Do Debuff Kills Not Register EVENT_PLAYER_UNIT_DEATH Or Something?

WolfieeifloW

WEHZ Helper
Reaction score
372
I have a spell cast by a dummy that gives a debuff that deals damage over time.
The unit dies from this debuff and then my "EVENT_PLAYER_UNIT_DEATH" function doesn't seem to run...

It's quite a long trigger but here it is:
JASS:
scope DoomsDay initializer DDInit

// +-------------------------------------+
// |       -=-=- MODIFY HERE -=-=-       |
// |       -=-=- MODIFY HERE -=-=-       |
// |       -=-=- MODIFY HERE -=-=-       |
// +-------------------------------------+

    globals
        private constant integer DD_ID = 'A000'
        private constant integer DOT_ID = 'A002'
        private constant integer DUM_ID = 'n000'
        private constant integer SFXU_ID = 'n001'
        private constant integer DOT_BUFF = 'B000'
        private constant real MAXAOE = 600
        private constant real FLAMEAOE = 150
        private constant real EXPRADIUS = 300
        private constant string DOTORDER = "acidbomb"
        private constant attacktype ATKTYPE = ATTACK_TYPE_HERO
        private constant damagetype DMGTYPE = DAMAGE_TYPE_FIRE
        private constant string DDSFX = "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl"
        private constant string DDATTACH = "origin"
    endglobals
    
    private function FLAMEDMG takes integer level returns integer
        return (level * 200)
    endfunction
    
    private function NUMFLAMES takes integer level returns integer
        return (level * 2) + 4
    endfunction
    
    private function EXPLODEDMG takes integer level returns integer
        return (level * 100)
    endfunction
    
// +----------------------------------------------+
// |       -=-=- NO TOUCHIE PAST HERE -=-=-       |
// |       -=-=- NO TOUCHIE PAST HERE -=-=-       |
// |       -=-=- NO TOUCHIE PAST HERE -=-=-       |
// +----------------------------------------------+

    private function DDConditions takes nothing returns boolean
        return (GetSpellAbilityId() == DD_ID)
    endfunction
    
    private function FlameConditions takes nothing returns boolean
        return (IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false) and (GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) >= 1) and (IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit()))) and (GetUnitAbilityLevel(GetFilterUnit(), DOT_BUFF) <= 0)
    endfunction
    
    private function FlameActions takes nothing returns nothing
        local unit eu = GetEnumUnit()
        local unit u
        
        set u = CreateUnit(GetOwningPlayer(GetTriggerUnit()), DUM_ID, GetUnitX(eu), GetUnitY(eu), bj_UNIT_FACING)
        call UnitAddAbility(u, DOT_ID)
        call SetUnitAbilityLevel(u, DOT_ID, GetUnitAbilityLevel(GetTriggerUnit(), DD_ID))
        call IssueTargetOrder(u, DOTORDER, eu)
        call UnitDamageTarget(u, eu, FLAMEDMG(GetUnitAbilityLevel(GetTriggerUnit(), DD_ID)), true, true, ATKTYPE, DMGTYPE, WEAPON_TYPE_WHOKNOWS)
        call UnitApplyTimedLife(u, 'BTLF', 2.00)
        set u = null
        set eu = null
    endfunction
    
    private function DDActions takes nothing returns nothing
        local unit tu = GetTriggerUnit()
        local real dist = GetRandomReal(0, MAXAOE)
        local real angle = GetRandomReal(0, 360)
        local location tuloc = GetUnitLoc(tu)
        local group flamed = CreateGroup()
        local integer i = 0
        local unit sfxu
        
        loop
        exitwhen i == NUMFLAMES(GetUnitAbilityLevel(tu, DD_ID))
            set sfxu = CreateUnit(GetOwningPlayer(tu), SFXU_ID, GetLocationX(tuloc) + dist * Cos(angle * bj_DEGTORAD), GetLocationY(tuloc) + dist * Sin(angle * bj_DEGTORAD), bj_UNIT_FACING)
            call GroupEnumUnitsInRange(flamed, GetUnitX(sfxu), GetUnitY(sfxu), FLAMEAOE, Condition(function FlameConditions))
            call ForGroup(flamed, function FlameActions)
            call GroupClear(flamed)
            set i = i + 1
        endloop
        call RemoveLocation(tuloc)
        call DestroyGroup(flamed)
        set tuloc = null
        set sfxu = null
        set tu = null
    endfunction
    
