Damage detection trigger, NOT working

sunshinex3

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I need to figure out why this isn't working, it fires off when not using the variables and just using a solid number so the second trigger works but when trying to use the bidedamagetaken variable it doesn't work, so im wondering if it is the custom script that is just below that's the problem?

I have this is in initialization its a custom script i was told would add the event unit takes damage to a trigger
Code:
library DamagedEventAdder initializer init
  private function init takes nothing returns nothing

    //change the name of the trigger to match the name of the trigger you want it added to
    //the format is: gg_trg_ + the name of the trigger with _ instead of spaces (see below)

    //if you change the name of the trigger in the trigger editor (or delete the trigger entirely) you will have to change it here
    //if you have multiple triggers that need this event you can duplicate the below line here for any number of triggers, just use the right name!

    call TriggerRegisterAnyUnitEventBJ(gg_trg_BideActivate, EVENT_PLAYER_UNIT_DAMAGED)
  endfunction
endlibrary

First trigger that i need "unit takes damage"
Trigger:
  • BideActivate
    • Events
    • Conditions
      • ((Damage Target) has buff Biding (NerubianKing)) Equal to True
    • Actions
      • Set VariableSet BideDamageTaken[(Player number of (Owner of (Damage Target)))] = (BideDamageTaken[(Player number of (Owner of (Damage Target)))] + (Damage taken))


this trigger works with a straight number but not with the variable arithmetic that i have here

Trigger:
  • BideDeactivate
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • ((Ordered unit) has buff Biding (NerubianKing)) Equal to True
          • (Issued order) Equal to (Order(unimmolation))
    • Actions
      • Set VariableSet TempPoint = (Position of (Ordered unit))
      • Unit - Cause (Ordered unit) to damage circular area after 0.00 seconds of radius 400.00 at TempPoint, dealing (BideDamageTaken[(Player number of (Owner of (Ordered unit)))] x (Real((Level of Bide (NerubianKing) for (Ordered unit))))) damage of attack type Spells and damage type Magic
      • Custom script: call RemoveLocation (udg_TempPoint)
[/code]
 
Last edited:

jonas

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Add some debug messages.
Display the damage taken and the new value of BideDamageTaken in the first trigger.
Display the BideDamageTaken and the Level of Bide in the second trigger.

If your first trigger doesn't fire, remove the condition.

If even without the conditon it doesn't fire, it is the custom script. In that case please repost the custom script with
Code:
 code tags
 

sunshinex3

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it didn't fire off

it has to be the code i think i did the code tags
Code:
right?
 

jonas

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Yep. The code itself looks good to me though.
Can you post a screenshot of the code in your trigger editor?

Maybe it is accidentally turned off, or in the comment section.

Another thing you can try is a new GUI trigger like this:

event : a unit enters the map
condition: type of triggering unit is (Nerubian King)
action: add event to trigger (BideActivate) : (triggering unit) takes damage
 

sunshinex3

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1624393534410.png
 

sunshinex3

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event : a unit enters the map
condition: type of triggering unit is (Nerubian King)
action: add event to trigger (BideActivate) : (triggering unit) takes damage

"can't find (triggering unit) takes damage"
i think that's why i had to add the custom script library.
 
Last edited:

jonas

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Unfortunately I don't have Wc3 installed, but I was sure there is a GUI function to make that happen.
If there isn't, you can also try with this line of custom script which should do the same:



Another thing you can do is add the following to the custom script you already have:

Code:
if gg_trg_BideActivate == null then
    call DisplayTextToPlayer(GetLocalPlayer(), 0, 0, "initialization called but trigger is null")
else
    call DisplayTextToPlayer(GetLocalPlayer(), 0, 0, "initialization called and trigger exists")
endif

This should write some text at the beginning of the game. (Let me know if there are any syntax errors... sorry that I can't check that myself)
 

sunshinex3

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I am going to put this behind me i guess it's not possible with gui this is what i did it turned out fine.

Trigger:
  • BideActivate
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacked unit) has buff Biding (NerubianKing)) Equal to True
    • Actions
      • Set VariableSet BideDamageTaken[(Player number of (Owner of (Attacked unit)))] = (BideDamageTaken[(Player number of (Owner of (Attacked unit)))] + 1.00)


Number is increased based on how many attacks are made on the unit instead of damage taken, works well with tanks.


Trigger:
  • BideDeactivate
    • Events
      • Unit - A unit Is issued an order with no target
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • ((Ordered unit) has buff Biding (NerubianKing)) Equal to True
          • (Issued order) Equal to (Order(unimmolation))
    • Actions
      • Set VariableSet TempPoint = (Position of (Ordered unit))
      • Unit - Cause (Ordered unit) to damage circular area after 0.00 seconds of radius 400.00 at TempPoint, dealing (BideDamageTaken[(Player number of (Owner of (Ordered unit)))] x (Real((Level of Bide (NerubianKing) for (Ordered unit))))) damage of attack type Spells and damage type Magic
      • Set VariableSet BideDamageTaken[(Player number of (Owner of (Ordered unit)))] = 0.00
      • Custom script: call RemoveLocation (udg_TempPoint)



causes damage based on number of attacks made on caster and then resets the damage to 0.
 
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