Defend Spell based off the footman ability 'Defend'

MutantRex

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Hello,

So I want to make the ability the Footmen have (Defend) to reduce a certain % of ALL damage taken. No deflection, and reduce damage from all attack types.

I understand that you cannot do this without triggers, however, I'm new to using triggers with spells.

I was wondering if someone would be so kind as to help me out with the triggers I need to create in order to achieve my goal.

Also I would like to learn how to create and use variables. :)


Thanks,

MutantRex
 

Shura

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So do you mean damage from just all attacks, or damage from all attacks and abilities? If you want to reduce damage from attacks and abilities, you could use Spiked Carapace, and adjust it so that it reduces all damage taken by a certain percent. About variables, I'm sure you could find a detailed explanation on them in Tutorials and Resources.
 

Tyman2007

Ya Rly >.
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Spiked carapace is a good one. When you click defend it adds that ability to the unit.
Try to find a guide on how to make abilities that do not show up.
 

Shura

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Spiked carapace only reduces damage from all physical attacks, and not abilities.
 

MutantRex

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so then that's what I want?

Doesn't that only reduce damage from melee attacks? what about ranged also?

--
I tried using a custom 'spiked carapace' spell and changing everything to defend stuff, decreasing damage taken and no damage reflected but when i test it wont click the button on the unit ability. how do i fix this?

or what should i do to make the spell i want?
 

sabrio

Active Member
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Well, I could have a little trigger idea.
Trigger:
  • Events
    • A unit is issued an order with no target
    • Conditions
    • Unit-type of Ordered Unit = Footman
    • Actions
      • if
    • Issued order = Human Footman - Defend
      • then
    • Add "Block (Dummy)" to Ordered Unit
      • else
      • if
    • Issued order = Human Footman - UnDefend
      • then
    • Remove "Block (Dummy)" from Ordered Unit
      • else


1)Block (Dummy) is a disabled spellbook which contains Block
2)Block is an ability based of mountain gean hardened skin.
3)Your custom defend ability shouldn't have a chance to deflect missiles
 

Bogrim

y hello thar
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Use Berserk. Set damage taken and movement speed to a negative percentage (by shift clicking on the field).

Rule 1 of map making: Know your resources.
 

MutantRex

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Sabrio,

Can you show me the stats of the block ability based off the hardened skin ability.

and my custom defend ability has no chance to deflect, all i want is to be able to block all incoming physical damage, but still take regular damage from abilities.

1)Block (Dummy) is a disabled spellbook which contains Block
2)Block is an ability based of mountain gean hardened skin.
3)Your custom defend ability shouldn't have a chance to deflect missiles
 

MutantRex

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how do i post my trigger lol?


--Edit--

I am so confused, I need like a step by step explanation, what abilities do I create, what trigger, which actions, variables, all that.
Eager to learn.

--Edit--

Use Berserk. Set damage taken and movement speed to a negative percentage (by shift clicking on the field).

Rule 1 of map making: Know your resources.

Bogrim,
I tried used Berserk, which it did work, but I wasn't able to toggle it on and off.
 

Legacyspy

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Use Berserk. Set damage taken and movement speed to a negative percentage (by shift clicking on the field).

Rule 1 of map making: Know your resources.

Last I checked a negative percentage made the unit take NO Damage.
 

MutantRex

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lol, my control to see if the ability is working, is setting it to reduce damage 100% and if the unit is taking damage or not.

im not going to use berserk anyways
 

sabrio

Active Member
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The stats I made for block are simple
Chance to reduce damage - 100%
Damage reduced - 333333333
Cannot reduce below - 0
 

MutantRex

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Alright, I've made the trigger but how do I post it like u did?

--Edit--

Trigger i made dont work. grahahrhrtawrr. lol.
 

sabrio

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Click in your trigger name, choose copy as text then Write it between [WC 3][/WC 3] tags (no space between WC and 3)
 

MutantRex

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My Defend ability that I made has divineshield and undivineshield as the turn on and turn off strings.

Trigger:
  • Events
    • Unit - A unit Is issued an order with no target
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Ordered unit)) Equal to Swordsman
          • (Unit-type of (Ordered unit)) Equal to Footman
          • (Unit-type of (Ordered unit)) Equal to Blade Thrower
          • (Unit-type of (Ordered unit)) Equal to Swordsman
          • (Unit-type of (Ordered unit)) Equal to dummy
    • Actions
      • If ((Issued order) Equal to (Order(divineshield))) then do (Unit - Add Block (dummy) to (Ordered unit)) else do (If ((Issued order) Equal to (Order(undivineshield))) then do (Unit - Remove Block (dummy) from (Ordered unit)) else do (Do nothing))
 

MutantRex

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The turn on and turn off strings I am using for my Defend ability is the divineshield and undivineshield. will that work?

Trigger:
  • Events
    • Unit - A unit Is issued an order with no target
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Ordered unit)) Equal to Swordsman
          • (Unit-type of (Ordered unit)) Equal to Footman
          • (Unit-type of (Ordered unit)) Equal to Blade Thrower
          • (Unit-type of (Ordered unit)) Equal to Swordsman
          • (Unit-type of (Ordered unit)) Equal to dummy
    • Actions
      • If ((Issued order) Equal to (Order(divineshield))) then do (Unit - Add Block (dummy) to (Ordered unit)) else do (If ((Issued order) Equal to (Order(undivineshield))) then do (Unit - Remove Block (dummy) from (Ordered unit)) else do (Do nothing))



--Edit--

ARG sorry for the double post.
 

sabrio

Active Member
Reaction score
27
The turn on and turn off strings I am using for my Defend ability is the divineshield and undivineshield. will that work?

Trigger:
  • Events
    • Unit - A unit Is issued an order with no target
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Ordered unit)) Equal to Swordsman
          • (Unit-type of (Ordered unit)) Equal to Footman
          • (Unit-type of (Ordered unit)) Equal to Blade Thrower
          • (Unit-type of (Ordered unit)) Equal to Swordsman
          • (Unit-type of (Ordered unit)) Equal to dummy
    • Actions
      • If ((Issued order) Equal to (Order(divineshield))) then do (Unit - Add Block (dummy) to (Ordered unit)) else do (If ((Issued order) Equal to (Order(undivineshield))) then do (Unit - Remove Block (dummy) from (Ordered unit)) else do (Do nothing))



--Edit--

ARG sorry for the double post.

Not sure, oerder string work only with Channel spells, changing won't change anything. Reset it back to defend - undefend and retry
 

MutantRex

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so i shouldn't use order strings?


argg.. can someone make the spell for me and hook it up so i can study it?
 

Bogrim

y hello thar
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154
Bogrim,
I tried used Berserk, which it did work, but I wasn't able to toggle it on and off.
Just add/remove the buff to toggle the ability. Like this:
Trigger:
  • Defend Toggle
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Defend
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has buff Defend ) Equal to False
        • Then - Actions
          • Animation - Add the defend animation tag to (Triggering unit)
        • Else - Actions
          • Wait 0.27 seconds
          • Animation - Remove the defend animation tag to (Triggering unit)
          • Unit - Remove Defend buff from (Triggering unit)
 

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