ZiggyMcjoney
Data editor?! AAAHHHHH!
- Reaction score
- 95
So I have an ability based off of Item Life Bonus. It has 51 levels, level 1 gives 0 hp, 2 gives 15, 3 30 etc. It goes up by 15 each time basically.
Now my problem is, this ability is leveled through a trigger, and while the ability is definitely leveling up (I can tell because I have a hp regen trigger that does trigger health regeneration based on the level of this ability, and the health regenerated is increasing), the health it gives is not. The same is happening with the mana ability.
I'll post the trigger anyways but I don't think it's related, and it's also in JASS:
Is there a problem with item life bonus that I'm missing? Thanks in advance for any help.
Now my problem is, this ability is leveled through a trigger, and while the ability is definitely leveling up (I can tell because I have a hp regen trigger that does trigger health regeneration based on the level of this ability, and the health regenerated is increasing), the health it gives is not. The same is happening with the mana ability.
I'll post the trigger anyways but I don't think it's related, and it's also in JASS:
JASS:
private function Actions takes nothing returns nothing
if udg_AttributePoints[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))] >= 1 then
set udg_AttributePoints[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))] = udg_AttributePoints[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))] - 1
call SetItemCharges(UnitItemInSlot(GetTriggerUnit(), 4), udg_AttributePoints[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))])
set udg_Toughness[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))] = udg_Toughness[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))] + 1
if GetUnitAbilityLevel(GetTriggerUnit(), 039;A003039;) < 51 then
call SetUnitAbilityLevel(GetTriggerUnit(), 039;A003039;, GetUnitAbilityLevel(GetTriggerUnit(), 039;A003039;) + 1)
else
call DisplayTextToPlayer(GetOwningPlayer(GetTriggerUnit()),0,0, "You cannot add any more levels to this stat, as it has maxed out!")
endif
else
call DisplayTextToPlayer(GetOwningPlayer(GetTriggerUnit()),0,0, "Not enough attribute points!")
endif
call SetItemCharges(GetManipulatedItem(), udg_Toughness[GetPlayerId(GetOwningPlayer(GetTriggerUnit()))])
endfunction
Is there a problem with item life bonus that I'm missing? Thanks in advance for any help.