TheOverWhelm
Member
- Reaction score
- 16
I'm a little pissed off at this whole thing, since none of it makes sense at all. Due to my 25 hours of being awake, it makes it a bit more annoying.
I'm doing a spell does that X damage closer to its target point, adding on Y damage but Y damage has a bigger AoE and also has a KB effect and hurts allies.. X damage doesn't hurt allies.
I have another trigger that calls the exact same functions and works perfectly, no issues at all, this trigger is call PaladinFistOfHeaven.
When the not-working trigger (called LightningExplosion) starts picking units, they get to a point and decide to QUIT picking the units. Literally, they just stop halfway through the pick and start with the next unit.
The "1" message appears, but nothing after.
Note: Been messing around with it, hence the additional actions, etc
Here is the trigger that calls the same things but works.
I know they're confusing to look at. But the Fist of Heaven does damage, knockback, and heals nearby allies for 10% of damage done.
Here is the AoEEffect function.
The Knockback effect works fine and is not the center of the issue, AoEEffect seems to be.
Dunno what to do.
I'm doing a spell does that X damage closer to its target point, adding on Y damage but Y damage has a bigger AoE and also has a KB effect and hurts allies.. X damage doesn't hurt allies.
I have another trigger that calls the exact same functions and works perfectly, no issues at all, this trigger is call PaladinFistOfHeaven.
When the not-working trigger (called LightningExplosion) starts picking units, they get to a point and decide to QUIT picking the units. Literally, they just stop halfway through the pick and start with the next unit.
The "1" message appears, but nothing after.
Note: Been messing around with it, hence the additional actions, etc
Trigger:
- LightningElectricalExplosion
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to (==) Electrical Explosion
- Actions
- Custom script: local integer i = GetPlayerId(GetOwningPlayer(GetTriggerUnit()))
- Set TempPoint = (Target point of ability being cast)
- Do Multiple ActionsFor each (Integer A) from 1 to 5, do (Actions)
- Loop - Actions
- Special Effect - Create a special effect at TempPoint using Doodads\Cinematic\Lightningbolt\Lightningbolt.mdl
- Set TempEffect = (Last created special effect)
- Custom script: call ExecuteFunc("PassEffect")
- Loop - Actions
- Do Multiple ActionsFor each (Integer A) from 1 to 3, do (Actions)
- Loop - Actions
- Special Effect - Create a special effect at TempPoint using war3mapImported\AncientExplode.mdx
- Set TempEffect = (Last created special effect)
- Custom script: call ExecuteFunc("PassEffect")
- Loop - Actions
- Do Multiple ActionsFor each (Integer A) from 1 to 5, do (Actions)
- Set TempUnitGroup = (Units within (300.00 + (50.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) of TempPoint matching (((Matching unit) is dead) Equal to (==) False))
- Custom script: set udg_TempReal = (3*udg_ZZZWisdom<i>)-(udg_ZZZStrength<i>*4)
- Custom script: set udg_TempReal4 = 2*udg_ZZZFocus<i>
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Loop - Actions
- Game - Display to (All players) the text: Wtf
- Set TempUnit = (Picked unit)
- Set TempPoint2 = (Position of TempUnit)
- Set TempReal2 = (Distance between TempPoint and TempPoint2)
- Game - Display to (All players) the text: 1
- <span style="color: Red">Custom script: set udg_TempReal3 = AoEEffect(0,udg_TempReal2,udg_TempReal,.003)
- Game - Display to (All players) the text: 2
- Custom script: set udg_TempReal6 = AoEEffect(0,udg_TempReal2,udg_TempReal4,.0018)
- Game - Display to (All players) the text: 3
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (TempUnit belongs to an enemy of (Owner of (Matching unit))) Equal to (==) True
- Then - Actions
- Custom script: call DamageUnit(udg_TempReal3+udg_TempReal6, udg_TempUnit,GetTriggerUnit(), 0)
- Unit - Cause (Triggering unit) to damage TempUnit, dealing (TempReal3 + TempReal6) damage of attack type Spells and damage type Normal
- Game - Display to (All players) the text: WHY THEFUCKENEMIES
- Else - Actions
- Custom script: call DamageUnit(udg_TempReal6, udg_TempUnit,GetTriggerUnit(), 0)
- Unit - Cause (Triggering unit) to damage TempUnit, dealing TempReal6 damage of attack type Spells and damage type Normal
- Game - Display to (All players) the text: WHY THEFUCKALLIES
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Custom script: call RemoveLocation(udg_TempPoint2)
- Custom script: call AddKnockBack(udg_TempUnit, udg_TempPoint2, udg_TempReal6*12)</span>
- Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Custom script: call RemoveLocation(udg_TempPoint)
- </i></i></i>
- Events
Here is the trigger that calls the same things but works.