//====================================================================================================
    private function ExplodeConditions takes nothing returns boolean
        return (GetUnitAbilityLevel(GetTriggerUnit(), DOT_BUFF) > 0)
    endfunction
    
    private function ExpGrpConditions takes nothing returns boolean
        return (IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false) and (GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) >= 1) and (IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetKillingUnit())))
    endfunction
    
    private function ExpGrpActions takes nothing returns nothing
        local unit eu = GetEnumUnit()
        local unit ku = GetKillingUnit()
        local unit u
        
        set u = CreateUnit(GetOwningPlayer(ku), DUM_ID, GetUnitX(eu), GetUnitY(eu), bj_UNIT_FACING)
        call UnitDamageTarget(u, eu, EXPLODEDMG(GetUnitAbilityLevel(ku, DD_ID)), true, false, ATKTYPE, DMGTYPE, WEAPON_TYPE_WHOKNOWS)
        call UnitApplyTimedLife(u, 'BTLF', 1.00)
        set u = null
        set ku = null
        set eu = null
    endfunction
    
    private function ExplodeActions takes nothing returns nothing
        local unit du = GetDyingUnit()
        local group exploded = CreateGroup()
        local effect sfx
        local unit u
        
        set u = CreateUnit(GetOwningPlayer(GetKillingUnit()), DUM_ID, GetUnitX(du), GetUnitY(du), bj_UNIT_FACING)
        set sfx = AddSpecialEffect(DDSFX, GetUnitX(du), GetUnitY(du))
        call GroupEnumUnitsInRange(exploded, GetUnitX(u), GetUnitY(u), EXPRADIUS, Condition(function ExpGrpConditions))
        call UnitApplyTimedLife(u, 'BTLF', 1.00)
        call ForGroup(exploded, function ExpGrpActions)
        call DestroyEffect(sfx)
        call GroupClear(exploded)
        call DestroyGroup(exploded)
        set u = null
        set du = null
    endfunction        

//====================================================================================================
    private function DDInit takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer i = 0
        
        loop
            call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
            set i = i + 1
        exitwhen i == bj_MAX_PLAYER_SLOTS
        endloop
        call TriggerAddCondition(t, Condition(function DDConditions))
        call TriggerAddAction(t, function DDActions)    
        
        set t = CreateTrigger()
        set i = 0
        loop
            call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_DEATH, null)
            set i = i + 1
        exitwhen i == bj_MAX_PLAYER_SLOTS
        endloop
        call TriggerAddCondition(t, Condition(function ExplodeConditions))
        call TriggerAddAction(t, function ExplodeActions)
    endfunction

endscope
 

WolfieeifloW

WEHZ Helper
Reaction score
372
I have to check to see if the unit has the debuff.
Dooms Day description said:
...Any enemies that die from this effect explode in a fiery effect, dealing X damage in a 300 AoE to their allied units.
 

Dark gamer

New Member
Reaction score
0
Or you AttachBoolean to that unit when you add buff
Maybe you use buff by Tonado(buff) ( ability passive no icon ) :)
 

~GaLs~

† Ғσſ ŧħə ѕαĸε Φƒ ~Ğ䣚~ †
Reaction score
180
You could make it another way round actually.
(Less efficient of course)

1. Make 1 trigger that when a unit attack the BuffedUnit, the attacker gains a buff for a few moments. (Name it buffA)
2. When the BuffedUnit died, check if the killer has buffA or not, then do action
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Hmm...
Just thought of something though.
How would I remove them from the group when they lose the buff?

