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REOspeedwagon

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Hey guys, I was wondering if anyone could correct what i'm trying to do here. So the idea is when the Unit hits the same unit for 5 times in a row, it will do extra damage and heal him. However when I test it, it simply won't bring the hit counter over.

[Trigger]
Code:
Sword of Thirst
    Events
        Game - GDD_Event becomes Equal to 0.00
    Conditions
        (Unit-type of GDD_DamageSource) Equal to |cff7777aaDemonic Imp|r Baser
        ((Triggering unit) has buff DamageDetection ) Equal to True
    Actions
        Set Unit = (Units in (Playable map area) matching ((Matching unit) Equal to GDD_DamageSource))
        Set SwordofThirst = (Load (Key Unit) of 0 from ofThirsthashtable)
        Set SwordofThirstTarget = (Triggering unit)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Load (Key Unit) of 1 in ofThirsthashtable) Equal to (Triggering unit)
                ((Triggering unit) has buff Sword of Thirst ) Equal to True
            Then - Actions
                Set tempPoint = (Position of GDD_DamageSource)
                Unit - Create 1 Dummy Invis for (Owner of GDD_DamageSource) at tempPoint facing Default building facing degrees
                Unit - Add Sword of Thirst Dummy  to (Last created unit)
                Unit - Order (Last created unit) to Undead Banshee - Curse (Triggering unit)
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation( udg_tempPoint )
                Set SwordofThirst = (SwordofThirst + 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        SwordofThirst Greater than or equal to 5
                    Then - Actions
                        Set tempPoint = (Position of (Triggering unit))
                        Special Effect - Create a special effect at tempPoint using Abilities\Spells\Other\Doom\DoomDeath.mdl
                        Special Effect - Destroy (Last created special effect)
                        Custom script:   call RemoveLocation( udg_tempPoint )
                        Unit - Set life of GDD_DamageSource to ((Life of GDD_DamageSource) + (8.00 x (Real((Strength of GDD_DamageSource (Include bonuses))))))
                        Set tempPoint = (Position of GDD_DamageSource)
                        Special Effect - Create a special effect at tempPoint using Abilities\Spells\Other\Doom\DoomDeath.mdl
                        Special Effect - Destroy (Last created special effect)
                        Custom script:   call RemoveLocation( udg_tempPoint )
                        Unit - Cause GDD_DamageSource to damage (Triggering unit), dealing (0.08 x (Max life of (Triggering unit))) damage of attack type Chaos and damage type Universal
                        Set SwordofThirst = 0
                    Else - Actions
                Hashtable - Save Handle OfSwordofThirstTarget as (Key Unit) of 1 in ofThirsthashtable
                Hashtable - Save SwordofThirst as (Key Unit) of 0 in ofThirsthashtable
                Floating Text - Create floating text that reads (String(SwordofThirst)) above (Triggering unit) with Z offset 0.00, using font size 25.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
                Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
            Else - Actions
                Set tempPoint = (Position of GDD_DamageSource)
                Unit - Create 1 Dummy Invis for (Owner of GDD_DamageSource) at tempPoint facing Default building facing degrees
                Unit - Add Sword of Thirst Dummy  to (Last created unit)
                Unit - Order (Last created unit) to Undead Banshee - Curse (Triggering unit)
                Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                Custom script:   call RemoveLocation( udg_tempPoint )
                Set SwordofThirst = 1
                Hashtable - Save Handle OfSwordofThirstTarget as (Key Unit) of 1 in ofThirsthashtable
                Hashtable - Save SwordofThirst as (Key Unit) of 0 in ofThirsthashtable
                Floating Text - Create floating text that reads (String(SwordofThirst)) above (Triggering unit) with Z offset 0.00, using font size 25.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
                Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
 

jonas

You can change this now in User CP.
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Groups are not sets. Groups have an object ID, and that ID is different every time you get a new group. Thus, you are using a different key each time the trigger fires. Why don't you just use GDD_DamageSource as a key?
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Why don't you just use GDD_DamageSource as a key?
This. I would add the following 2 actions to your GDD trigger:
Trigger:
  • Set DDSSourceKey = (Key (Damage source))
    • Set DDSTargetKey = (Key (Triggering unit))

Both DDSSourceKey and DDSTargetKey are integer variables.
 
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