[spell request] Fury Swipes

Avaleirra

Is back. Probably.
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128
Can I borrow it?

And please give credit to me for original idea otherwise people are gonna think I stole it.
 

Avaleirra

Is back. Probably.
Reaction score
128
1FAIL.jpg
 

Whisky

New Member
Reaction score
45
Your trigger doesn't work for the simple reason that there is no triggering unit :rolleyes:

I believe that Weep's system has a separate variable to check which unit took damage.

Edit: Checked the GDD-thread. Change second condition to "GDD_DamageUnit Equal to FS_Target"
 

Avaleirra

Is back. Probably.
Reaction score
128
Wow. I feel stupid :p.


Do you know what the variable is? (can't really check since I'm on my iPod)
 

Avaleirra

Is back. Probably.
Reaction score
128
Thanks!!
EDIT:
Didn't work :(.

Trigger:
  • Fury Swipes
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fury Swipes
    • Actions
      • Set FS_Caster = (Triggering unit)
      • Set FS_Target = (Target unit of ability being cast)
      • Trigger - Turn on Fury Swipes2 <gen>

Trigger:
  • Fury Swipes2
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • (Damage source) Equal to FS_Caster
      • GDD_DamagedUnit Equal to FS_Target
    • Actions
      • Set FS_Damage = (FS_Damage + (Damage taken))
      • Set FS_Damage2 = (FS_Damage x (Real((Level of Fury Swipes for FS_Caster))))
      • Unit - Cause FS_Caster to damage FS_Target, dealing FS_Damage2 damage of attack type Hero and damage type Normal
      • Set FS_integer = (FS_integer + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FS_integer Equal to 8
        • Then - Actions
          • Set FS_integer = 0
          • Trigger - Turn off (This trigger)
        • Else - Actions
 

Laiev

Hey Listen!!
Reaction score
188
@Avaleirra

First, thx for the rep :p

Second, you're using my old example, you forget to implement this

Also the only thing which can be 'wrong' is the 'damage source', use the variable of the system :p GDD_DamageSource and the "damage taken", use the GDD_Damage variable

if you don't know what variable is what, here is :rolleyes:

JASS:
globals
    real udg_GDD_Event //of course, the event
    real udg_GDD_Damage //amount of damage taken or "Damage Taken" in GUI
    unit udg_GDD_DamagedUnit //Triggering Unit
    unit udg_GDD_DamageSource //Damage Source
    trigger array udg_GDD__TriggerArray //~~~~~~~~
    integer array udg_GDD__Integers //~~~~~~~~
    unit array udg_GDD__UnitArray //~~~~~~~~
    group udg_GDD__LeftMapGroup //~~~~~~~~
endglobals


The lines with [ljass]//~~~~~~~~[/ljass] you don't will use, remember udg_ is just the gui variable, in gui the name of variable will start with GDD_
 

Avaleirra

Is back. Probably.
Reaction score
128
Guess what..... Didn't work :banghead:

Trigger:
  • Fury Swipes
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fury Swipes
    • Actions
      • Set FS_Caster = (Triggering unit)
      • Set FS_Target = (Target unit of ability being cast)
      • Trigger - Turn on Fury Swipes2 <gen>
Trigger:
  • Fury Swipes2
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • (Damage source) Equal to FS_Caster
      • GDD_DamagedUnit Equal to FS_Target
    • Actions
      • Set FS_Damage = (FS_Damage + (Damage taken))
      • Set FS_Damage2 = (FS_Damage + (GDD_Damage x 0.05))
      • Unit - Cause FS_Caster to damage FS_Target, dealing FS_Damage2 damage of attack type Hero and damage type Normal
      • Set FS_integer = (FS_integer + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FS_integer Equal to 8
        • Then - Actions
          • Set FS_integer = 0
          • Trigger - Turn off (This trigger)
        • Else - Actions
 
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