I need some help with a complex ability...

HalosNTariff

New Member
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13
Hi again,

I'm making a map with a hero called the 'Auditor of the Unfettered Anima.' His whole concept is based around the idea of souls; he has a passive ability which has a 40% chance for a unit he kills to release a 'Bonded Soul.' Bonded Souls are invisible and can be controlled by the Auditor player, they are used in all his spells. For example one spell takes hp from a soul and gives it to the hero, another causes a targeted soul to explode.

I'm working on an ability called 'Soul Blade.' The idea is that it does damage to a single target based on the number of souls surrounding the auditor, a number of the souls will then be detroyed. Level 1 does 10 damage per soul with a 10% chance of each soul being destroyed. Level 2: 25 damage per soul, 15% chance of destruction. Level 3: 50 damage per soul, 20% chance of destruction.

So I'm working on the triggers, so far I have this:

Code:
Untitled Trigger 001
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        And - All (Conditions) are true
            Conditions
                (Level of Soul Blade  for (Casting unit)) Equal to 1
                (Ability being cast) Equal to Soul Blade 
    Actions
        Set SoulBladeReal = 0.00
        Unit Group - Pick every unit in (Units within 600.00 of (Position of (Casting unit)) matching ((Unit-type of (Picked unit)) Equal to Bonded Soul)) and do (Actions)
            Loop - Actions
                Set SoulBladeNo = (Random integer number between 1 and 100)
                Set SoulBladeReal = (SoulBladeReal + 1.00)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        SoulBladeNo Less than or equal to 10
                    Then - Actions
                        Unit - Kill (Picked unit)
                    Else - Actions
        Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (SoulBladeReal x 10.00) damage of attack type Spells and damage type Normal

But it doesn't seem to work, the ability fires, effects and cooldowns go off but no damage is dealt and no souls are destroyed, regardless of the number of souls around.

I'm pretty sure I'm missing something basic, can anyone help fix this?

Thanks in advance.
 

Komaqtion

You can change this now in User CP.
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469
First, there no need for this condition:
Trigger:
  • (Level of Soul Blade for (Casting unit)) Equal to 1


Also, remove the whole "And" there ;)
(It's automatically "And" in that "Conditions" field :D)

Then, change all (Casting unit) to (Triggering unit) :D
(Btw, does this need to be MUI? :S In that case, you'll somehow need to link the Bonded Souls to their caster ;))

Then, try inserting a debug message, saying for example which value "SoulBladeReal" has, in the Unit-Group loop, so you know it's running ;)

And, finally, the critical error you've made:
Code:
Unit Group - Pick every unit in (Units within 600.00 of (Position of (Casting unit)) matching ((Unit-type of ([COLOR="Red"]Picked unit[/COLOR])) Equal to Bonded Soul)) and do (Actions)

Needs to be:
Code:
Unit Group - Pick every unit in (Units within 600.00 of (Position of (Casting unit)) matching ((Unit-type of ([COLOR="Red"]Matching unit[/COLOR])) Equal to Bonded Soul)) and do (Actions)

;)
 

kaboo

New Member
Reaction score
45
1. problem i see - soulbladereal has to be number of souls? coz u made it to be always 1.00{=only 10dmg all the time}, btw why dont u use integer instead of real for unit countings?

2. have u disabled "fixed random seed"? {file-preferences-test map}
 

Summoned

New Member
Reaction score
51
1. problem i see - soulbladereal has to be number of souls? coz u made it to be always 1.00{=only 10dmg all the time}, btw why dont u use integer instead of real for unit countings?
Actually, he adds 1 to the number for every soul in range. The reason it's a real is because it's used in a calculation with other reals to come up with the final damage.

Nothing much wrong with it except the Picked Unit should be Matching Unit, as has been pointed out.
 

HalosNTariff

New Member
Reaction score
13
Thanks everyone,

I always miss something ridiculously obvious like picked/matching or killing/triggering...

Guess I need more practice.

The level-specific condition is there because the spell has 3 levels, but I need it to work on the first level before I trigger in the rest.

And it doesn't need to be MUI as I'm going to ensure that only one person can be each hero.
 

Joccaren

You can change this now in User CP.
Reaction score
54
'Set Soul Blade to Soul blade + 1' is in a loop that picks every unit.... and does the actions. It would have been easier to read in WC3 tags though
 

Kahiera

Active Member
Reaction score
9
Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Soul Blade
      • (Level of Soul Blade for (Casting unit)) Greater than or equal to 1
    • Actions
      • Set SoulBladeDamage[1] = (10 x (Number of units in (Units within 600.00 of (Position of (Casting unit)) matching ((Unit-type of (Matching unit)) Equal to Bonded Soul))))
      • Set SoulBladeDamage[2] = (25 x (Number of units in (Units within 600.00 of (Position of (Casting unit)) matching ((Unit-type of (Matching unit)) Equal to Bonded Soul))))
      • Set SoulBladeDamage[3] = (50 x (Number of units in (Units within 600.00 of (Position of (Casting unit)) matching ((Unit-type of (Matching unit)) Equal to Bonded Soul))))
      • Set SoulBladeKill = (((Level of Soul Blade for (Casting unit)) + 1) x 5)
      • Set SoulBladeReal = (Real(SoulBladeDamage[(Level of Soul Blade for (Casting unit))]))
      • Unit Group - Pick every unit in (Units within 600.00 of (Position of (Casting unit)) matching ((Unit-type of (Matching unit)) Equal to Bonded Soul)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Random integer number between 1 and 100) Less than or equal to SoulBladeKill
            • Then - Actions
              • Unit - Kill (Picked unit)
            • Else - Actions
      • Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing SoulBladeReal damage of attack type Spells and damage type Normal

i made this from scratch... from what i assume, this should do what you want...
 
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