Making 17 differents attack type/defense type

Alcool0007

New Member
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In th title i mean making like 17 diferents armor & damage type like :
piercing attack , siege attack...
medium armor, light armor...

My first guest was if I could not add some new type, I could use trigger to compare difference between 1 ability's of the attacker & 1 from the attacked at every hit.

Like If attacker had ability's(watertype attack) & attacked had ability's(firetype armor) result: does 2x damage.
--- --- --- --- ---
I know nothing about jaws. so i search the way to make it & onely find something similar whit effect.
Finaly I dint know how to attack effect on unitstype, whom trigger could detect & use.

Finally I need to use the <Unitname_dmgplus 1> dint know the syntaxe, but i need this variable in my trigger to add damage in every attack

ex:
Event Generic Unit as been attacked

condition
attacked has abilit'y // or buff
attacker has abilit'y// or buff

action
unit-damage target. Damge the target by ...
... arithmetic (2 X [ attacker_dmgplus 1 ] )
...
ps. dmgplus 1 was the equivalence of base damage in the object editor.
--- --- ---

If you whant more details I try to make a pokemon map whit all the stats from
http://bulbapedia.bulbagarden.net/wiki/main_page

whit all the type
normal,fighting,flying,poison,ground,rock,bug,ghost,steel.
fire,water,grass,electric,psychic,ice,dragon,dark.
 

NoobImbaPro

You can change this now in User CP.
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60
you have to rename and create the files you need with the elemnt names you want to have.
 

Alcool0007

New Member
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This is exactely what I done & suprise there was onely 7 differents attack type & defense type.

If you know an issue to increase the amount of codeline in the advanced settings , just lets me know. If not, just read carefully what I send, maybe you would be able to find a second idea.
 

Zurtrogx

Active Member
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24
You can't add any more armour/attack types.

I reckon the best thing to do will be to use your idea about comparing abilities between the units.

You should use something like this:


Trigger:
  • Damage detection setup I
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Damage_Detection_group = (Units in (Playable map area))
      • Unit Group - Pick every unit in Damage_Detection_group and do (Actions)
        • Loop - Actions
          • Trigger - Add to Damage detection &lt;gen&gt; the event (Unit - (Picked unit) Takes damage)


Trigger:
  • Damage detection setup II
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is in Damage_Detection_group) Equal to False
    • Actions
      • Unit Group - Add (Triggering unit) to Damage_Detection_group
      • Trigger - Add to Damage detection &lt;gen&gt; the event (Unit - (Triggering unit) Takes damage)



Trigger:
  • Damage detection
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Fire Attack for (Damage source)) Greater than 0
          • (Level of Grass Armour for (Triggering unit)) Greater than 0
        • Then - Actions
          • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - (Damage taken))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Electic Attack for (Damage source)) Greater than 0
          • (Level of Ground Armour for (Triggering unit)) Greater than 0
        • Then - Actions
          • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (Damage taken))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Normal Attack for (Damage source)) Greater than 0
          • (Level of Rock Armour for (Triggering unit)) Greater than 0
        • Then - Actions
          • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + ((Damage taken) / 2.00))
        • Else - Actions

And then add in all the other ones for the other types.
 

Alcool0007

New Member
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Thanks a lots! You save me a udge amount of time by searching around & around in all diferents forum & triggers.

Just by tinkings about the stuff it could work. Its just bad that i dint think about ablitity's level :p .

I guess something... if we add all units in one unit group , what was the variable limit?
Maybe I need an another trigger to decrease variable space when units die, being removed from map or exchange; and adding a condition when units created arrent a pokemon.

Finaly your example was complete but a bite hard to remake ( I done it ), but at start I fear to make mistake :p .
 

perkeyone

something clever
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71
i am doing a similar thing in my map
(having custom attack and armor types)
but i have only 5 types
so i was able to fit them all in

however you could use one of the fields in the object editor to hold your pokemon's type such as the point value (since point values dont matter a whole lot in bnet games)

then trigger the damage
using triggers similar to the ones zurtrogx posted
the only difference would be instead of checking an ability's level you would chech\k the point value
 

Zurtrogx

Active Member
Reaction score
24
Alcool0007 said:
if we add all units in one unit group , what was the variable limit?
I think you can have about 8000 units in a group. I'm not too sure on that, though.

Alcool0007 said:
Maybe I need an another trigger to decrease variable space when units die, being removed from map or exchange; and adding a condition when units created arrent a pokemon.
No, do not remove units from the group.
And yes, make a condition to detect if it is a Pokemon. For each Pokemon, set Stats - Unit Classification to Ancient. Then use the condition ((Triggering unit) is An Ancient) Equal to True.
 
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