GDD + Breath of Fire = Lag?

Jinxx

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Ok, first of all I know this isn't the GDD's fault since it's working flawlessly in my other triggers, but this particular spell is giving me some trouble. The spell is called "Mystra's Kiss", and is based off of the vanilla Breath of Fire that deals normal damage and applies a miss-chance curse to enemies via dummies.

What's weird is when this trigger is disabled, the spell works normally (damages all enemies in a frontal cone), but when I enable this, it not only slows my game to a crawl for 2-3 seconds upon casting (due to some crazy trigger loop in the background, I suppose) but it also damages the target 4-5 times, as if the cone nuke was being re-cast 4-5 times in a row! I've disabled all my other triggers, so I know it isn't some trigger-related conflict...

Here's the trigger:

Trigger:
  • Mystras Kiss Effects
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • (GDD_DamagedUnit has buff (Ability Buff) (Mystra's Kiss) (Flare)) Equal to True
    • Actions
      • --- remove the cone nuke debuff ---
      • Unit - Remove (Ability Buff) (Mystra's Kiss) (Flare) buff from GDD_DamagedUnit
      • --- create a dummy at the damaged unit's location and order it to curse the damaged target ---
      • Unit - Create 1 Dummy Caster (Jinxx Dummy) for (Owner of GDD_DamageSource) at (Position of GDD_DamagedUnit) facing (Position of GDD_DamagedUnit)
      • Unit - Add (Dummy Spell) (Mystra's Kiss) (Flare) to (Last created unit)
      • Unit - Set level of (Dummy Spell) (Mystra's Kiss) (Flare) for (Last created unit) to (Level of Mystra's Kiss (Flare) for GDD_DamageSource)
      • Unit - Order (Last created unit) to Undead Banshee - Curse GDD_DamagedUnit
      • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)


The strangest thing of all is if I remove the "Unit - Order (Last created unit) to Undead Banshee - Curse GDD_DamagedUnit" line from the trigger, then it actually doesn't lag, but it still deals 4-5 times the spell's damage! :confused:

I need the custom debuff in order to check when a unit is damaged by the cone, and the idea behind it was to do the check, remove the custom debuff (it only lasts 0.01 seconds anyway), and then have a dummy caster pop in and apply a curse to the target if the condition was passed.

(P.S. Ignore the leaks in the spell - I put in the custom points and everything else once the trigger is working 100% as intended without bugs, which is kinda' failing miserably in this case, what with all the lag and unintended penta-damage... :()

EDIT: Some more info to clarify the spells/buffs.

- (Ability Buff) (Mystra's Kiss) (Flare) -> the buff applied by the Breath of Fire
- (Dummy Spell) (Mystra's Kiss) (Flare) -> tweaked Banshee curse
- Mystra's Kiss (Flare) -> tweaked Breath of Fire cone nuke
 

Komaqtion

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Well, my best "for-starters" advice would simply be to turn off the triggers as the very first action in the trigger, and turn it on as the very last action :S
 

Jinxx

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Well, my best "for-starters" advice would simply be to turn off the triggers as the very first action in the trigger, and turn it on as the very last action :S

Ok, I just tried this - the lag is gone, but the target is still being damaged 4 extra times over around 0.5 seconds. :confused:

Since I have test text tags showing me damage, I see like 250 the first time the cone hits an enemy, and then 250 pops up 4-5 more times every 0.1 seconds (maybe a little faster). I know this isn't a text tag bug since the enemy's health also goes down accordingly. Damn, this is so weird...
 

Accname

2D-Graphics enthusiast
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well, the loop is because the "curse" ability of the dummy triggers this trigger again. even though curse doesnt deal damage all abilities targeted on enemies are counted as damage events.
and the extra damage might be some sideeffect of the breath of fire ability. i cant remember for sure but didnt it deal damage over time? the buff is counted as damage event as well.
 

Jinxx

New Member
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well, the loop is because the "curse" ability of the dummy triggers this trigger again. even though curse doesnt deal damage all abilities targeted on enemies are counted as damage events.
and the extra damage might be some sideeffect of the breath of fire ability. i cant remember for sure but didnt it deal damage over time? the buff is counted as damage event as well.

If all targeted abilities are counted as damage, do AoE abilities like Roar count as well? Also, any way to bypass this with conditions?

Breath of Fire deals DoT only if coupled with that other pandaren spell, Drunken Haze or somesuch (the alcohol slows the enemy, and then the breath lights them on fire for DoT, but only if they're covered in alcohol). I put the duration to 0.01 seconds for normal/hero in the data field, so this should't be triggering it. Anyway, turning the trigger off/on as Komaqtion suggested gets rid of the lag, but it's still dealing like 5x damage.
 

Accname

2D-Graphics enthusiast
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If all targeted abilities are counted as damage, do AoE abilities like Roar count as well? Also, any way to bypass this with conditions?

Breath of Fire deals DoT only if coupled with that other pandaren spell, Drunken Haze or somesuch (the alcohol slows the enemy, and then the breath lights them on fire for DoT, but only if they're covered in alcohol). I put the duration to 0.01 seconds for normal/hero in the data field, so this should't be triggering it. Anyway, turning the trigger off/on as Komaqtion suggested gets rid of the lag, but it's still dealing like 5x damage.

as far as i know all skills which are "negative" by default will trigger "damage taken" events but i might be wrong.
 

sentrywiz

New Member
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25
First of all, what is GDD? :p

I can't be sure but this caught my eye like a fly inside...

Trigger:
  • (GDD_DamagedUnit has buff (Ability Buff) (Mystra's Kiss) (Flare)) Equal to True


Maybe this kinda says "Aha it still has the buff... hurt it!"
 

Renendaru

(Evol)ution is nothing without love.
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I'm pretty sure breath of fire had like 3 actual cones didn't it? I can't remember that well, but I thought 3 or so actual cones damaged units...
 
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