2 Simple Questions (Abilities)

Giantpanda

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Okay so, as the title suggests, i have two issues i've encountered while making my map.

1) I made a slightly modified version of windwalk, and i don't want it to deal any bonus damage. I unticked the 'backstab damage' box and set backstab damage to 0 but when i attack somebody it still does the red floating text and says 0.

2) This is actually a big issue unlike the first one. So i have made a fair few bosses, and these bosses have some unique moves, all of which are not related to an ability, they are just triggers. So as an example i'll give you this:

Trigger:
  • Ghost 1
    • Events
      • Unit - Ghost of Taran Glade 0117 <gen>'s life becomes Less than 2000.00
    • Conditions
    • Actions
      • Special Effect - Create a special effect at ((Position of Ghost of Taran Glade 0117 <gen>) offset by (400.00, 0.00)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
      • Unit - Cause Ghost of Taran Glade 0117 <gen> to damage circular area after 0.00 seconds of radius 50.00 at ((Position of Ghost of Taran Glade 0117 <gen>) offset by (400.00, 0.00)), dealing 250.00 damage of attack type Spells and damage type Normal
      • Then that is copied for basically every direction


The problem is that when he revives it doesn't work anymore. Any suggested fixes would be great. I'll give u rep ;)
 

Exide

I am amazingly focused right now!
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448
2. Your trigger leaks. You should fix that. (Search for memory leak Tutorials.)
You should also assign the boss to a unit variable, to remember what unit this trigger concerns.
 

Giantpanda

New Member
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1
May i ask how it leaks? Is it because i didn't put destroy special effect after each one?

And also, when the unit dies, it is not revived, all that happens is another unit is created of the same type, so how would creating a unit variable help if it is just the original?
 

Hellohihi

New Member
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42
The below trigger will do the special effect and damage actions for 9 times, offset by 400 and 40 degrees apart.

booleanstop condition makes sure that it will not be refired.

Use another trigger to set booleanstop to true again when the Ghost of Taran Glade dies.

Trigger:
  • Events
    • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Ghost of Taran Glade
      • (Life of (Triggering unit)) Less than or equal to 2000.00
      • booleanstop Equal to True
    • Actions
      • Set TempReal = 0.00
      • For each (Integer A) from 1 to 9, do (Actions)
        • Loop - Actions
          • Set Temp_Point = ((Position of (Triggering unit)) offset by 400.00 towards TempReal degrees)
          • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
          • Special Effect - Destroy last created Special Effect
          • Unit - Cause (Triggering unit) to damage circular area after 0.00 seconds of radius 50.00 at Temp_Point, dealing 250.00 damage of attack type Spells and damage type Normal
          • Set TempReal = (TempReal + 40.00)
          • Custom script: call RemoveLocation(udg_Temp_Point)
      • Set booleanstop = False
 
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