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Author Topic: spell help  (Read 517 times)
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Revengez
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« on: January 17, 2009, 09:04:41 PM »

This is supposed to be passive, and have a % chance to cast Frost Nova when attacking.

Code:
Events
 - Unit - A unit is attacked

Conditions
--And - All(conditions) are true
-((Attacking unit)has buff Icy Chill) Equal to True
-(Level of Icy chill for (Attacking unit)) Equal to 2

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 10

--- Then - Actions
-Unit - Create 1 Dummy Unit 1 for (owner of (attacking unit)) at (Position of (attakced unit)) Facing default building facing degrees
-Unit add a 3.00 second generic expiration timer to (Last created unit)
Unit - Add ffrost to (last Created unit)
Unit- Order (last created unit) to Undead Lich - Frost Nova (Attacked unit)

--- Else - Actions
-- Do nothing

« Last Edit: January 17, 2009, 09:07:09 PM by Revengez » Logged


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Mikazuki
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« Reply #1 on: January 17, 2009, 09:11:47 PM »

If you spam S (for stop), the attacking unit will spam Frost Nova  Roll Eyes You need an attack detection system.
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AoW_Hun7312
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« Reply #2 on: January 17, 2009, 09:33:52 PM »

Code:
Damage Init
    Events
        Map initialization
    Conditions
    Actions
        Set tempGroup = (Units in (Playable map area) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))
        Unit Group - Pick every unit in tempGroup and do (Actions)
            Loop - Actions
                Trigger - Add to Damage <gen> the event (Unit - (Picked unit) Takes damage)
        Custom script:   call DestroyGroup(udg_tempGroup)

Code:
Damage Periodic
    Events
        Unit - A unit enters (Playable map area)
    Conditions
        ((Triggering unit) is A structure) Equal to False
        ((Triggering unit) is alive) Equal to True
    Actions
        Trigger - Add to Damage <gen> the event (Unit - (Triggering unit) Takes damage)

Code:
Damage
    Events
    Conditions
        ((Damage source) has buff Acid Bomb) Equal to True
        (Random integer number between 1 and 10) Less than or equal to 2
    Actions
        -------- Your Actions Here --------
        Trigger - Add to Damage Init <gen> the event (Unit - (Picked unit) Takes damage)

Ask and you shall recieve.  Smiley
« Last Edit: January 17, 2009, 09:35:27 PM by AoW_Hun7312 » Logged
Revengez
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« Reply #3 on: January 17, 2009, 09:36:37 PM »

Thanks man.
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jadegolem
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« Reply #4 on: January 18, 2009, 08:25:25 AM »

Code:
Damage Init
    Events
        Map initialization
    Conditions
    Actions
        Set tempGroup = (Units in (Playable map area) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))
        Unit Group - Pick every unit in tempGroup and do (Actions)
            Loop - Actions
                Trigger - Add to Damage <gen> the event (Unit - (Picked unit) Takes damage)
        Custom script:   call DestroyGroup(udg_tempGroup)

Code:
Damage Periodic
    Events
        Unit - A unit enters (Playable map area)
    Conditions
        ((Triggering unit) is A structure) Equal to False
        ((Triggering unit) is alive) Equal to True
    Actions
        Trigger - Add to Damage <gen> the event (Unit - (Triggering unit) Takes damage)

Code:
Damage
    Events
    Conditions
        ((Damage source) has buff Acid Bomb) Equal to True
        (Random integer number between 1 and 10) Less than or equal to 2
    Actions
        -------- Your Actions Here --------
        Trigger - Add to Damage Init <gen> the event (Unit - (Picked unit) Takes damage)

Ask and you shall recieve.  Smiley

damnit u took my theory i was thinking -_-

EDIT: by the way attacked unit only occurs when your units plays his attacking/launches his projectile. its not exactly on the damage... you need jass for that
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AoW_Hun7312
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« Reply #5 on: January 18, 2009, 10:51:46 AM »

You don't need JASS for detecting damage. I just did it in GUI...  Roll Eyes
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jadegolem
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« Reply #6 on: January 18, 2009, 08:41:39 PM »

damage detection? show me i say its not instant and it only occurs when the projectile launches. it works with melee units fine but not with ranged
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Mikazuki
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« Reply #7 on: January 18, 2009, 11:45:31 PM »

Quote
Trigger - Add to Damage <gen> the event (Unit - (Triggering unit) Takes damage)

 Roll Eyes
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jadegolem
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« Reply #8 on: January 19, 2009, 01:17:23 PM »

oh hi mike.
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