Mirror Image Issues

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Xiaolin

Guest
I have a hero with the mirror image ability which works fine.

The images are quite tough and I would like them to start dying if they stray to far from the original hero.

I've tried few variations of the following trigger but nothing seems to work.

can anyone help me out ?

Untitled Trigger 002
Events
Unit - A unit leaves (Region centered at (Position of Thrall 0041 <gen>) with size (1000.00, 1000.00))
Conditions
((Triggering unit) is an illusion) Equal to True
Actions
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) x 0.90)

I've tried substituting triggering unit for leaving unit and I've also tried changing the condition to "units with buff mirror image", these don't seem to work either.
 
I'm not sure but you should be able to just tell it to destroy the unit if it is too far away. I'll have to check later.
 
one of the problems has to do with the fact that your trigger event is registered at the very start of your map, so wherever thrall is at the start, only the 1000x1000 region around him will be examined by the trigger. So if thrall moves around, the 1000x1000 region does NOT move with him.

also, do you want the illusions to continually have their health drained? because, assuming that trigger worked, they would only drain health once whenever they left the region, it would not happen any more than once.

unfortunately I can't think of a neat solution at this point in time...
 
Wait a minute, there's a move region action too! You'll just have to set it to move to the Thrall unit whenever he's moved. So it'd be a two part trigger.

First part:
Event:
Unit - Unit is ordered to move to a point
Condition:
Unit - Type equal to <Thrall>
Event:
Region - Move region to triggering unit

And then just use the exit region trigger. This is from memory though so it hasn't been tested.
 
Hrmmm... maybe! just maybe, you could give the images a burnout like the phoenix (I'm honestly not sure how that ability works as I dont have WE on this computer), that the images take an amount of damage over time, and give your casting unit an aura that only affects your images with a life regen rate roughly equal to the burnout rate, hence, when your image leaves the aura vicinity, it will start to lose health and can only stop losing health by re-entering the vicinity of the aura. Follow?
 
done it : )

Cheers guys!

I figured it out. I think the main thing was not realising that the region doesn't move with the hero after the game starts.

here's the triggers I used in case someone else feels like using them one day.

thrall images group
Events
Unit - Thrall 0041 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to MIRRORIMAGE
Actions
Wait 1.00 seconds
Set thrallimages = (Units owned by (Owner of Thrall 0041 <gen>) matching (((Matching unit) is an illusion) Equal to True))


drop life
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Region - Center thrall <gen> on (Position of Thrall 0041 <gen>)
Wait 0.10 seconds
Unit Group - Pick every unit in thrallimages and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(thrall <gen> contains (Picked unit)) Equal to True
Then - Actions
Do nothing
Else - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) x 0.90)
 
shouldn't that be....

Unit Group - Pick every unit in thrallimages and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(thrall <gen> contains (Picked unit)) Equal to FALSE
Then - Actions
Do nothing
Else - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) x 0.90)

?

you are supposed to be draining the health of illusions outside the region, not inside, right?

excellent trigger code though.
 
> you are supposed to be draining the health of illusions outside the region, not inside, right?

Well, he's doing "contains = true: do nothing"...
Seems valid to me :)
 
Since life is being decremented by a percentage wouldn't it never be zero? I mean if you are not subtracting a set amount, actually not subtracting anything at all rather modifying the life by a percentage I can't see where it would be zero unless the World Editor just assumes a small enough decimal is zero after a while.
 
I agree with The Helper, thats actually what I was thinking. If your reducing a units hp to 90% over and over, the effects of being outside the region would diminish greatly. Example:

Assuming the images have 1000 hp (for a nice round number), after:
1 second - 900hp
2 - 810hp
3 - 729hp
4 - 656hp
5 - 590hp
6 - 531 hp
7 - 478hp
8 - 430hp
9 - 387hp
10 - 348
11 - 314
12 - 282
13 - 254
14 - 229
15 - 205
/ / /
20 - 122
21- 109
22 - 98
23 - 89
24 - 80
25 - 72
/ / /
30 - 42
/ / /
35 - 25
/ / /
40 - 15

Long ago, your image would've probably run out of time anyway. In the first second, you lost 100 hp, where it takes over 20 seconds (after the 1st 20 seconds) to lose 100 hp. Defeats the purpose if you ask me.
 
Yeah your right it won't kill them. I don't mind though. At the moment that's how I want it. At high levels the images get down to 100ish hit points and stay there because they gain life quite quickly. Against other high level heros they will be killed easily with such a low life total.

The main thing is the way the code works. If I (or anyone else) wants to change the speed life is lost or how much is lost that's up to them. :)
 
how about giving the hero an aura that if the mirrors arent in range they loose health?

or you can have a healing aura and give the mirrors a negative health regen so when theyre in the aura they gain 2 hp/sec and out of aura they loose 10 hp/sec.

I'm too tired to write any code so ill let you do the work =p
 
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