[Help] Stacking Damage

dragoniano

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I'm try to do this passive ability:
Bleed (passive ability)
Gladiator Wild can cause his attacks deal stackable damage over time and slow as they impact the foe. Stacks up to 5 times. Lasts 6 seconds.

Level 1 - 3 damage per second and 5% slow.
Level 2 - 6 damage per second and 5% slow.
Level 3 - 9 damage per second and 5% slow.
Level 4 - 12 damage per second and 5% slow.

Exemple: At lvl 1, 1 attack cause 6 damege/sec and 5% slow, on 2 attacks cause 12 damage/sec and 10% slow, on 3 attacks cause 18 damage/sec and 15% slow, and continuous... (max 5 times) :thup:

I am use venenous spears, but it only stacks a time of the over damage and his slow is by factor, very power... :(

Anyone have ideia how i can do this passive skill?
 

Bogrim

y hello thar
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To my knowledge, stacking poison damage is when the unit is hit by poisons attack from different units and not the same unit.

What you want to do is create different debuffs as a way to detect the current number of stack, and then create dummy units to apply a higher level of the poison. I once made a similar skill with Shadow Strike abilities:

Shadow Strike (A) = Stack 1, 3 levels.
Shadow Strike (B) = Stack 2, 3 levels.
Shadow Strike (C) = Stack 3, 3 levels.
Shadow Strike (D) = Stack 4, 3 levels.
Shadow Strike (E) = Stack 5, 3 levels.

For a passive ability, you should use either a damage detection system or an orb ability that lets you detect a spell cast on attack, and then apply the poison. You can use an actual poison attack or you can use an ability like Shadow Strike.
 

Kling[o]

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well , i could try to make you something

i can do stacking dmg but slow , eh idk
 

dragoniano

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Hmmmmm, if i'll use orb of slow with a shadow strike like this damage and slow, stacks, with shadow strikes on other???
 

Kling[o]

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I think this will stack damage
Trigger:
  • Damage Stack
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Bleed for (Attacking unit)) Greater than 0
    • Actions
      • Set StackingDamage = (3.00 x (Real((Level of Bleed for (Attacking unit)))))
      • Set Damage = (Damage + StackingDamage)
      • Set Time = (Time + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Time Greater than or equal to 5
        • Then - Actions
          • Set StackingDamage = 0.00
          • Set Damage = 0.00
        • Else - Actions
      • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing Damage damage of attack type Normal and damage type Normal
 

Bogrim

y hello thar
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154
Hmmmmm, if i'll use orb of slow with a shadow strike like this damage and slow, stacks, with shadow strikes on other???
Don't use Orb of Slow, it's buggy. Use Orb of Lightning.

Make the Orb cast a dummy spell (a spell that does nothing) and then create a trigger event that checks the debuffs on the target. For example: If the target has Specific Debuff (Stack 1), remove debuff and create a dummy unit to apply Specific Debuff (Stack 2).

Using Shadow Strike you can stack both poison damage and slowing effects by increasing the values as the stack raises. You'll want a Shadow Strike ability and buff for each stack.
 

dragoniano

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It's orb of lightning dont have chance to cast an ability and orb of slow has.
Well, i will try do something here...if you have more ideas tell me.
 

Ayanami

칼리
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You could just use triggers to deal the damage per second. If you use Poison or Shadow Strike, it isn't convenient as other Shadow Strikes or Poison can't stack. As for the slow, you could use the "Slow" ability.
 

Bogrim

y hello thar
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154
It's orb of lightning dont have chance to cast an ability and orb of slow has.
Well, i will try do something here...if you have more ideas tell me.
Please scrap the Orb ability idea entirely. It's not effecient for what you want to do. You need to use this damage detection system to create a proper trigger for your ability, as I said from the beginning.

Here's what you have to do:

1. Create a passive ability that does nothing. I use Moon Glaive for this purpose.

2. Create a dummy unit for casting the Shadow Strike abilities. I use Locust without shadow or model file for this purpose.

3. Create 5 Shadow Strike abilities with the following data:

All:
Decay Power - 0.
Attack Speed Reduction - 0.
Duration - How long you want the debuff to last.

Shadow Strike 1:
Level 1: 3 damage per second, 5% slow.
Level 2: 6 damage per second, 5% slow.
Level 3: 9 damage per second, 5% slow.
Level 4: 12 damage per second, 5% slow.

Shadow Strike 2:
Level 1: 6 damage per second, 10% slow.
Level 2: 12 damage per second, 10% slow.
Level 3: 18 damage per second, 10% slow.
Level 4: 24 damage per second, 10% slow.

Shadow Strike 3:
Level 1: 9 damage per second, 15% slow.
Level 2: 18 damage per second, 15% slow.
Level 3: 27 damage per second, 15% slow.
Level 4: 36 damage per second, 15% slow.

