Amplify spell damage...with runed bracer...

KooH

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I'm trying to make a spell that amplifies magical damage(not physical). So, i decided to use runed bracer(ability = Spell damage reduction) to negative value, and In trigger, I gave the negative value spell damage reduction skill to the picked units that are in area of my amplifying skill, but in game, when i cast my amplifying spell, it causes horrendous lags. Is there any better way to create amplifying spell damage skill in area? or something is wrong with my trigger that causes lag?
Trigger:
  • Amplification
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Amplify spell damage
    • Actions
      • Set Temp_Group1 = (Units within 300.00 of (Target point of ability being cast) matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is alive) Equal to True)))
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Add Voodoo Amplification dummy to (Picked unit)
          • Countdown Timer - Start Timer1 as a One-shot timer that will expire in 10.00 seconds
          • Custom script: call DestroyGroup(udg_Temp_Group1)

Trigger:
  • Voodoo Amplification Copy
    • Events
      • Time - Timer1 expires
    • Conditions
    • Actions
      • Set Temp_Group1 = (Units within 300.00 of (Target point of ability being cast) matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) has buff Amplified ) Equal to True)))
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Remove Amplify spell damage from (Picked unit)
          • Custom script: call DestroyGroup(udg_Temp_Group1)


Please take a look..thanks!
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
it probably lags cause you're starting the timer and destroying the group for every unit

put Countdown Timer - Start Timer1 as a One-shot timer that will expire in 10.00 seconds and call DestroyGroup(udg_Temp_Group1) script outside the loop

also, you're leaking a point

btw, your 2nd trigger wont work because there is no target point of ability being cast

EDIT: try this

Trigger:
  • Amplification
    • Events
      • Unit - A unit starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Amplify spell damage
    • Actions
      • Set TempPoint = Target point of ability being cast
      • Set Temp_Group1 = (Units within 300.00 of TempPoint matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is alive) Equal to True)))
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Add Voodoo Amplification dummy to (Picked unit)
      • Countdown Timer - Start Timer1 as a One-shot timer that will expire in 10.00 seconds
      • Custom Script: call RemoveLocation(udg_TempPoint)

Trigger:
  • Voodoo Amplification Copy
    • Events
      • Time - Timer1 expires
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Remove Amplify spell damage from (Picked unit)
      • Custom script: call DestroyGroup(udg_Temp_Group1)


notice that I didn't destroy the group in the 1st trigger, but in the 2nd instead

it doesn't leak as long as you don't cast the spell again in the next 10 seconds, meaning the spell is not MUI/MPI, but it wasn't before anyway

you will never (or barely) achieve a MUI spell in GUI by using timers like that (because timers are pretty useless in GUI)

use a global "timer" - every x seconds of game time event
 

KooH

New Member
Reaction score
1
Can you a bit elaborate? , so instead of starting a timer like that, make a periodic timer event?
 
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