff Stealth [Rogue] from Attacking Unit' to that trigger. the unit has been given the order to attack, and the conditions were met so you no longer need the buff unless you wanna abuse and stop ur atk animation before u complete the atk

@darkRae: he probably wants backstab1 as an integer since if he converts real to string, he gets ###.000
 
He can also use String(Integer(backstab1)) :p
Nah, forget it. Both ways end in 2 function calls.

Does removing the buff stops the "0!" from appearing?
Wow, never knew.
 
Then the Hero will be visible a few microseconds before he lands the hit, which is not what a Wind Walk would do. But my simulated Wind Walk would do the same :p so dyablohunter, you can just remove the buff.
 
First of all sorry for wrong information my critical strike is actual a bonus damage based on wind walk. I am very tired, sorry.


just add 'Remove buff Stealth [Rogue] from Attacking Unit' to that trigger. the unit has been given the order to attack, and the conditions were met so you no longer need the buff unless you wanna abuse and stop ur atk animation before u complete the atk

@darkRae: he probably wants backstab1 as an integer since if he converts real to string, he gets ###.000

your way doesn't work.. I even tried to add a 0.02 secodn delay after the buff was removed.
Probably because the trigger only fires when the unit takes damage (is attacked)
.....I'm gonna try darkRae's way.
 
That is highly impossible.
Show me your trigger again.

EDIT:
> Probably because the trigger only fires when the unit takes damage (is attacked)

'Unit Takes Damage' fires when the unit starts to take damage.
'Unit Is Attacked' fires when the attacker starts his animation damage point.
 
I think that the 0 might be able to be removed by either unchecking the "deals backstab damage" box, or modifying the targets allowed to only hit allies, or something.
That should work, but then again, i'm just a noob, and I don't have WE up in front of me.
 
Unchecking 'deals backstab damage' doesn't work, however, changing the targets allowed might work.
 
I think it should be like this:


You need to replace 'Animate Dead' with your dummy ability like Stomp or w/e
uid is your DummyUnit's id.
aid is your dummy invisibility ability
Code:
Backstab Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Animate Dead
    Actions
        Custom script:   local unit Caster = GetCastingUnit()
        Custom script:   local unit DummyUnit
        Custom script:   local player id = GetOwningPlayer(Caster)
        Custom script:   local integer uid ='U000'
        Custom script:   local point loc = GetUnitLoc()
        Custom script:   local integer aid = 'A000'
        Custom script:   call CreateUnitAtLoc(id,uid,loc,120)
        Custom script:   set DummyUnit() = GetLastCreatedUnit()
        Custom script:   call UnitAddAbility(DummyUnit,aid)
        Custom script:   call IssueOrderTarget(DummyUnit,'invisibility',Caster)
        Custom script:   call PolledWait(5)
        Custom script:   call RemoveUnit(DummyUnit)
        Custom script:   call RemoveLocation(loc)

Code:
Backstab 1
    Events
        Unit - A unit Is attacked
    Conditions
        ((Attacking unit) has buff Stealth [Rogue]) Equal to True
        (Level of Stealth [Rogue] for (Attacking unit)) Equal to 1
    Actions
        Set backstabPoint = (Position of (Attacking unit))
        Set backstab1 = (Random integer number between 75 and 125)
        Unit - Cause (Attacking unit) to damage (Attacked unit), dealing (Real(backstab1)) damage of attack type Hero and damage type Normal
        Floating Text - Create floating text that reads (String(backstab1)) at backstabPoint with Z offset 0.00, using font size 10.00, color (100.00%, 1.00%, 1.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
        Custom script:   call RemoveLocation(udg_backstabPoint)
        Unit - Remove Stealth[Rogue] from (Attacking Unit)
 
No, not War Stomp. It will cause bump on the ground.

Do you know what Wind Walk and Berserk have in common?
That's right. No-casting needed.
So even if you're Channeling some other spells, you can cast the spell without stopping channeling.

EDIT:
Kroolik's trigger is just like what I said, but you don't need to use Waits, just give it Generic Expiration Timer, and I don't see why you have to use Custom Scripts.
 
No, not War Stomp. It will cause bump on the ground.

Do you know what Wind Walk and Berserk have in common?
That's right. No-casting needed.
So even if you're Channeling some other spells, you can cast the spell without stopping channeling.

Ye well, you see.. the thing is.. that the berserk didn't work either.. it only worked with the wind walk.. dunno why.
 
Err... okay, what didn't work?
Show me the trigger again, there must be something wrong.
 
Code:
Stealth Ally
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        ((Casting unit) belongs to an ally of Player 1 (Red)) Equal to True
        (Ability being cast) Equal to Stealth [Combat Rogue]
    Actions
        Unit - Order Stealther 0127 <gen> to Human Sorceress - Invisibility (Casting unit)

Code:
Backstab 1
    Events
        Unit - A unit Is attacked
    Conditions
        ((Attacking unit) has buff Backstab [Rogue]) Equal to True
        (Level of Stealth [Rogue] for (Attacking unit)) Equal to 1
    Actions
        Set backstabPoint = (Position of (Attacking unit))
        Set backstab1 = (Random real number between 200.00 and 210.00)
        Unit - Cause (Attacking unit) to damage (Attacked unit), dealing backstab1 damage of attack type Hero and damage type Normal
        Floating Text - Create floating text that reads (String(backstab1)) at backstabPoint with Z offset 0.00, using font size 10.00, color (100.00%, 1.00%, 1.00%), and 0.00% transparency
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
        Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
        Unit - Remove Backstab [Rogue] buff from (Attacking unit)
        Custom script:   call RemoveLocation(udg_backstabPoint)

Backstab is the buff from the berserk since i can't remove it, and stealth is now the buff from invisibility casted by the dummy since it is automatically removed when the unit attacks there's no problem there.

It should work,, so why the hell does it not?
One more thing i noticed.. the backstab buff is not removed.. after I break invisibility (attack), does that mean that the trigger doesn;t fire for some reason?


EDIT:

IT WORKS. I found my mistake a small thing in the trigger i renamed the ability's suffix to combat rogue. Sorry for wasting your time but in the end your solution was the best. Nice.. how do I add rep to you? :D
 
lol I was shocked when my method didn't work ><

> Nice.. how do I add rep to you?

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