Deduct Armor

SpaceBar

New Member
Reaction score
16
How would you go about it?

Every time something attacks something it deducts 1 armor (stacks, meaning -1, -2, -3 every time the unit attacks)
 

mr-death

Acolyte
Reaction score
51
Make a new ability from the item ability: Item Armor Bonus (+1) to some levels, and set them to -1, -2, -3, etc. until you think it's enough.
Name it "Decrease"

Then add a trigger:

Trigger:
  • Decrease
    • Events
    • Conditions
      • (Current order of (Damage source)) Equal to (Order(attack))
      • [Your conditions]
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Decrease for (Triggering unit)) Equal to 0
        • Then - Actions
          • Unit - Add Decrease to (Triggering unit)
        • Else - Actions
          • Unit - Increase level of Decrease for (Triggering unit)


this trigger:
Trigger:
  • Initialization
    • Events
      • Map Initialization
    • Conditions
    • Actions
      • Set UG = (Units in (Playable map area))
      • Unit Group - Pick every unit in UG and do (Actions)
        • Loop - Actions
          • Trigger - Add to Decrease <gen> the event (Unit - (Picked unit) Takes damage)
      • Custom script: call DestroyGroup(udg_UG)


and this trigger:
Trigger:
  • Initialization2
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to Melee Initialization <gen> the event (Unit - (Entering unit) Takes damage)


And you must have another trigger to remove the ability once the effect of -armor is gone.

Don't forget for [Your conditions]
If there's nothing added, then everyone could deduct everyone's armor with the attack order.
 

Grymlax

Probably not around
Reaction score
138
mr death your first trigger will not work, there is no issued order in that event only unit takes damage.
 

Grymlax

Probably not around
Reaction score
138
It is still not a reliable way of detecting attack damage, if the attacker would have for example immolition that hurt the attacked unit while attacking it then the immolition damage would trigger the trigger aswell.

You should insted give the attacker a buffplacer like a frost attack and then you check if the unit as a specific buff when he takes damage insted of checking the current order.
 

mr-death

Acolyte
Reaction score
51
I agree for that it would not be a reliable way.

But then it would be a 'buff placer'. Anyway if that's what SpaceBar wants, Then he could get a new trigger:

Add a buff placer / orb effect ability that gives the 'DecreaseArmor' buff.

Trigger:
  • Decrease
    • Events
      • Time - Every 0.30 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in UG and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff DecreaseArmor) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Decrease for (Picked unit)) Equal to 0
                • Then - Actions
                  • Unit - Add Decrease to (Picked unit)
                • Else - Actions
                  • Unit - Increase level of Decrease for (Picked unit)
              • Unit - Remove DecreaseArmor buff from (Picked unit)
            • Else - Actions
      • Custom script: call DestroyGroup(udg_UG)

That would use only a trigger, and another trigger to remove the buff within a duration.

I guess there are more methods to detect attacks, but just ...search them then.

If you want to, you can also modify the [Your Conditions] part at the first triggers, that's for you to get your own method of 'detecting attacks'.
 

NetherHawk

New Member
Reaction score
26
i think you should create a skill like inner fire which grants armour deduction instead.
e.g. lvl 1 -1 armour, lvl 2 -2 armour. you have to allow negative values in the editor preferences before you can key in negative values. So everytime the unit is attacked u can cast the 'inner fire' on the unit attacked. you can set the lvl of the inner fire cast by the dummy as well.


however you have to use a buff related attack just like mr-death suggests. or else a true attack on the unit cannot be detected.
 
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