LightChaosma
New Member
- Reaction score
- 60
i have 2 triggers.
a critical trigger. it uses a damage detection system, and basicly is a copy of critical strike.
when you have the buff Lightning slash active, you will satisfy the condition of the 2nd trigger. wich also uses the DDS.
the 2nd trigger adds the damage dealt back to the target. then it uses the damage thingy in the GUI to deal the damage dealt + a bit.
i want the critical trigger not to run on the initial damage when you have the buff lightning slash, but i do want it to run when the calculated damage is dealt...
i cant find a better way to explain what i want.
here is my current triggers:
please dont come with the answer: why not add the extra damage in a passive skill... cause there will be triggers with the same problem where the extra damage is random
a critical trigger. it uses a damage detection system, and basicly is a copy of critical strike.
when you have the buff Lightning slash active, you will satisfy the condition of the 2nd trigger. wich also uses the DDS.
the 2nd trigger adds the damage dealt back to the target. then it uses the damage thingy in the GUI to deal the damage dealt + a bit.
i want the critical trigger not to run on the initial damage when you have the buff lightning slash, but i do want it to run when the calculated damage is dealt...
i cant find a better way to explain what i want.
here is my current triggers:
Trigger:
- critical
- critical
- Events
- Game - GDD_Event becomes Equal to 0.00
- Conditions
- (Level of Critical Hit for GDD_DamageSource) Greater than 0
- Actions
- Set tempUnitG[1] = (Units in (Playable map area) matching ((Matching unit) Equal to GDD_DamageSource))
- Unit Group - Pick every unit in tempUnitG[1] and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- (Random integer number between 1 and 100) Less than or equal to ((Load (Key CriticalChance) of (Key (Picked unit)) from Critical) + (5 x (Level of Critical Hit for GDD_DamageSource)))
- True Equal to True
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Trigger - Turn off (This trigger)
- Set tempreal[1] = (GDD_Damage x (75.00 + (((Real((Level of Critical Hit for (Picked unit)))) - 1.00) x 25.00)))
- Set tempreal[1] = (tempreal[1] x (1.00 + ((Load (Key CriticalDamageBonus) of (Key (Picked unit)) from (Last created hashtable)) / 100.00)))
- Set temppoint[1] = (Position of (Picked unit))
- Unit - Cause (Picked unit) to damage GDD_DamagedUnit, dealing tempreal[1] damage of attack type Normal and damage type Normal
- Floating Text - Create floating text that reads ((String((Integer(tempreal[1])))) + !!) at temppoint[1] with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 50.00 towards 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
- Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
- Custom script: call RemoveLocation (udg_temppoint[1])
- Trigger - Turn on (This trigger)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
Trigger:
- Lightning Slash
- Events
- Game - GDD_Event becomes Equal to 0.00
- Conditions
- (GDD_DamageSource has buff Lightning slash ) Equal to True
- Actions
- Trigger - Turn off (This trigger)
- Set temppoint[1] = (Position of GDD_DamagedUnit)
- Unit - Set life of GDD_DamagedUnit to ((Life of GDD_DamagedUnit) + GDD_Damage)
- Set tempreal[1] = (GDD_Damage + (1000.00 x (1.00 + 1.00)))
- Unit - Cause GDD_DamageSource to damage GDD_DamagedUnit, dealing tempreal[1] damage of attack type Spells and damage type Normal
- Special Effect - Create a special effect at temppoint[1] using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
- Special Effect - Destroy (Last created special effect)
- Set tempreal[1] = ((Mana of GDD_DamageSource) - 5.00)
- Unit - Set mana of GDD_DamageSource to tempreal[1]
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- tempreal[1] Less than or equal to 0.00
- Then - Actions
- Unit - Remove Lightning slash buff from GDD_DamageSource
- Else - Actions
- Do nothing
- If - Conditions
- Trigger - Turn on (This trigger)
- Custom script: call RemoveLocation (udg_temppoint[1])
- Events
please dont come with the answer: why not add the extra damage in a passive skill... cause there will be triggers with the same problem where the extra damage is random