EDIT: The units can also get hit by two flames, even though he shouldn't because:
JASS:
private function FlameConditions takes nothing returns boolean
    return ...(GetUnitAbilityLevel(GetFilterUnit(), DOT_BUFF) <= 0)
endfunction


[del]EDITEDIT: Is the only way with a periodic event to remove the unit if he doesn't have the buff and is in the group?[/del]

It still doesn't work even with the group check...
JASS:
scope DoomsDay initializer DDInit

// +-------------------------------------+
// |       -=-=- MODIFY HERE -=-=-       |
// |       -=-=- MODIFY HERE -=-=-       |
// |       -=-=- MODIFY HERE -=-=-       |
// +-------------------------------------+

    globals
        private constant integer DD_ID = 'A000'
        private constant integer DOT_ID = 'A002'
        private constant integer DUM_ID = 'n000'
        private constant integer SFXU_ID = 'n001'
        private constant integer DOT_BUFF = 'B000'
        private constant real MAXAOE = 600
        private constant real FLAMEAOE = 150
        private constant real EXPRADIUS = 300
        private constant string DOTORDER = "acidbomb"
        private constant attacktype ATKTYPE = ATTACK_TYPE_HERO
        private constant damagetype DMGTYPE = DAMAGE_TYPE_FIRE
        private constant string DDSFX = "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl"
        private constant string DDATTACH = "origin"
        private constant real TIMECHECK = 0.50
        
        private group BUFFED = CreateGroup()
    endglobals
    
    private function FLAMEDMG takes integer level returns integer
        return (level * 200)
    endfunction
    
    private function NUMFLAMES takes integer level returns integer
        return (level * 2) + 4
    endfunction
    
    private function EXPLODEDMG takes integer level returns integer
        return (level * 100)
    endfunction
    
// +----------------------------------------------+
// |       -=-=- NO TOUCHIE PAST HERE -=-=-       |
// |       -=-=- NO TOUCHIE PAST HERE -=-=-       |
// |       -=-=- NO TOUCHIE PAST HERE -=-=-       |
// +----------------------------------------------+

    private function DDConditions takes nothing returns boolean
        return (GetSpellAbilityId() == DD_ID)
    endfunction
    
    private function FlameConditions takes nothing returns boolean
        return (IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false) and (GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) >= 1) and (IsUnitEnemy(GetFilterUnit(), GetOwningPlayer(GetTriggerUnit()))) and (GetUnitAbilityLevel(GetFilterUnit(), DOT_BUFF) <= 0)
    endfunction
    
    private function FlameActions takes nothing returns nothing
        local unit eu = GetEnumUnit()
        local unit u
        
        set u = CreateUnit(GetOwningPlayer(GetTriggerUnit()), DUM_ID, GetUnitX(eu), GetUnitY(eu), bj_UNIT_FACING)
        call UnitAddAbility(u, DOT_ID)
        call SetUnitAbilityLevel(u, DOT_ID, GetUnitAbilityLevel(GetTriggerUnit(), DD_ID))
        call IssueTargetOrder(u, DOTORDER, eu)
        call UnitDamageTarget(u, eu, FLAMEDMG(GetUnitAbilityLevel(GetTriggerUnit(), DD_ID)), true, true, ATKTYPE, DMGTYPE, WEAPON_TYPE_WHOKNOWS)
        call GroupAddUnit(BUFFED, eu)
        call UnitApplyTimedLife(u, 'BTLF', 2.00)
        set u = null
        set eu = null
    endfunction
    
    private function DDActions takes nothing returns nothing
        local unit tu = GetTriggerUnit()
        local location tuloc = GetUnitLoc(tu)
        local group flamed = CreateGroup()
        local integer i = 0
        local unit sfxu
        
        loop
        exitwhen i == NUMFLAMES(GetUnitAbilityLevel(tu, DD_ID))
            set sfxu = CreateUnit(GetOwningPlayer(tu), SFXU_ID, GetLocationX(tuloc) + GetRandomReal(0, MAXAOE) * Cos(GetRandomReal(0, 360) * bj_DEGTORAD), GetLocationY(tuloc) + GetRandomReal(0, MAXAOE) * Sin(GetRandomReal(0, 360) * bj_DEGTORAD), bj_UNIT_FACING)
            call GroupEnumUnitsInRange(flamed, GetUnitX(sfxu), GetUnitY(sfxu), FLAMEAOE, Condition(function FlameConditions))
            call ForGroup(flamed, function FlameActions)
            call GroupClear(flamed)
            set i = i + 1
            set sfxu = null
        endloop
        call RemoveLocation(tuloc)
        call DestroyGroup(flamed)
        set tuloc = null
        set tu = null
    endfunction
    
