Spell - Power Word: Shield

Dito

New Member
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Hello, I'm trying to make the WoW priest ability Power Word: Shield. This is how I did it:

Trigger:
  • Power Word Shield
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Power Word: Shield
    • Actions
      • Set Caster = (Triggering unit)
      • Set Target = (Target unit of ability being cast)
      • Set PowerWordShield_ShieldHP[(Custom value of Target)] = ((Max life of Caster) x 0.35)
      • Trigger - Add to Power Word Shield Damage1 <gen> the event (Unit - (Target unit of ability being cast) Takes damage)


Trigger:
  • Power Word Shield Damage1
    • Events
    • Conditions
      • ((Triggering unit) has buff Power Word: Shield ) Equal to True
    • Actions
      • Unit - Add Max HP to (Triggering unit)
      • Unit Group - Add (Triggering unit) to PowerWordShield_Group
      • Set PowerWordShield_DamageSource[(Custom value of (Triggering unit))] = (Damage source)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • PowerWordShield_ShieldHP[(Custom value of (Triggering unit))] Greater than (Damage taken)
        • Then - Actions
          • Set PowerWordShield_Damage[(Custom value of (Triggering unit))] = 0.00
          • Set PowerWordShield_ShieldHP[(Custom value of (Triggering unit))] = (PowerWordShield_ShieldHP[(Custom value of (Triggering unit))] - (Damage taken))
        • Else - Actions
          • Set PowerWordShield_Damage[(Custom value of (Triggering unit))] = ((Damage taken) - PowerWordShield_ShieldHP[(Custom value of (Triggering unit))])
          • Set PowerWordShield_ShieldHP[(Custom value of (Triggering unit))] = 0.00
          • Unit - Remove Power Word: Shield buff from (Triggering unit)
      • Countdown Timer - Start PowerWordShield_Timer as a One-shot timer that will expire in 0.00 seconds


Trigger:
  • Power Word Shield Damage2
    • Events
      • Time - PowerWordShield_Timer expires
    • Conditions
    • Actions
      • Trigger - Turn off Power Word Shield Damage1 <gen>
      • Unit Group - Pick every unit in PowerWordShield_Group and do (Actions)
        • Loop - Actions
          • Unit - Remove Max HP from (Picked unit)
          • Unit Group - Remove (Picked unit) from PowerWordShield_Group
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PowerWordShield_ShieldHP[(Custom value of (Picked unit))] Less than PowerWordShield_Damage[(Custom value of (Picked unit))]
            • Then - Actions
              • Unit - Cause PowerWordShield_DamageSource[(Custom value of (Picked unit))] to damage (Picked unit), dealing PowerWordShield_Damage[(Custom value of (Picked unit))] damage of attack type Chaos and damage type Force
              • Set PowerWordShield_Damage[(Custom value of (Triggering unit))] = 0.00
            • Else - Actions
      • Trigger - Turn on Power Word Shield Damage1 <gen>


My problems:
Shield works as it should the first time it is casted at a unit. The next time the shield seems to have less HP. Another problem is that the maximum HP of the target of the shield is lowered by like 12. The ''Max HP'' spell is a item hit point spell with 99999999 hit point bonus.
 

FarAwaY

TH.net Regular
Reaction score
9
First...some unrelated in a sense questions... (bugs?):

Why "Custom Value of Triggering Unit"? If you want to make it MUI, "Player Number of Owner of Triggering Unit" is better. You'll have to set Custom value on Initialization if you're going to use that, and there are better ways to use up the "Custom Value"....

Picking every unit in the PowerShield_Group once the timer ends? So if I cast power shield on unit A, and my friend casts power shield on unit B 5 seconds later, the timer ends 5 seconds after its
Trigger:
supposed to end for unit A, and then it disappears? Not MUI - might be why your spell is bugging.

From what I see, your countdown timer runs no matter whether or not the IF/THEN/ELSE runs the "THEN" or the "ELSE", so trigger 3 will definitely run. Because if so, it means PowerShield_Damage = 0.00. In trigger 3, you deal PowerShield_Damage as damage, but if its 0.00, dont u think it deals 0 dmg? Is it supposed to be this way? If so, then ignore this.

===================================================
I think the MAX HP is probably causing your unit hp to decrease. Maybe set it slightly lower?
 

X-maul

AKA: Demtrod
Reaction score
201
Why "Custom Value of Triggering Unit"? If you want to make it MUI, "Player Number of Owner of Triggering Unit" is better. You'll have to set Custom value on Initialization if you're going to use that, and there are better ways to use up the "Custom Value"....
If he set it to Player number of owner of triggering unit - it will only be able to be casted one at a time for each player.
 

Dito

New Member
Reaction score
0

I use custom value to make it MUI and not MPI. Custom value is set to a unique amount for each unit that enters. What better use of custom value can I have then being able to make all my GUI spells MUI in a easy way? The timer is at 0 sec, so I don't see how that 7 seconds later picking could be an issue? The changed HP is not the biggest problem, I can solve it with an easy trigger, but I want to know what can be the problem. I'll check into the Max HP spell. Any thoughts on why the shield have less HP the second time it's casted?
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
I'll check into the Max HP spell.
It is the cause. For unknown reasons (probably numerical precision in WC3's calculations) adding and removing too large an HP bonus will not end up equal. I've found that 5000000 is about the highest that works, with an error less than half an HP so it will round to the proper value.

Any thoughts on why the shield have less HP the second time it's casted?
In the Power Word Shield trigger, you add the damage event to the other trigger every time the spell is cast. If the spell is cast multiple times on the same unit, the Power Word Shield Damage1 trigger will have the event added multiple times and will run, say, two or three or however many times the unit had been given the shield, for each time that unit takes damage.

To avoid this, add the units to a group when they have the shield cast upon them, and only create a new damage event if they are not in the group (ie. they haven't already had a damage event registered for them.)

Alternately, avoid having to set up your own damage detection by using a system for it.
 
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