Dark_Phoenix
New Member
- Reaction score
- 3
Trigger:
- Damage Detector
- Events
- Unit - A unit Is attacked
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) is in DamageGroup) Not equal to True
- Then - Actions
- Unit Group - Add (Triggering unit) to DamageGroup
- Trigger - Add to FireArrows <gen> the event (Unit - (Triggering unit) Takes damage)
- Trigger - Add to AttackArrows <gen> the event (Unit - (Triggering unit) Takes damage)
- Trigger - Add to FrostArrows <gen> the event (Unit - (Triggering unit) Takes damage)
- Trigger - Add to EarthArrows <gen> the event (Unit - (Triggering unit) Takes damage)
- Trigger - Add to Critical Strike1 <gen> the event (Unit - (Triggering unit) Takes damage)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Critical Strike1
- Events
- Conditions
- ((Damage source) is A Hero) Equal to True
- Actions
- Trigger - Turn off (This trigger)
- Set CritInteger = (Integer((Random real number between 0.00 and 100.00)))
- Set CritInteger2 = (((Agility of (Damage source) (Include bonuses)) / 30) + 5)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Damage source)) Equal to Wizard
- Then - Actions
- Set CritInteger2 = (((Intelligence of (Damage source) (Include bonuses)) / 30) + 5)
- Else - Actions
- If - Conditions
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- If ((Item-type of (Item carried by (Damage source) in slot (Integer A))) Equal to Dark Orb) then do (Set CritInteger2 = (CritInteger2 + 10)) else do (Do nothing)
- Loop - Actions
- If ((Level of Critical Strike for (Damage source)) Not equal to 0) then do (Set CritInteger2 = (CritInteger2 + (Level of Critical Strike for (Damage source)))) else do (Do nothing)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- CritInteger2 Greater than or equal to CritInteger
- Then - Actions
- Unit - Cause (Damage source) to damage (Triggering unit), dealing (Damage taken) damage of attack type Hero and damage type Normal
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of Ultima Critical for (Damage source)) Equal to 1
- Then - Actions
- Set tempPoint = (Position of (Damage source))
- Unit - Create 1 Dummy for (Owner of (Damage source)) at tempPoint facing Default building facing degrees
- Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
- Unit - Add Furious Strike (Buff) to (Last created unit)
- Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Damage source)
- Custom script: call RemoveLocation(udg_tempPoint)
- Else - Actions
- Do nothing
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Damage source)) Equal to Lord of Hell
- Then - Actions
- Set tempPoint = (Position of (Triggering unit))
- Unit - Create 1 Dummy for (Owner of (Damage source)) at tempPoint facing Default building facing degrees
- Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
- Unit - Add Fires of Hell to (Last created unit)
- Unit - Set level of Fires of Hell for (Last created unit) to 1
- Unit - Order (Last created unit) to Human Blood Mage - Flame Strike tempPoint
- Custom script: call RemoveLocation(udg_tempPoint)
- Else - Actions
- Do nothing
- If - Conditions
- Floating Text - Create floating text that reads (Critical! + ( + ((String((Damage taken))) + !))) above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
- Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
- Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
- Else - Actions
- Do nothing
- If - Conditions
- Trigger - Turn on (This trigger)
For some reason, the trigger is causing massive lag.
Can anyone identify what is causing this?
Edit: Damage Group is only used for this trigger.