//====================================================================================================
    private function ExplodeConditions takes nothing returns boolean
        return (IsUnitInGroup(GetDyingUnit(), BUFFED))
    endfunction
    
    private function ExpGrpConditions takes nothing returns boolean
        return (IsUnitType(GetFilterUnit(), UNIT_TYPE_STRUCTURE) == false) and (GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) >= 1) and (IsUnitAlly(GetFilterUnit(), GetOwningPlayer(GetDyingUnit())))
    endfunction
    
    private function ExpGrpActions takes nothing returns nothing
        local unit eu = GetEnumUnit()
        local unit ku = GetKillingUnit()
        local unit u
        
        set u = CreateUnit(GetOwningPlayer(ku), DUM_ID, GetUnitX(eu), GetUnitY(eu), bj_UNIT_FACING)
        call UnitDamageTarget(u, eu, EXPLODEDMG(GetUnitAbilityLevel(ku, DD_ID)), true, true, ATKTYPE, DMGTYPE, WEAPON_TYPE_WHOKNOWS)
        call UnitApplyTimedLife(u, 'BTLF', 1.00)
        set u = null
        set ku = null
        set eu = null
    endfunction
    
    private function ExplodeActions takes nothing returns nothing
        local unit du = GetDyingUnit()
        local group exploded = CreateGroup()
        
        call GroupRemoveUnit(BUFFED, du)
        call DestroyEffect(AddSpecialEffect(DDSFX, GetUnitX(du), GetUnitY(du)))
        call GroupEnumUnitsInRange(exploded, GetUnitX(du), GetUnitY(du), EXPRADIUS, Condition(function ExpGrpConditions))
        call ForGroup(exploded, function ExpGrpActions)
        call GroupClear(exploded)
        call DestroyGroup(exploded)
        set du = null
    endfunction
    
//====================================================================================================
    private function BuffedConditions takes nothing returns boolean
        return (IsUnitGroupEmptyBJ(BUFFED) == false)
    endfunction
    
    private function CheckBuff takes nothing returns nothing
        local unit eu = GetEnumUnit()
        
        if (GetUnitAbilityLevel(eu, DOT_BUFF) <= 0) then
            call GroupRemoveUnit(BUFFED, eu)
        endif
        set eu = null
    endfunction
    
    private function BuffedActions takes nothing returns nothing
        call ForGroup(BUFFED, function CheckBuff)
    endfunction

//====================================================================================================
    private function DDInit takes nothing returns nothing
        local trigger t = CreateTrigger()
        local integer i = 0
        
        loop
            call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
            set i = i + 1
        exitwhen i == bj_MAX_PLAYER_SLOTS
        endloop
        call TriggerAddCondition(t, Condition(function DDConditions))
        call TriggerAddAction(t, function DDActions)    
        
        set t = CreateTrigger()
        set i = 0
        loop
            call TriggerRegisterPlayerUnitEvent(t, Player(i), EVENT_PLAYER_UNIT_DEATH, null)
            set i = i + 1
        exitwhen i == bj_MAX_PLAYER_SLOTS
        endloop
        call TriggerAddCondition(t, Condition(function ExplodeConditions))
        call TriggerAddAction(t, function ExplodeActions)
        
        set t = CreateTrigger()
        call TriggerRegisterTimerEvent(t, TIMECHECK, true)
        call TriggerAddCondition(t, Condition(function BuffedConditions))
        call TriggerAddAction(t, function BuffedActions)
    endfunction

endscope
 
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