Spell that counts all damage taken but not healing

Panda

New Member
Reaction score
3
Okay its me again with another problem.
I want to make this skill that when activated waits 5 seconds and then deals all the damage the caster have taken in these 5 seconds in damage to all nearby units. I have made that skill but the problem is that whenever its healed it reduces the damage it deals. I want it to ignore healing (no -damage from healing)
This is the trigger, the reasons for the calculations are because I wanted it to deal 2x damage taken.
Code:
Revenge
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Revenge 
    Actions
        Set Revenge_self = (Integer((Life of (Triggering unit))))
        Wait 5.00 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Triggering unit) is dead) Not equal to True
            Then - Actions
                Set Revenge_hp_pastx2 = (Revenge_self x 2)
                Set Revenge_hp_nowx2 = (Integer(((Life of (Triggering unit)) x 2.00)))
                Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 600.00 at (Position of (Triggering unit)), dealing (Real((Revenge_hp_pastx2 - Revenge_hp_nowx2))) damage of attack type Spells and damage type Normal
                
            Else - Actions
Help is appreciated :)
 

polo2005

Wana start playing LoL? http://tinyurl.com/369as27
Reaction score
97
Okay its me again with another problem.
I want to make this skill that when activated waits 5 seconds and then deals all the damage the caster have taken in these 5 seconds in damage to all nearby units. I have made that skill but the problem is that whenever its healed it reduces the damage it deals. I want it to ignore healing (no -damage from healing)
This is the trigger, the reasons for the calculations are because I wanted it to deal 2x damage taken.
Code:
Revenge
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Revenge 
    Actions
        Set Revenge_hp_pastx2 = (Integer((Life of (Triggering unit))))
        Wait 5.00 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Triggering unit) is dead) Not equal to True
            Then - Actions
                Set Revenge_hp_pastx2 = (Revenge_self x 2)
                Set Revenge_hp_nowx2 = (Integer(((Life of (Triggering unit)) x 2.00)))
                Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 600.00 at (Position of (Triggering unit)), dealing (Real((Revenge_hp_pastx2 - Revenge_hp_nowx2))) damage of attack type Spells and damage type Normal
                
            Else - Actions
Help is appreciated :)

umh... and what are revenge_self set to?
 

Panda

New Member
Reaction score
3
Sorry I forgot to change that.
I have edited the trigger now. Now it is as it should be :)
 

Cheesy

some fucker
Reaction score
95
What is the point of this line?

Code:
 Set Revenge_hp_nowx2 = (Integer(((Life of (Triggering unit)) x 2.00)))

If you have this line?

Code:
Set Revenge_hp_pastx2 = (Revenge_self x 2)
 

Panda

New Member
Reaction score
3
What is the point of this line?

Code:
 Set Revenge_hp_nowx2 = (Integer(((Life of (Triggering unit)) x 2.00)))

If you have this line?

Code:
Set Revenge_hp_pastx2 = (Revenge_self x 2)

Well thats because Revenge_hp_nowx2 is the hp after the 5 waited seconds while Revenge_hp_pastx2 is the hp before the waited 5 seconds.
I find the difference and that how I deal the hp he lost in damage x2
But the problem is that this method counts healing as -damage
I want healing to be ignored...
 

THE_X

New Member
Reaction score
49
add the event unit takes damage to another trigger and when he takes damage within the 5 seconds add the damage taken into your variable then release the damage from the variable.
 

Panda

New Member
Reaction score
3
add the event unit takes damage to another trigger and when he takes damage within the 5 seconds add the damage taken into your variable then release the damage from the variable.

I've tried that too but the problem is that its only on specific unit event. And on specific unit event I cant select any variables as a unit =( only preplaced units
 

wellwish3r

wishes wells.
Reaction score
52
I've tried that too but the problem is that its only on specific unit event. And on specific unit event I cant select any variables as a unit =( only preplaced units

you can add the unit to the trigger via another triggered, that is triggered by the unit learning the spell.
 

Panda

New Member
Reaction score
3
Okay but how do I add the damage to my variable?
I can't really see where to do that :S
 

Curo

Why am I still playing this game...?
Reaction score
109
1) Unit activates your spell

2a) Add to your damage detection trigger the event "Triggering unit takes damage"

2b) Set Total_Damage_Taken = 0

3) Damage detection trigger - Actions: Set Total_Damage_Taken = Total_Damage_Taken + (Damage taken)
 

vypur85

Hibernate
Reaction score
803
This is what Curo meant:

Code:
Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Animate Dead
    Actions
        Set Real_DamageTaken = 0.00
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Triggering unit) is in UnitGroup_Store) Equal to False
            Then - Actions
                Unit Group - Add (Triggering unit) to UnitGroup_Store
                Trigger - Add to Take Damage <gen> the event (Unit - (Triggering unit) Takes damage)
            Else - Actions

Code:
Take Damage
    Events
    Conditions
    Actions
        Set Real_DamageTaken = (Real_DamageTaken + (Damage taken))
        Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl

The special effect is there to show you if it works.
 
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