Jooster
New Member
- Reaction score
- 7
im having a real problem with this single boss system.
first off as soon as the boss hits 75/50/25% health each integer im running this. this trigger turns on 2 seperate triggers. noted below
what that trigger is supposed to do is;
1: add a dummy unit down that acts as a pylon. with another dummy unit on channeling a life drain that transfers health to the boss till the boss hits 70% health then turns off. with this trigger
2:then he lighting shields himself.
3:casts a dummy spell which in turn, turns on the last trigger of code.
this trigger is basically just while the pylon is up and the dummy(pylon) unit is channeling a heal this trigger runs a dummy unit under the boss. when ever you attack the boss its like your connecting to a electrical circuit you will get shocked.
alright so my problems are this.
1: the pylons (life drain) isnt transfering health. i have the gameplay constants and targets allowed right. the spell is channeling i just cant figure out the right data fields.
2: the last trigger where anytime hes attacked while channeling the spell to spawn a dummy unit and chain lighting them they arent chain lighting the attacking unit.
first off as soon as the boss hits 75/50/25% health each integer im running this. this trigger turns on 2 seperate triggers. noted below
Code:
LE 75 to70 hp
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to boss_array[5]
Actions
Custom script: call DestroyGroup (udg_unit_group)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Life of (Attacked unit)) Less than (((Max life of (Attacked unit)) / 100.00) x 75.00)
(Life of (Attacked unit)) Greater than (((Max life of (Attacked unit)) / 100.00) x 65.00)
Then - Actions
Custom script: call DestroyGroup (udg_unit_group)
Set point = (Position of (Attacked unit))
Set point2 = (Random point in (Rect centered at point with size (1000.00, 1000.00)))
Set unit_group = (Units of type (Unit-type of Var_Unit[5]))
Unit Group - Pick every unit in unit_group and do (Actions)
Loop - Actions
Unit - Create 1 Electrical Pylon for Neutral Hostile at point2 facing Default building facing (270.0) degrees
Unit - Set level of Pylon_Transfer for (Last created unit) to 1
Unit - Order (Last created unit) to Neutral Dark Ranger - Life Drain (Attacked unit)
Unit - Add Pylon_Transfer to (Last created unit)
Unit - Order (Last created unit) to Neutral Dark Ranger - Life Drain (Random unit from (Units of type boss_array[5]))
Custom script: call DestroyGroup (udg_unit_group)
Trigger - Turn on LE L1 dummy remove <gen>
Set unit_group = (Units of type (Unit-type of Var_Unit[5]))
Unit Group - Pick every unit in unit_group and do (Actions)
Loop - Actions
Unit - Add Lighting Shield to (Picked unit)
Unit - Set level of Lighting Shield for (Picked unit) to 1
Unit - Order (Picked unit) to Orc Shaman - Lightning Shield (Picked unit)
Custom script: call DestroyGroup (udg_unit_group)
Set unit_group = (Units of type (Unit-type of Var_Unit[5]))
Unit Group - Pick every unit in unit_group and do (Actions)
Loop - Actions
Unit - Add Lighting Overload to (Picked unit)
Unit - Set level of Lighting Overload for (Picked unit) to 1
Unit - Order (Picked unit) to Night Elf Priestess Of The Moon - Starfall
Trigger - Turn on Lighting Overload <gen>
Custom script: call RemoveLocation (udg_point)
Custom script: call RemoveLocation (udg_point2)
Custom script: call DestroyGroup (udg_unit_group)
Trigger - Turn off (This trigger)
Else - Actions
what that trigger is supposed to do is;
1: add a dummy unit down that acts as a pylon. with another dummy unit on channeling a life drain that transfers health to the boss till the boss hits 70% health then turns off. with this trigger
2:then he lighting shields himself.
3:casts a dummy spell which in turn, turns on the last trigger of code.
this trigger is basically just while the pylon is up and the dummy(pylon) unit is channeling a heal this trigger runs a dummy unit under the boss. when ever you attack the boss its like your connecting to a electrical circuit you will get shocked.
Code:
LE L1 dummy remove
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to boss_array[5]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Life of (Attacked unit)) Less than (((Max life of (Attacked unit)) / 100.00) x 70.00)
(Life of (Attacked unit)) Greater than (((Max life of (Attacked unit)) / 100.00) x 65.00)
Then - Actions
Unit - Remove (Random unit from (Units of type Pylon (Caster Dummy))) from the game
Unit - Remove (Random unit from (Units of type Electrical Pylon)) from the game
Custom script: call RemoveRect(udg_Temp_rect)
Trigger - Turn off Lighting Overload <gen>
Trigger - Turn off (This trigger)
Else - Actions
alright so my problems are this.
1: the pylons (life drain) isnt transfering health. i have the gameplay constants and targets allowed right. the spell is channeling i just cant figure out the right data fields.
2: the last trigger where anytime hes attacked while channeling the spell to spawn a dummy unit and chain lighting them they arent chain lighting the attacking unit.