Avaleirra
Is back. Probably.
- Reaction score
- 128
quick question: does this detect spell damage?
AWSOME!!
Yep, use Convert Integer to String and Convert Real to Integer, instead of Convert Real to String.if i remember right, is there a way to make it round to simple whole numbers?
Use Hardened Shell.Trigger:
- Reflection
- Events
- Game - GDD_Event becomes Equal to 0.00
- Conditions
- (GDD_DamagedUnit has buff Reflect ) Equal to True
- Actions
- Unit - Cause GDD_DamagedUnit to damage GDD_DamageSource, dealing (GDD_Damage x 0.50) damage of attack type Spells and damage type Normal
D: why doesn't this work?
That doesn't work for returning spell damage, thoughUse Hardened Shell.
I don't see any reason that it shouldn't work, so check the usual things: you've specified the correct buff, the damage source is not spell immune (since you are reflecting as spell damage), the trigger is enabled... Try putting in a "display text" action for debugging, to see if the trigger is even running.D: why doesn't this work?
It appears to run, the only thing is it doesn't do the damage to the damage source(?!?!) :banghead:I don't see any reason that it shouldn't work, so check the usual things: you've specified the correct buff, the damage source is not spell immune (since you are reflecting as spell damage), the trigger is enabled... Try putting in a "display text" action for debugging, to see if the trigger is even running.
Be aware that if two units have the Reflection buff and one hits the other, you'll end up with an infinite loop as they reflect damage back and forth. You may want to disable the trigger as the first action and re-enable it as the last, to disallow recursion.
You've created a classic "infinite loop" situation - when you deal damage in this trigger, it causes the trigger to run again, ad infinitum. The solution is to turn off the trigger before dealing the backstab damage, and turning the trigger back on afterward.Warcraft always disappears after
Trigger:
- Display Damage BackStab
- Events
- Game - GDD_Event becomes Equal to 0.00
- Conditions
- (GDD_DamageSource is A Hero) Equal to True
- (Cos((GDD_FacingAngle - (Angle from GDD_BackstabPoint1 to GDD_BackstabPoint2)))) Greater than (Cos(90.00))
- Actions
- Unit - Cause GDD_DamageSource to damage GDD_DamagedUnit, dealing (GDD_Damage / 2.00) damage of attack type Hero and damage type Enhanced
If all spells in your map deal damage by triggers, you can temporarily set a boolean variable to true when dealing spell damage. Therefore, if the boolean is false when a unit takes damage, it must have come from an attack.Is there any ways to detect spell damage or normal attacks?