help: sort of little boss system not working :(

Jooster

New Member
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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

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.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Lol im just thinking what if the attacking unit attacked the attacked unit from 71% hp to 64%? Itll just straight skip the whole trigger.

And also for ur 1st question, u ordered the dummmy to life drain, and not to give life, isnt life drain taking hp from the attacked unit?
 

Jooster

New Member
Reaction score
7
he has alot of health....... it's funny though the first time i tested it i got half way through the loading screen when i realized i forgot to set his STR high enough where that very problem wouldn't accur.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
I have the reply to ur first question. And im really lazy becoz im tried now.. ur trigger looks big, so i just glanced thru them. Ill just edit my post when i got the answer.

Wads Var_unit[5]?
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Well, is ur first question solved? Anyway, What I want to ask is, the function of lightning shield because, u didnt target any enemy + do u mean in ur 2nd question as, the unit attacked himself instead? Because , other than that it should be fine.
 

Jooster

New Member
Reaction score
7
Well, is ur first question solved? Anyway, What I want to ask is, the function of lightning shield because, u didnt target any enemy + do u mean in ur 2nd question as, the unit attacked himself instead? Because , other than that it should be fine.

no neither question is solved. what do you mean the function of lighting shield? its just regular lighting shield but custom for alot more damage and a little bigger aoe.

and yea he has a target. his target is himself see

Code:
[B]Set unit_group = (Units of type (Unit-type of Var_Unit[5][/B]))
Unit Group - [B]Pick every unit in unit_group[/B] and do (Actions)
    Loop - Actions
        Unit - Add Lighting Shield  to (Picked unit)
        Unit - Set level of Lighting Shield  for (Picked unit) to 1
       [B] Unit - Order (Picked unit) to Orc Shaman - Lightning Shield (Picked unit)[/B]

and second question: i dont know whats wrong. the dummy units just aren't casting chain lighting at the attacking unit. the boss is the attacked unit and other players heros are the attacking unit.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Question 1:
And also for ur 1st question, u ordered the dummmy to life drain, and not to give life, isnt life drain taking hp from the attacked unit?

If lightning shield is a shield that reflects damage... then... Nothing should be wrong, becuz what ur trigger does is order the boss to cast lightning shield on himself, and then cast starfall. He shouldn't be damaging himself... Maybe its the problem with ur Unit_Var[5]. Maybe it needs to be a hero(ur boss)
 

Jooster

New Member
Reaction score
7
well no you CAN make life drain and siphon mana to give mana or give health to a unit. you can go to gameplay constants and (its near the very bottom) and check a check box to allow life transfer. i just dont know the right type of data fields to actually make it give life. its confusing me :(

lighting shield doesnt reflect damage. its just normal lighting shield. with alot more damage to go with the whole lighting theme of the boss
 
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