Trigger help?
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- Wanderer
- Posts: 16
- Joined: January 12th, 2007, 7:06 pm
Trigger help?
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shadowbolt Volley (Thunderclap Base)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadowbolt Volley (Thunderclap Base) for (Triggering unit)) Equal to 1
Then - Actions
Set sbolt_damage = ((Real((Intelligence of (Casting unit) (Include bonuses)))) x 0.60)
Unit Group - Pick every unit in (Units within 800.00 of (Position of (Triggering unit))) and do (Actions)
Loop - Actions
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
Unit - Create 1 dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing (270.0) degrees
Unit - Add Shadowbolt (Death Coil Base) to (Last created unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Death Knight - Death Coil (Picked unit)
Unit - Order (Last created unit) to damage (Picked unit) for sbolt_damage using attack type Spells and damage type Death.
Wait 1.50 seconds
Else - Actions
Do nothing
The problem is that it doesn't cast three waves like it should, so I'm asking for help because I'm too lazy to really go indepth into it. =P
Although I'm assuming it has something to do with the events or it being integer A rather than integer variable...?
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shadowbolt Volley (Thunderclap Base)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadowbolt Volley (Thunderclap Base) for (Triggering unit)) Equal to 1
Then - Actions
Set sbolt_damage = ((Real((Intelligence of (Casting unit) (Include bonuses)))) x 0.60)
Unit Group - Pick every unit in (Units within 800.00 of (Position of (Triggering unit))) and do (Actions)
Loop - Actions
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
Unit - Create 1 dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing (270.0) degrees
Unit - Add Shadowbolt (Death Coil Base) to (Last created unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Death Knight - Death Coil (Picked unit)
Unit - Order (Last created unit) to damage (Picked unit) for sbolt_damage using attack type Spells and damage type Death.
Wait 1.50 seconds
Else - Actions
Do nothing
The problem is that it doesn't cast three waves like it should, so I'm asking for help because I'm too lazy to really go indepth into it. =P
Although I'm assuming it has something to do with the events or it being integer A rather than integer variable...?
- Dekar
- Jelly Doughnut
- Posts: 1433
- Joined: May 27th, 2006, 8:13 am
- Realm: Northrend (Europe)
- Battle.net name: Dekar
- Location: Germany
Asking other people to make a working trigger because you are too lazy?
At least write exactly what does work and what doesnt work.
Dummys created, skill given to them, only works for the first dummy unit, etc ...
At least write exactly what does work and what doesnt work.
Dummys created, skill given to them, only works for the first dummy unit, etc ...
<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
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- Wanderer
- Posts: 16
- Joined: January 12th, 2007, 7:06 pm
Either way I fixed it, but another problem has risen, if the damage is ever about to kill someone, it kills the unit before the missile spell has time to cast. Adding a wait condition stops the unit from damaging the unit at all, any idea how to fix this?The problem is that it doesn't cast three waves like it should
(the unit cast and damage is still:
Unit - Add Shadowbolt (Death Coil Base) to (Last created unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Death Knight - Death Coil (Picked unit)
Unit - Order (Last created unit) to damage (Picked unit) for sbolt_damage using attack type Spells and damage type Death.
Wait 1.50 seconds )
- Dekar
- Jelly Doughnut
- Posts: 1433
- Joined: May 27th, 2006, 8:13 am
- Realm: Northrend (Europe)
- Battle.net name: Dekar
- Location: Germany
Have an event that detects when the spell deals damage to the unit.
Can be made with ?unit takes damage?, periodical buff checking like shadowstrike or immolation/aura/range check on a dummy that replaces the spell missile.
Can be made with ?unit takes damage?, periodical buff checking like shadowstrike or immolation/aura/range check on a dummy that replaces the spell missile.
<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
- SeasonsOfLove
- Resident
- Posts: 118
- Joined: May 27th, 2006, 8:18 pm
- SeasonsOfLove
- Resident
- Posts: 118
- Joined: May 27th, 2006, 8:18 pm
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- Wanderer
- Posts: 16
- Joined: January 12th, 2007, 7:06 pm
I was hoping for a better way, but since no one has any ideas other than more than one trigger I can just do a seperate trigger with a Unit casts a spell event. =PDekar wrote:Have an event that detects when the spell deals damage to the unit.
Can be made with ?unit takes damage?, periodical buff checking like shadowstrike or immolation/aura/range check on a dummy that replaces the spell missile.
- Fishin4pigeon
- Visitor
- Posts: 25
- Joined: October 2nd, 2006, 12:01 pm
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- Wanderer
- Posts: 16
- Joined: January 12th, 2007, 7:06 pm
The trigger would involve creating more units, and although this is probably the best way to go, with the spell having no limits on the amount of units targetable having units to be created again could cause severe lagging, unless I add all initial spawned units to a unit group and cause them to damage the units, but I don't know if that would work.Fishin4pigeon wrote:You *can* use a spell that adds a buff, then create a trigger that affects units with that buff.