Units dying from damage over time (poison/fire)

maldruzard

Member
Reaction score
2
Hey there!

Only a little simple question: Is it possible to make units die from DoT poisons etc? Currently, no matter how much the DoT does, the units get to 1 health left but do not die! Any way to stop this?
 

maxou

You can change this now in User CP.
Reaction score
15
Trigger:
  • Die from poison or Damage over time
    • Events
    • Time - Every 1.00 second of game-time
    • Conditions
    • Actions
    • Unit Group - Pick every unit in (Unit in (Entire map) matching (Matching unit has buff 'Slow poison' Equal to TRUE) and do -
    • If - All conditions are true
    • Current life of picked unit is Equal to 1
    • Then - Do actions
    • Kill (Picked unit)
    • Else - Do actions


I think it is something like this, but more complexe.
 

ultimate11

Active Member
Reaction score
25
absolutely false @maxou that trigger will leak a lot and is effective only for that specific buff.

In order to do that u must know for all spells is a passive ability or active one.there are much way to do it but i will show u only an example,
Trigger:
  • Untitled Trigger 001
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set Hashtable = (Last created hashtable)

Trigger:
  • Poison cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Poison Arrows
    • Actions
      • Set Integer = (Key (Target unit of ability being cast))
      • Set H_unit[1] = (Triggering unit)
      • -------- H_real[1] = duration of debuff (poison) // H_real[2] = damage --------
      • Set H_real[1] = 10.00
      • Set H_real[2] = (Real(((Level of Poison Arrows for H_unit[1]) x 5)))
      • Hashtable - Save H_real[1] as 1 of Integer in Hashtable
      • Hashtable - Save H_real[2] as 2 of Integer in Hashtable
      • Hashtable - Save Handle OfH_unit[1] as 3 of Integer in Hashtable
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Target unit of ability being cast) is in Poison_group) Equal to False
        • Then - Actions
          • Unit Group - Add (Target unit of ability being cast) to Poison_group
        • Else - Actions

Trigger:
  • Poison event
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
      • (Number of units in Poison_group) Greater than or equal to 1
    • Actions
      • Unit Group - Pick every unit in Poison_group and do (Actions)
        • Loop - Actions
          • Set H_unit[1] = (Picked unit)
          • Set Integer = (Key (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (H_unit[1] is alive) Equal to True
            • Then - Actions
              • Set H_real[1] = (Load 1 of Integer from Hashtable)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • H_real[1] Greater than or equal to 1.00
                • Then - Actions
                  • Hashtable - Save (H_real[1] - 1.00) as 1 of Integer in Hashtable
                  • Set H_unit[2] = (Load 2 of Integer in Hashtable)
                  • Set H_real[2] = (Load 2 of Integer from Hashtable)
                  • Unit - Cause H_unit[2] to damage H_unit[1], dealing H_real[2] damage of attack type Spells and damage type Slow Poison
                • Else - Actions
                  • Unit Group - Remove H_unit[1] from Poison_group
                  • Hashtable - Clear all child hashtables of child Integer in Hashtable
            • Else - Actions
              • Unit Group - Remove H_unit[1] from Poison_group
              • Hashtable - Clear all child hashtables of child Integer in Hashtable


have fun :)
 

maxou

You can change this now in User CP.
Reaction score
15
I didn't want to do any real trigger^^ Just for him to get an idea on how it was.
 
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