Trigger help - Ragerunner's Wrath

shady

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Hi guys it's me again,
I have a spell called Ragerunner's Wrath and i want to add trigger to insta kill target if it's below X HP, and when that happens to say: One SHOT, One KILL.

That's all, thank you.
 
I made a simple trigger. Hope you like it. You can set how much the base damage is. And how much the HP threshold is.
 

Attachments

  • Ragerunners Wraith.zip
    17.4 KB · Views: 157
Thank you very much. I have another question.

Can you add % change of doing double or triple base Agy?

my best so far: ( and it's for the insta kill, i like yours ) ( but my doesn't work ^^ )

HTML:
Ragerunners Wrath
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Ragerunner's Wrath
    Actions
        Sound - Play ArcherYesAttack4 <gen> at 100.00% volume, attached to (Casting unit)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Random integer number between 1 and 100) Less than or equal to 2
            Then - Actions
                Unit Group - Pick every unit in CH_Group and do (Actions)
                    Loop - Actions
                        Unit - Cause (Triggering unit) to damage (Picked unit), dealing 10000.00 damage of attack type Chaos and damage type Death
                        Special Effect - Create a special effect attached to the chest of (Picked unit) using ReplaceableTextures\Abilites\Spells\Other\Desecrate.mdx
                        Special Effect - Destroy (Last created special effect)
                Custom script:  call DestroyGroup(udg_CH_Group)
            Else - Actions
                Wait 0.50 seconds
                Sound - Play ArcherYesAttack3 <gen> at 100.00% volume, attached to (Casting unit)
                Sound - Play ArcherYesAttack3 <gen> at 100.00% volume, attached to (Dying unit)
                Game - Display to (All players) for 5.00 seconds the text: One |cff00ffffSHOT|...
 
You can change the variables

CHANCE and AgILITY BONUS.
To change the chance it will proc.
And the agility bonus you will deal
Just add the sounds yourself.

Also where the bonus agility damage is done you can change " Set Integer = (Agility of (Triggering unit) (Include bonuses)) "
The "Include bonuses" to "exclude bonuses" if you want that only base agility is calculated.
 

Attachments

  • Ragerunners Wraith.zip
    20 KB · Views: 153
Thank you very much. I modified it a little bit. Cause all the texts and if the target is below X HP is killed before even the arrow arives ( i forgot to mention it's an arrow, but i expect from the coder to think about that, then sorry for the missing part ) I used time ( wait X seconds ) to slopw the text & killing process, if you have any other idea how to make that happens, i'm with open mind to hear your suggestions.

EDIT: found interesting "bug" in your code ( it's not broken, just doesn't work right :D ), so the code seems not to be tracking the damage or idk what, but when a target is below ( let's say ) 30 HP it shows the " one shot one kill " text, even the target is not killed. Any idea how to fix that?
 
Map is kind of big, but if you wanna i can upload it somewhere and give you the link.

Anyway here is the Trigger

Code:
RW Level 1
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Ragerunner's Wrath 
        (Level of Ragerunner's Wrath  for (Triggering unit)) Equal to 1
    Actions
        Set AgilityBonus = 2.25
        Animation - Play (Triggering unit)'s attack slam animation
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Life of (Target unit of ability being cast)) Less than or equal to 150.00
            Then - Actions
                Wait 2.00 seconds
                Unit - Kill (Target unit of ability being cast)
                Wait 0.05 seconds
                Floating Text - Create floating text that reads One |cff00ffffSHOT|... above (Triggering unit) with Z offset 0.00, using font size 14.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                Floating Text - Set the velocity of (Last created floating text) to 18.00 towards 90.00 degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds
                Sound - Play ArcherYesAttack3 <gen> at 100.00% volume, attached to (Casting unit)
                Sound - Play ArcherYesAttack3 <gen> at 100.00% volume, attached to (Dying unit)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Random integer number between 1 and 100) Less than or equal to 11
            Then - Actions
                Set Integer = (Agility of (Triggering unit) (Include bonuses))
                Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing ((Real(Integer)) x AgilityBonus) damage of attack type Magic and damage type Magic
                Floating Text - Create floating text that reads ((String(((Real(Integer)) x AgilityBonus))) + !) above (Triggering unit) with Z offset 0.00, using font size 14.50, color (41.00%, 55.00%, 13.00%), and 0.00% transparency
                Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds
            Else - Actions

I think to make all the levels in 1 trigger, but not now. :D
 
First. Do not use kill "target unit of ability being cast"
Better use the way I did it with dealing damage, this way the triggering unit gets the credit for the kill.

Upload it somewhere (and if you don't want to make it public) send it to me via PM.
 
I don't mind if it's public or not. Anyway here is the link. Just don't freak out of all the things i have in the map xD ( models/icons/unused spells/unused triggers )

If you have skype please send me a PM, so i can find you, if you don't have, we need to go in PM :/
 
Ok, so since you never know when the arrow arrives you need to create another trigger.
You need only 1 trigger for all levels.

First in each trigger you need to declare the target and the caster. So create 2 unit variables.

and do:
Trigger:
  • Set RW_Target = (Target unit of ability being cast)
    • Set RW_caster = (Triggering unit)

also change this
Trigger:
  • Animation - Play (Triggering unit)&#039;s attack slam animation

with this
Trigger:
  • Animation - Play (Triggering unit)&#039;s attack-2 animation

Then where the If/then/else trigger is (the one that checks the hp)
do:
First create a new trigger then:
Trigger:
  • Trigger - Add to RW Level 4 Part2 &lt;gen&gt; the event (Unit - (Target unit of ability being cast) Takes damage)
    • Trigger - Turn on RW Part2 &lt;gen&gt;

The other trigger should look like this:
<NOTE> NO EVENT - EVENT IS PLACED IN PREVIOUS TRIGGER
Trigger:
  • RW Part2
    • Events
    • Conditions
    • Actions
      • Unit - Kill RW_Target
      • Floating Text - Create floating text that reads One |cff00ffffSHOT|... above RW_caster with Z offset 0.00, using font size 14.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Floating Text - Set the velocity of (Last created floating text) to 18.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds
      • Sound - Play ArcherYesAttack3 &lt;gen&gt; at 100.00% volume, attached to RW_caster
      • Sound - Play ArcherYesAttack3 &lt;gen&gt; at 100.00% volume, attached to RW_Target
      • Trigger - Turn off (This trigger)
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_5">
    • </ul>
    • </div></div>
 
If you think i can understand you xD. I barely know triggers, if i can't add spell into my map, i don't use it, if i add it and i cause compile problems and i can't fix them, i remove the spell. So if you can add it or make the whole triggers, so i can put them. I asked do you have skype, but no answer. Anway if you have find me here: skype: cekcu_boy2.
 
Well, OK. I used your map shrinked it and deleted units, was too lazy to copy them to another map.

Here you go:
 

Attachments

  • BotE.zip
    5.3 MB · Views: 214
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