chain manaburn

LuckyStrike

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Hi, I want to make a chain manaburn spell, but i don't know some things:
- what base spell should i use? (chainlightning or manaburn?)
- how should the trigger look like?


Thanks in advance.
 

Fallen-Kid

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u want to use a chain first ill pull up world editor if somone doesn't beat me 2 it :D
Edit: u might just wanna use a dummy that casts mana burn on the targets hit by the chain 1 sec
 

LuckyStrike

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u want to use a chain first ill pull up world editor if somone doesn't beat me 2 it :D
Edit: u might just wanna use a dummy that casts mana burn on the targets hit by the chain 1 sec

Ok, how can I make the trigger that the dummy casts manaburn on every target hit by the chain lightning ?
 

Fallen-Kid

New Member
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since manaburn only hits 1 player just use a trigger taking away mana from the targets u find the targets by adding a buff to them then adding them to a group
 

Fallen-Kid

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spirit link gives a buff i think u could change the allowed targets so u can manipulate that buff.
 

LuckyStrike

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Trigger:
  • Chain ManaBurn
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to ChainManaBurn
    • Actions
      • Set ManaGrup = (Units in (Playable map area) matching (((Target unit of ability being cast) has buff Spirit Link) Equal to True))
      • Unit - Set mana of (Random unit from (Random 40 units from ManaGrup)) to ((Mana of (Target unit of ability being cast)) + -200.00)


This is my trigger, but still not working.
 

Fallen-Kid

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Edit: hah i win i dont have to stop what im doing to make this spell heres a link to tinki3's chain storm bolt im pretty sure this can be modded http://www.thehelper.net/forums/showthread.php?t=45533&highlight=chain+spells pm or bump thread if u still need help sry just dont feel like diving into triggers right now :D
Editedit: this is daelins chain mana burn
Trigger:
  • Chain Mana Burn
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Chain Mana Burn
    • Actions
      • Set MB_prev = (Triggering unit)
      • Set MB_targ = (Target unit of ability being cast)
      • Set MB_level = (Level of Unknown (A000) for MB_prev)
      • Set MB_targetsnum = (4 + (2 x (MB_level - 1)))
      • For each (Integer MB_cur) from 1 to MB_targetsnum, do (Actions)
        • Loop - Actions
          • Unit Group - Add MB_targ to MB_alltargs
          • -------- Effect Part --------
          • Set MB_TempPoint = (Position of MB_prev)
          • Unit - Create 1 Albatross for (Owner of (Triggering unit)) at MB_TempPoint facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_MB_TempPoint)
          • Animation - Change (Last created unit) flying height to 50.00 at 0.00
          • Unit - Hide (Last created unit)
          • Unit - Add Chain Mana Burn (EFFECT) to (Last created unit)
          • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike MB_targ
          • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
          • -------- Waiting part --------
          • Wait until (((MB_targ has buff Chain Mana Burn ) Equal to True) or ((MB_targ is dead) Equal to True)), checking every 0.35 seconds
          • -------- Spell part --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (MB_targ is dead) Equal to False
            • Then - Actions
              • Set MB_TempPoint = (Position of MB_targ)
              • Unit - Create 1 Albatross for (Owner of (Triggering unit)) at MB_TempPoint facing Default building facing degrees
              • Custom script: call RemoveLocation(udg_MB_TempPoint)
              • Unit - Hide (Last created unit)
              • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
              • Unit - Add Mana Burn (4 Chain Spell) to (Last created unit)
              • Unit - Set level of Mana Burn (4 Chain Spell) for (Last created unit) to ((8 x (MB_level - 1)) + MB_cur)
              • Unit - Order (Last created unit) to Night Elf Demon Hunter - Mana Burn MB_targ
            • Else - Actions
              • Set MB_cur = (MB_targetsnum + 1)
          • -------- Choice Part --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MB_cur Less than MB_targetsnum
            • Then - Actions
              • Set MB_prev = MB_targ
              • Set MB_SMax = -1.00
              • Set MB_TempPoint = (Position of MB_prev)
              • Set MB_TmpGroup = (Units within 500.00 of MB_TempPoint)
              • Unit Group - Pick every unit in MB_TmpGroup and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) is A structure) Equal to False
                      • ((Picked unit) is Mechanical) Equal to False
                      • ((Picked unit) is Magic Immune) Equal to False
                      • ((Picked unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
                      • ((Picked unit) is dead) Equal to False
                      • ((Picked unit) is in MB_alltargs) Equal to False
                      • (Max mana of (Picked unit)) Greater than 0.00
                      • MB_SMax Less than (Mana of (Picked unit))
                    • Then - Actions
                      • Set MB_targ = (Picked unit)
                      • Set MB_SMax = (Mana of (Picked unit))
                    • Else - Actions
            • Else - Actions
          • Custom script: call RemoveLocation(udg_MB_TempPoint)
          • Custom script: call DestroyGroup(udg_MB_TmpGroup)
      • Unit Group - Remove all units from MB_alltargs
 