Shadow Strike 4:
Level 1: 12 damage per second, 20% slow.
Level 2: 24 damage per second, 20% slow.
Level 3: 36 damage per second, 20% slow.
Level 4: 48 damage per second, 20% slow.

Shadow Strike 5:
Level 1: 15 damage per second, 25% slow.
Level 2: 30 damage per second, 25% slow.
Level 3: 45 damage per second, 25% slow.
Level 4: 60 damage per second, 25% slow.

4. Create 5 copies of the Shadow Strike buff (rename them to whatever you want the ability to be called and edit the graphic to something bloody).

Here's how the buffs names should look: Bleeding (1), Bleeding (2), Bleeding (3), Bleeding (4), Bleeding (5).

5. Create the trigger with all the object data:

Go into the trigger editor and import the damage detection system. Use the system's damage event and make an integer condition checking for the DamageSource's passive ability.

Now you want to make a whole lot of If Then Else actions. If the target has none of the buffs, create a dummy unit and apply stack 1. If the target has stack 1, apply stack 2. If the target has stack 2, apply stack 3. If the target has stack 3, apply stack 4. If the target has stack 4 or 5, apply stack 5.

Here's how the trigger should look:
Trigger:
  • Poison Stack
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • (Level of Bleed for GDD_DamageSource) Greater than 0
    • Actions
      • Set temp_location = (Position of GDD_DamagedUnit)
      • Unit - Create 1 Dummy Unit for (Owner of GDD_DamageSource) at temp_location facing Default building facing degrees
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (GDD_DamagedUnit has buff Bleeding (5)) Equal to True
              • (GDD_DamagedUnit has buff Bleeding (4)) Equal to True
        • Then - Actions
          • Unit - Add Shadow Strike (5) to (Last created unit)
          • Unit - Set level of Shadow Strike (5) for (Last created unit) to (Level of Bleed for GDD_DamageSource)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (GDD_DamagedUnit has buff Bleeding (3)) Equal to True
            • Then - Actions
              • Unit - Add Shadow Strike (4) to (Last created unit)
              • Unit - Set level of Shadow Strike (4) for (Last created unit) to (Level of Bleed for GDD_DamageSource)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (GDD_DamagedUnit has buff Bleeding (2)) Equal to True
                • Then - Actions
                  • Unit - Add Shadow Strike (3) to (Last created unit)
                  • Unit - Set level of Shadow Strike (3) for (Last created unit) to (Level of Bleed for GDD_DamageSource)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (GDD_DamagedUnit has buff Bleeding (1)) Equal to True
                    • Then - Actions
                      • Unit - Add Shadow Strike (2) to (Last created unit)
                      • Unit - Set level of Shadow Strike (2) for (Last created unit) to (Level of Bleed for GDD_DamageSource)
                    • Else - Actions
                      • Unit - Add Shadow Strike (1) to (Last created unit)
                      • Unit - Set level of Shadow Strike (1) for (Last created unit) to (Level of Bleed for GDD_DamageSource)
      • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike GDD_DamagedUnit
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation( udg_temp_location )

Now this lacks conditions to check if the target is an enemy, if it's immune to magic or not organic, you will have to add those yourself.

stacking.jpg


The example map here includes:
- The passive ability you wanted.
- The damage detection system by Weep to support it.

You will need to read this thread: http://www.thehelper.net/forums/showthread.php?t=137957

And copy the data from the test map into your own.
 

kingkwong92

Well-Known Member
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25
Well not sure if this will work.
Night elf - Slow poison
Check stack damage and stack slow

Or you could use incinerate for damage without a slow
 

Bogrim

y hello thar
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Well not sure if this will work.
Night elf - Slow poison
Check stack damage and stack slow
The damage, attack rate and movement speed reductions only “stack” when attacked by different units. Blizzard implemented the stacking feature so that units with poison attacks (e.g. Dryads) are as effective for focus firing like any other unit. (Originally, you would lose “dps” if your Dryads attacked the same target.)
Or you could use incinerate for damage without a slow
Incinerate is hard-coded and you can’t change the damage values even though they are present in the object editor. It will bug and do no damage at all if you try to adjust the values. Avoid using Incinerate for custom spells all together.
 

dragoniano

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Well, i does by damage detection, but it's not function...
The "GUI Friendly Damage Detection" have some erros when
i copy for my map...and need this for function.
 

HydraRancher

Truth begins in lies
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Please be more specific, did an elephant sit on the GUI? (Sorry I had to do that) But seriously, we need to know whats broken, otherwise some people might think fatal error, some might think importing error.
 

dragoniano

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I managed to solve pressing the issue of "Friendly GUI Damage Detection," Thank you so much! Well, then I'll be trying to do two skills that ordered the topic of Glenphir: Shadow Walker and Chain of Purge.
 
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