rexpim
Member
- Reaction score
- 8
This spell heals a target over time, and if the target already have the hot, it will heal for a a diferent amount of heal but removing the hot, but I got a litle problem this line
dont work and I dont know why
Trigger:
- Unit - Remove Conjure Refreshment buff from Conjure_Target
Code:
[WC3]
CAST Conjure Refreshment
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Conjure Refreshment -[Jaina]
Actions
-------- Conjure_ON --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DEBUG Equal to True
Then - Actions
Game - Display to (All players) the text: (DEBUG MSG: + Conjure Refreshment ON)
Else - Actions
-------- SET --------
Set Conjure_Count = 0
Set Conjure_Target = (Target unit of ability being cast)
Set Spell_Power[(Player number of (Triggering player))] = ((Real((Intelligence of (Triggering unit) (Include bonuses)))) x 3.00)
Set Conjure_Heal[1] = Spell_Power[(Player number of (Triggering player))]
Unit Group - Add Conjure_Target to Conjure_Grp
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Conjure_Target has buff Conjure Refreshment ) Equal to False
Then - Actions
-------- nao tenhe buff --------
Trigger - Turn on HEAL Conjure Refreshment <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Conjure_Target has buff Conjure Refreshment ) Equal to True
Then - Actions
Unit Group - Remove Conjure_Target from Conjure_Grp
-------- Tenhe buff --------
Set Conjure_Heal[2] = (Spell_Power[(Player number of (Triggering player))] x 2.00)
-------- SPELL --------
Unit - Set life of Conjure_Target to ((Life of Conjure_Target) + Conjure_Heal[2])
Unit - Remove Conjure Refreshment buff from Conjure_Target
-------- TEXT TAG --------
Floating Text - Create floating text that reads ((String(Conjure_Heal[2])) + HP!) at (Position of Evocation_Caster) with Z offset 0.00, using font size 12.00, color (0.00%, 50.00%, 50.00%), and 90.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
Set Floating_TEXT = (Last created floating text)
Trigger - Run Damage Destruction <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DEBUG Equal to True
Then - Actions
Game - Display to (All players) the text: (DEBUG MSG: + ( Conjure Refreshment ON [ + (String(Conjure_Heal[2]))))
Else - Actions
Else - Actions
[/WC3]
Code:
[WC3]
HEAL Conjure Refreshment
Events
Time - Every 2.00 seconds of game time
Conditions
(Conjure_Target is alive) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Conjure_Count Less than or equal to 5
Then - Actions
Set Conjure_Count = (Conjure_Count + 1)
-------- SPELL --------
Unit - Set life of Conjure_Target to ((Life of Conjure_Target) + Conjure_Heal[1])
-------- TEXT TAG --------
Floating Text - Create floating text that reads ((String(Conjure_Heal[1])) + HP!) at (Position of Conjure_Target) with Z offset 0.00, using font size 12.00, color (0.00%, 50.00%, 50.00%), and 90.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
Set Floating_TEXT = (Last created floating text)
Trigger - Run Damage Destruction <gen> (ignoring conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DEBUG Equal to True
Then - Actions
Game - Display to (All players) the text: (DEBUG MSG: + ((String(Conjure_Heal[1])) + (String(Conjure_Count))))
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Conjure_Count Greater than or equal to 5
Then - Actions
Unit Group - Remove Conjure_Target from Conjure_Grp
Else - Actions
-------- TURN off --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in Conjure_Grp) Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DEBUG Equal to True
Then - Actions
Game - Display to (All players) the text: (DEBUG MSG: + CONJURE OFF)
Else - Actions
Else - Actions
[/WC3]