Ayanami

칼리
Reaction score
288
Done a Chain Mana Burn ability for you. Here's the code.

Trigger:
  • Chain Mana Burn
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Chain Mana Burn
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CustomValue Less than 10
        • Then - Actions
          • Set CustomValue = (CustomValue + 1)
        • Else - Actions
          • Set CustomValue = 1
      • Set Caster[CustomValue] = (Triggering unit)
      • Set Target[CustomValue] = (Target unit of ability being cast)
      • Set TargetLoc[CustomValue] = (Position of Target[CustomValue])
      • Set Bounces[CustomValue] = 6
      • Unit Group - Add Target[CustomValue] to BurntGroup[CustomValue]
      • Set TempPoint = (Center of (Playable map area))
      • Unit - Create 1 Hidden Dummy for (Owner of Caster[CustomValue]) at TempPoint facing Default building facing degrees
      • Unit - Set the custom value of (Last created unit) to CustomValue
      • Unit Group - Add (Last created unit) to DummyGroup
      • Custom script: call RemoveLocation(udg_TempPoint)


Trigger:
  • Chain Mana Burn Periodic
    • Events
      • Time - Every 0.38 seconds of game time
    • Conditions
      • (DummyGroup is empty) Equal to False
    • Actions
      • Unit Group - Pick every unit in DummyGroup and do (Actions)
        • Loop - Actions
          • Set TempInt = (Custom value of (Picked unit))
          • Set UnitGroup[TempInt] = (Units within 590.00 of TargetLoc[TempInt] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (UnitGroup[TempInt] is empty) Equal to True
                  • Bounces[TempInt] Less than or equal to 0
            • Then - Actions
              • Unit - Remove (Picked unit) from the game
              • Unit Group - Remove all units from BurntGroup[TempInt]
              • Custom script: call RemoveLocation(udg_TargetLoc[udg_TempInt])
              • Custom script: call DestroyGroup(udg_UnitGroup[udg_TempInt])
            • Else - Actions
              • Set RandomUnit[TempInt] = (Random unit from UnitGroup[TempInt])
              • Unit - Create 1 Chain Mana Burn Dummy for (Owner of Caster[TempInt]) at TargetLoc[TempInt] facing Default building facing degrees
              • Unit - Order (Last created unit) to Night Elf Demon Hunter - Mana Burn RandomUnit[TempInt]
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Unit Group - Add RandomUnit[TempInt] to BurntGroup[TempInt]
              • Custom script: call RemoveLocation(udg_TargetLoc[udg_TempInt])
              • Custom script: call DestroyGroup(udg_UnitGroup[udg_TempInt])
              • Set TargetLoc[TempInt] = (Position of RandomUnit[TempInt])
              • Set Bounces[TempInt] = (Bounces[TempInt] - 1)


And I've also uploaded the map. Have fun ^^
 

vypur85

Hibernate
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803
Code:
Event
 A unit enters the Map Area
Condition
Action
 Trigger - Add to Damage Taken Trigger <gen> the event ((Triggering unit) takes damage)

Code:
Event
 Map Initialization
Condition
Action
 Unit group - Pick every unit in Playable Map Are and do multiple actions
   Loop - Actions
     Trigger - Add to Damage Taken Trigger <gen> the event ((Picked unit) takes damage)

