Whats wrong with this trigger?

Arberden

Active Member
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Basically it is a spell where it does damage based on the hero stats multiplied by the lvl of the spell multiplied by 3.
Here is the trigger.
Trigger:
  • Stats Burst
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Stats Burst
    • Actions
      • Set Stats_Burst = ((Strength of (Casting unit) (Include bonuses)) + ((Agility of (Casting unit) (Include bonuses)) + (Intelligence of (Casting unit) (Include bonuses))))
      • Unit - Cause (Casting unit) to damage (Targeted unit), dealing ((Real(Stats_Burst)) x ((Real((Level of Stats Burst for (Casting unit)))) x 3.00)) damage of attack type Spells and damage type Normal
      • Floating Text - Create floating text that reads (String(Stats_Burst)) above (Casting unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set TempFloatingText = (Last created floating text)
      • Wait 1.00 seconds
      • Floating Text - Destroy TempFloatingText
 

mikelf

New Member
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0
FIRST
Set Stats_Burst = ((Strength of (Casting unit) (Include bonuses)) + ((Agility of (Casting unit) (Include bonuses)) + (Intelligence of (Casting unit) (Include bonuses))))
- After this line, you should add another multiplication, "Set Stats_Burst = Stats_Burst * SpellLV * 3", so now your floating text will show real damages.
 

Dirac

22710180
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147
You guys missing the point....
Targeted Unit is not Target Unit of Ability being cast, check that on the damage action
 

mikelf

New Member
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0
SECOND
Instead of using :

Unit - Cause (Casting unit) to damage (Targeted unit), dealing ((Real(Stats_Burst)) x ((Real((Level of Stats Burst for (Casting unit)))) x 3.00)) damage of attack type Spells and damage type Normal

I would use :

Unit - Set life of (Targeted unit) to ((Life of (Targeted Unit)) - Stats_Burst)
 

Arberden

Active Member
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0
so it should be something like this?
Trigger:
  • Stats Burst
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Stats Burst
    • Actions
      • Set Stats_Burst = ((Strength of (Casting unit) (Include bonuses)) + ((Agility of (Casting unit) (Include bonuses)) + (Intelligence of (Casting unit) (Include bonuses))))
      • Set Stats_Burst = (Stats_Burst x ((Level of Stats Burst for (Casting unit)) x 3))
      • Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (Real(Stats_Burst)) damage of attack type Spells and damage type Normal
      • Floating Text - Create floating text that reads (String(Stats_Burst)) above (Casting unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set TempFloatingText = (Last created floating text)
      • Wait 1.00 seconds
      • Floating Text - Destroy TempFloatingText
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Never set an enemies life to it's own life minus the damage.
Always use the damage function.

What if the enemy dies from setting it's life to a lower amount?
The casting unit won't get credit for the kill.
 
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