% Chance on damage problem

vile

New Member
Eek. I've been having a serious problem on my map.
A unit has a percent chance of dealing extra damage. This trigger calculates percents whenever he
deals damage. If a % is right, it deals extra damage.
The problem starts when he aquires a poison item. He then deals damage to the target, and the poison
keeps dealing damage every second. So every second the trigger fires.
It does have a buff.

Any brain-storming geniuses out there to solve this?
 
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vile

New Member
With critical strike I can't detect the damage made by it, and therefore, ic ant add the special effect i need.
Also, triggering the poison wont help. The damager will still be him :/
 

vile

New Member
I tried that. I still got that on actually.
Everytime he attacks, the trigger of the damage detection turns on. Then a timer starts of 2 seconds, that turns the trigger off when it expires.

Odd isn't it?
 

Xeridanus

New Member
Also, triggering the poison wont help. The damager will still be him[/b]
Just use this with a wait function in a loop:
Code:
Unit - Cause (Dummy unit) to damage (Target unit of ability being cast), dealing 3.00 damage of attack type Spells and damage type Poison
Where the dummy unit is a unit spawned before the loop. Also give the dummy unit an expiration timer.
 

vile

New Member
I guess making the poison triggered will help, but I am trying to avoid that.
It's poison attacks btw.

I wonder if there is any way to detect the damage type by poison.
 

vile

New Member
Heh, stacking poisons is not good, balancing speaking.

I have no problem in detecting which unit has poison and which not, there is a buff for that.
The problem is, detecting whenever it gets damage from the hero and the damage type is not poison
**beep** blizzard..
 
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