Code:
Damage Taken Trigger
 Event
 Condition
  Unit-Type of (Damage Source) Equal to FOOTMAN_X
 Actions
  Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) - 200.00)

Code:
Event
 A unit starts the effect of an ability
Condition
 Ability being cast Equal to SomeUnitTargetAbilityThatDoesNothing
Actions
 Unit - Create 1 FOOTMAN_X at (Position of (Triggering unit)) for Owner of (Triggering unit) facing....
 Unit - Add Chain Lightning to (Last created unit)
 Unit - Set level of Chain Lightning for (Last created unit) to (Level of SomeUnitTargetAbilityThatDoesNothing for (Triggering unit))
 Unit - Hide (Last created unit)
 Unit - Add 30.00 expiration timer to (Last created unit)
 Unit - Order (Last created unit) to cast Chain Lightning at (Target unit ability being cast)

The above trigger is a way to cheat WC3 to minus off mana using Chain Lightning. It utilises damage taken event. I hope you understand what the above triggers do. Basically, you need a unit targetting ability which does nothing, Chain Lightning and FOORMAN_X, which is a dummy unit, specifically used for this spell only.
 

LuckyStrike

New Member
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1
I've copied triggers from Glenphir's map to mine, i made the variables and copied dummyes, but i got some script errors, the ones with bold. Did I miss something?

Code:
 [B]set udg_RandomUnit[udg_TempInt] = GroupPickRandomUnit(udg_UnitGroup[udg_TempInt])[/B]
        call CreateNUnitsAtLoc( 1, 'h001', GetOwningPlayer(udg_Caster[udg_TempInt]), udg_TargetLoc[udg_TempInt], bj_UNIT_FACING )
        call IssueTargetOrderBJ( GetLastCreatedUnit(), "manaburn", udg_RandomUnit[udg_TempInt] )
       [B] call UnitApplyTimedLifeBJ( 2.00, 'BTLF', GetLastCreatedUnit() )[/B]
        call GroupAddUnitSimple( udg_RandomUnit[udg_TempInt], udg_BurntGroup[udg_TempInt] )
       [B] call RemoveLocation(udg_TargetLoc[udg_TempInt])[/B]
        call DestroyGroup(udg_UnitGroup[udg_TempInt])
        [B]set udg_TargetLoc[udg_TempInt] = GetUnitLoc(udg_RandomUnit[udg_TempInt])[/B]
        set udg_Bounces[udg_TempInt] = ( udg_Bounces[udg_TempInt] - 1 )

Edit: Nevermind, i did a mistake at the variables, and now works just fine. Cheers!
 

vypur85

Hibernate
Reaction score
803
> vypur85 r u sure ur code works

Not tested. But I can only imagine that it works :p. Try it yourself.

Edit:
I think damage detection method would look much better and accurate in terms of effects etc. More realistic. I've thought of trying it out in the past. But never did...
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
Because i heard that it doesnt work well when u add triggering unit from one triger to another event but that just what if heard
 

vypur85

Hibernate
Reaction score
803
> Because i heard that it doesnt work well when u add triggering unit from one triger to another event but that just what if heard

Where did you heard this from? It's not true. Anyway, you misunderstood my trigger. One of the trigger is without event because it's added in-game instead of trigger editor. As for your point, it's not true. An example:

Code:
Event
 A unit starts the effect of an ability
Condition
Actions
 Trigger - Run TriggerX <gen> ignoring condition
 Unit group - Pick every unit in....
   Loop - Actions
     Trigger - Run TriggerY <gen> ignoring conditions

Code:
TriggerX
Event
Condition
Actions
 Unit - Kill (Triggering unit)
 Unit - Kill (Target unit ability being cast)

Code:
TriggerY
Event
Condition
Actions
 Unit - Kill (Picked unit)

The above triggers should work perfectly well.
 

Gtam

Lerning how to write and read!! Yeah.
Reaction score
164
As i said thats what i heard and i know u add the event with triger that part i understand
 
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