My Passive..

The_Reaping

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2
Okay, so i'm making a passive ability that gives the hero a random attack out of 3 every 30 seconds of in-game time.. However, it doesn't seem to work :/ I'll post the map and could you tell me whats wrong? Thanks.
 

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  • Dragonhawk_Rider.w3x
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akuzaid93

New Member
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3
what's the trigger?
can you clarify it? I'm looking at it but can't find which one is for that ability.
 

The_Reaping

Member
Reaction score
2
what's the trigger?
can you clarify it? I'm looking at it but can't find which one is for that ability.

I'll post all 5 triggers. xD

Trigger:
  • Augmented Attack
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Augmented Attack
    • Actions
      • Trigger - Turn on Augmented Attack RNG <gen>
      • Trigger - Turn off (This trigger)


Trigger:
  • Augmented Attack RNG
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • Set TempGroup = (Units in (Playable map area) matching ((Level of Augmented Attack for (Matching unit)) Greater than 0))
      • Set AugmentedAttacks[0] = 1
      • Set AugmentedAttacks[1] = 2
      • Set AugmentedAttacks[2] = 3
      • Set NextAttack = AugmentedAttacks[(Random integer number between 1 and 3)]
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • NextAttack Equal to 1
            • Then - Actions
              • Unit - Add Acidity Bomb (Dummy Ability) to (Picked unit)
              • Trigger - Turn on Acidity Bomb <gen>
              • Custom script: call DestroyGroup(udg_TempGroup)
              • Trigger - Turn off (This trigger)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • NextAttack Equal to 2
                • Then - Actions
                  • Unit - Add Fire Strike (Dummy Ability) to (Picked unit)
                  • Trigger - Turn on Fire Strike <gen>
                  • Custom script: call DestroyGroup(udg_TempGroup)
                  • Trigger - Turn off (This trigger)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • NextAttack Equal to 3
                    • Then - Actions
                      • Unit - Add Lightning Pulse (Dummy Ability) to (Picked unit)
                      • Trigger - Turn on Lightning Pulse <gen>
                      • Custom script: call DestroyGroup(udg_TempGroup)
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • ((Picked unit) has buff Acidity Bomb ) Equal to True
                              • ((Picked unit) has buff Fire Strike ) Equal to True
                              • ((Picked unit) has buff Lightning Pulse ) Equal to True
                        • Then - Actions
                          • Do nothing
                        • Else - Actions


Trigger:
  • Acidity Bomb
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • Set TempGroup = (Units in (Playable map area) matching (((Matching unit) has buff Acidity Bomb ) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Spell Dummy for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
          • Unit - Add Acidity Bomb to (Last created unit)
          • Unit - Set level of Acidity Bomb for (Last created unit) to (Level of Augmented Attack for (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Picked unit) Equal to (Attacking unit)
            • Then - Actions
              • Unit - Order (Last created unit) to Neutral Alchemist - Acid Bomb (Attacked unit)
            • Else - Actions
          • Unit - Remove (Last created unit) from the game
          • Trigger - Turn on Augmented Attack RNG <gen>
          • Custom script: call DestroyGroup(udg_TempGroup)
          • Trigger - Turn off (This trigger)


Trigger:
  • Fire Strike
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • Set TempGroup = (Units in (Playable map area) matching (((Matching unit) has buff Fire Strike ) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Spell Dummy for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
          • Unit - Add Fire Strike to (Last created unit)
          • Unit - Set level of Fire Strike for (Last created unit) to (Level of Augmented Attack for (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Picked unit) Equal to (Attacking unit)
            • Then - Actions
              • Unit - Order (Last created unit) to Neutral - Firebolt (Attacked unit)
            • Else - Actions
          • Unit - Remove (Last created unit) from the game
          • Trigger - Turn on Augmented Attack RNG <gen>
          • Custom script: call DestroyGroup(udg_TempGroup)
          • Trigger - Turn off (This trigger)


Trigger:
  • Lightning Pulse
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • Set TempGroup = (Units in (Playable map area) matching (((Matching unit) has buff Lightning Pulse ) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Spell Dummy for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
          • Unit - Add Lightning Pulse to (Last created unit)
          • Unit - Set level of Lightning Pulse for (Last created unit) to (Level of Augmented Attack for (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Picked unit) Equal to (Attacking unit)
            • Then - Actions
              • Set TempGroup2 = (Units within 400.00 of (Position of (Attacked unit)) matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True)))
              • Unit - Order (Last created unit) to Neutral - Monsoon (Position of (Attacked unit))
              • Unit Group - Pick every unit in TempGroup2 and do (Actions)
                • Loop - Actions
                  • Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 175.00)%
            • Else - Actions
          • Unit - Remove (Last created unit) from the game
          • Trigger - Turn on Augmented Attack RNG <gen>
          • Custom script: call DestroyGroup(udg_TempGroup)
          • Trigger - Turn off (This trigger)


There.
 

