D.o.T. trigger being stupid

3plX

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Trigger:
  • Shadow Pain
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to DoT
    • Actions
      • Set ShdwPainTarg = (Target unit of ability being cast)
      • For each (Integer B) from 1 to 10, do (Actions)
        • Loop - Actions
          • Special Effect - Create a special effect attached to the origin of ShdwPainTarg using Abilities\Spells\Undead\CarrionSwarm\CarrionSwarmDamage.mdl
          • Set ShadowPain = 5
          • Set ShadowPain = (ShadowPain x ShadowPowerss)
          • Unit - Cause (Triggering unit) to damage ShdwPainTarg, dealing ShadowPain damage of attack type Spells and damage type Normal
          • Wait 1.00 game-time seconds

it works, but i have 1 problem,
when i cast same spell on same target 2 or more times, it stacks :\
how can i make not stack

like imagine spell unholy frenzy
you can cast it on multiple enemies and it doesn't stack


thx
 
Add a condition that checks whether or not the unit already has the buff. If it does, reset the timer, if not then follow through with the trigger. Alternatively, you can use a boolean.
 
just make an if then else. Put your entire trigger that you have so far into the then. For the condition, use a boolean comparison to see if the unit has the specific buff that your spell gives. Under the else, you could do nothing. Refreshing the dot seems a little more complex if that's what you want I would need a little time.
 
Add a condition that checks whether or not the unit already has the buff. If it does, reset the timer, if not then follow through with the trigger. Alternatively, you can use a boolean.

ughh!
is there a way to do it without buff thingy
 
Add it to a group, if it is in the group, damage it, then when the spell is done, remove it.
 
Im just wondering, wouldnt this cause problem when used on 2 different units? (ShdwPainTarg only has 1 instance)

And the simplest way is checking for the buff.
 
Originally Posted by Sil3nt View Post
Add a condition that checks whether or not the unit already has the buff. If it does, reset the timer, if not then follow through with the trigger. Alternatively, you can use a boolean


ughh!
is there a way to do it without buff thingy

Hello?
Alternatively, you can use a boolean
 
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