Stetman's self heal uses a "damage taken time" validator but I want to validate "damage dealt time" so skilled players that avoid taking damage arent punished for being awesome.
I want to keep counting the kills as long as the "hero" is constantly attacking (at least 1 attack per second)
btw Ive switched to a 1/16s delayed refresh and it seems to be ok now.
So how should I find out whether the combat has ended or not?
I could not find a validator for "damage dealt in time" so I cant remove the buff via validator and I dont want to add a trigger with the event "any unit takes damage" because thats usually a bad idea.
I think my version causes "YOU WERE DROPPED" and I have no idea why - please help :)
trigger1:
unit killed ->
killer is hero ->
killer has no behavior "massacrehelper" -> give killer 1 "massacrehelper"
save current kills of killer to variable
behavior: massacrehelper
duration 1 second
combat response: location -> attacker
combat response handled: effect apply 1 "massacrehelper" to caster (self) (refresh buff)
effect final -> masscrerunoutdummy (empty set effect)
trigger2:
effect massacrerunoutdummy is used for player 1-4
print msg: current kills and variable from the start of the massacre
when this is active players get dropped from multiplayer matches but it doesnt drop all players at once and they get dropped at random times.
I only guess that this causes it because its the only new code that I could think of and after deactivating it the "you were dropped" mails stopped (at least I havent gotten any since then...)
so any idea what causes the drops or just a different idea how to implement this?
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@Khalanil1:
Stetman's self heal uses a "damage taken time" validator but I want to validate "damage dealt time" so skilled players that avoid taking damage arent punished for being awesome.
I want to keep counting the kills as long as the "hero" is constantly attacking (at least 1 attack per second)
btw Ive switched to a 1/16s delayed refresh and it seems to be ok now.
@Khalanil1:
So how should I find out whether the combat has ended or not?
I could not find a validator for "damage dealt in time" so I cant remove the buff via validator and I dont want to add a trigger with the event "any unit takes damage" because thats usually a bad idea.
@Kueken531
default max stack 1 :/
Ill try the delayed reapply anyways because I got no idea at all
I think my version causes "YOU WERE DROPPED" and I have no idea why - please help :)
trigger1:
unit killed ->
killer is hero ->
killer has no behavior "massacrehelper" -> give killer 1 "massacrehelper"
save current kills of killer to variable
behavior: massacrehelper
duration 1 second
combat response: location -> attacker
combat response handled: effect apply 1 "massacrehelper" to caster (self) (refresh buff)
effect final -> masscrerunoutdummy (empty set effect)
trigger2:
effect massacrerunoutdummy is used for player 1-4
print msg: current kills and variable from the start of the massacre
when this is active players get dropped from multiplayer matches but it doesnt drop all players at once and they get dropped at random times.
I only guess that this causes it because its the only new code that I could think of and after deactivating it the "you were dropped" mails stopped (at least I havent gotten any since then...)
so any idea what causes the drops or just a different idea how to implement this?