It doesn't work???

Icy

New Member
Reaction score
3
Trigger:
  • auto reload
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Owner of (Attacking unit)) Current gold) Equal to 0
    • Actions
      • Set reloadLevel = (Level of Weapon Proficiency (X) for (Attacking unit))
      • Unit - Create 1 reloadDummy for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees
      • Unit - Add reloading buff (X) to (Last created unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Weapon Proficiency (X) for (Attacking unit)) Greater than 0
        • Then - Actions
          • Unit - Set level of reloading buff (X) for (Last created unit) to ((Level of Weapon Proficiency (X) for (Attacking unit)) + 1)
        • Else - Actions
          • Unit - Set level of reloading buff (X) for (Last created unit) to 1
      • Unit - Order (Last created unit) to Human Priest - Inner Fire (Attacking unit)
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Player - Set (Owner of (Attacking unit)) Current gold to ((Owner of (Attacking unit)) Food cap)
      • Player - Add -1 to (Owner of (Attacking unit)) Current lumber


It doesn't work!!! the dummy didn't not cast that spell "reloading buff"... why???
reloading buff is created base on inner fire...
 

Sim

Forum Administrator
Staff member
Reaction score
534
Are you sure the dummy unit is actually being created and stays around? And are you sure it has enough mana to cast the spell, and that the spell has no cooldown?

Change its model to something that can be seen such as a footman, try again and look at what's actually happening.

You could try adding a couple debug messages to see if the if/then/else fires correctly.
 

hopy

Active Member
Reaction score
64
Trigger:
  • auto reload
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Owner of (Attacking unit)) Current gold) Equal to 0
    • Actions
      • Set reloadLevel = (Level of Weapon Proficiency (X) for (Attacking unit))
      • Set Point = (Position of (Attacking unit))
      • Unit - Create 1 Dummy for (Owner of (Attacking unit)) at Point facing Default building facing degrees
      • Unit - Add reloading buff (X) to (Last created unit)
      • Unit - Set level of reloading buff (X) for (Last created unit) to ((Level of Weapon Proficiency (X) for (Attacking unit)) + 1)
      • Player - Set (Owner of (Attacking unit)) Current gold to ((Owner of (Attacking unit)) Food cap)
      • Player - Add -1 to (Owner of (Attacking unit)) Current lumber
      • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
      • Custom script: call RemoveLocation( udg_Point)

I think this is a lot shorter and does exactly the same, also I fixed the point leak you had in your trigger.

Make sure the dummy unit has enough mana, the spell doesn't have a casting time or stuff like that and has the right targets allowed.
 

Bogrim

y hello thar
Reaction score
154
Although there are some things in your trigger that could be more effective such as leaks, the problem isn't in your trigger. As Dax pointed out, the reason your dummy unit isn't casting Inner Fire on the target is more likely because the dummy unit doesn't meet the ability's requirements. Check if you:

- Gave the unit enough starting mana to cast the spell.
- Removed the tech requirements from your Inner Fire spell.
 

Icy

New Member
Reaction score
3
Thank guy, i found the problem le... the dummy is not casting the spell because of an error "cant target own unit"..
so i change the owner of the dummy to neutral passive which fix the problem.
 
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