Trigger:
- PaladinFistOfHeaven
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to (==) Fist of Heaven
- Actions
- Custom script: local effect e = null
- Set TempUnit2 = (Casting unit)
- Set TempReal3 = ((4.00 + (2.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) x (Real(ZZZEndurance[(Player number of (Owner of (Triggering unit)))])))
- Set TempReal = (10.00 x (Real(ZZZFocus[(Player number of (Owner of (Triggering unit)))])))
- Set TempPoint = (Target point of ability being cast)
- Special Effect - Create a special effect at TempPoint using war3mapImported\Lightnings.mdx
- Custom script: set e = bj_lastCreatedEffect
- Set TempUnitGroup = (Units within TempReal of TempPoint matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)))
- Set TempInteger = 3
- Set TempReal6 = 0.00
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Loop - Actions
- Set TempUnit = (Picked unit)
- Set TempPoint2 = (Position of TempUnit)
- Set TempReal2 = (Distance between TempPoint2 and TempPoint)
- Custom script: set udg_TempReal5 = AoEEffect(5, udg_TempReal2, udg_TempReal3, .05)
- Set TempReal6 = (TempReal6 + TempReal5)
- Set TempReal4 = (TempReal3 x 10.00)
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TempReal4 Greater than or equal to (>=) 2200.00
- Then - Actions
- Set TempReal4 = 2200.00
- Else - Actions
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Custom script: call AddKnockBack(udg_TempUnit, udg_TempPoint, udg_TempReal4)
- Custom script: call DamageUnit(udg_TempReal5, udg_TempUnit, udg_TempUnit2, udg_TempInteger)
- Custom script: call RemoveLocation(udg_TempPoint2)
- Loop - Actions
- Unit Group - Remove all units from TempUnitGroup
- -------- --------
- Set TempReal6 = (TempReal6 x 0.10)
- Set TempUnitGroup = (Units within TempReal of TempPoint matching ((((Matching unit) belongs to an ally of (Owner of (Triggering unit))) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)))
- Custom script: call RemoveLocation(udg_TempPoint)
- Set TempReal = (Real((Number of units in TempUnitGroup)))
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TempReal Not equal to (!=) 0.00
- Then - Actions
- Set TempReal6 = (TempReal6 / TempReal)
- Else - Actions
- Unit Group - Remove all units from TempUnitGroup
- Skip remaining actions
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Unit Group - Pick every unit in TempUnitGroup and do (Actions)
- Loop - Actions
- Set TempUnit2 = (Picked unit)
- Custom script: call HealingText(udg_TempReal6,udg_TempUnit2)
- Loop - Actions
- Unit Group - Remove all units from TempUnitGroup
- Wait 0.00 seconds
- Custom script: call DestroyEffect(e)
- Events
I know they're confusing to look at. But the Fist of Heaven does damage, knockback, and heals nearby allies for 10% of damage done.
Here is the AoEEffect function.
JASS:
The Knockback effect works fine and is not the center of the issue, AoEEffect seems to be.
Dunno what to do.