NeuroToxin

New Member
Reaction score
46
I dont believe you can "Add" skills to a Hero, you can disable/enable them and set the level, but you cannot add them. I think, not completely positive, if you wish to do the disable/enable routine, check under Player, theres a "Disable Ability" portion, in which you can disable the skill, then enable when necessary.
 

akuzaid93

New Member
Reaction score
3
i've recreated the skill and it works good except for Lightning Pulse(don't know where I went wrong).

the idea is create another three abilities based on soulburn and for each one, set the buff to Acidity Bomb, Fire Strike and Lightning Pulse, set the level to one. every x seconds, create one unit, give random ability from the three and order it to cast to Hawk rider. The buff will last forever or until hawk Rider attacks a unit.

it's pretty hard to explain, i'll post the trigger later.

**it's in another computer.
 

The_Reaping

Member
Reaction score
2
i've recreated the skill and it works good except for Lightning Pulse(don't know where I went wrong).

the idea is create another three abilities based on soulburn and for each one, set the buff to Acidity Bomb, Fire Strike and Lightning Pulse, set the level to one. every x seconds, create one unit, give random ability from the three and order it to cast to Hawk rider. The buff will last forever or until hawk Rider attacks a unit.

it's pretty hard to explain, i'll post the trigger later.

**it's in another computer.

Okay, I'll wait till you post triggers and then compare mine to yours. See where I went wrong.
 

akuzaid93

New Member
Reaction score
3
Trigger:
  • Augmented Attack Activator
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Augmented Attack
    • Actions
      • Trigger - Run Augmented Attack <gen> (ignoring conditions)
      • Trigger - Turn off (This trigger)


Trigger:
  • Augmented Attack
    • Events
    • Conditions
    • Actions
      • Wait 5.00 seconds
      • Set TempGroup = (Units of type Dragonhawk Rider)
      • Set Hawk_Ability[0] = acidity bomb
      • Set Hawk_Ability[1] = fire strike
      • Set Hawk_Ability[2] = lightning pulse
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff Acidity Bomb ) Equal to False
              • ((Picked unit) has buff Fire Strike ) Equal to False
              • ((Picked unit) has buff Lightning Pulse ) Equal to False
            • Then - Actions
              • Unit - Create 1 Spell Dummy for Neutral Hostile at (Position of (Picked unit)) facing Default building facing degrees
              • Unit - Add Hawk_Ability[(Random integer number between 0 and 2)] to (Last created unit)
              • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
              • Unit - Order (Last created unit) to Neutral Fire Lord - Soul Burn (Picked unit)
            • Else - Actions


Trigger:
  • Augmented Attack Random Ability
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacking unit) has buff Acidity Bomb ) Equal to True
        • Then - Actions
          • Unit - Create 1 Spell Dummy for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees
          • Unit - Add Acidity Bomb to (Last created unit)
          • Unit - Set level of Acidity Bomb for (Last created unit) to (Level of Augmented Attack for (Attacking unit))
          • Unit - Order (Last created unit) to Neutral Alchemist - Acid Bomb (Triggering unit)
          • Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
          • Unit - Remove Acidity Bomb buff from (Attacking unit)
          • Trigger - Run Augmented Attack <gen> (ignoring conditions)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacking unit) has buff Fire Strike ) Equal to True
        • Then - Actions
          • Unit - Create 1 Spell Dummy for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees
          • Unit - Add Fire Strike 1 to (Last created unit)
          • Unit - Set level of Fire Strike 1 for (Last created unit) to (Level of Augmented Attack for (Attacking unit))
          • Unit - Order (Last created unit) to Neutral Alchemist - Acid Bomb (Triggering unit)
          • Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
          • Unit - Remove Fire Strike buff from (Attacking unit)
          • Trigger - Run Augmented Attack <gen> (ignoring conditions)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacking unit) has buff Lightning Pulse ) Equal to True
        • Then - Actions
          • Unit - Create 1 Spell Dummy for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees
          • Unit - Add Lightning Pulse to (Last created unit)
          • Unit - Set level of Acidity Bomb for (Last created unit) to (Level of Augmented Attack for (Attacking unit))
          • Unit - Order (Last created unit) to Neutral - Monsoon (Position of (Triggering unit))
          • Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
          • Unit - Remove Lightning Pulse buff from (Attacking unit)
          • Trigger - Run Augmented Attack <gen> (ignoring conditions)
        • Else - Actions


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