so.. why the hell does my units gets damage from this trigger spell?

soulmaka

New Member
Reaction score
2
Trigger:
  • Splashing Wave
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Splashing Wave
    • Actions
      • Set T_U = (Triggering unit)
      • Set T_U_Pos = (Position of T_U)
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Splashing Wave for T_U) Equal to 1
            • Then - Actions
              • For each (Integer B) from 1 to 12, do (Actions)
                • Loop - Actions
                  • Set T_P = (T_U_Pos offset by (50.00 x (Real((Integer A)))) towards (30.00 x (Real((Integer B)))) degrees)
                  • Special Effect - Create a special effect at T_P using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                  • Destructible - Pick every destructible within 250.00 of T_P and do (Destructible - Kill (Picked destructible))
                  • Unit Group - Pick every unit in (Units within 250.00 of T_P) and do (Actions)
                    • Loop - Actions
                      • If (((Picked unit) belongs to an enemy of (Owner of T_U)) Equal to True) then do (Unit - Cause T_U to damage (Picked unit), dealing (2.00 x (Real((Intelligence of T_U (Include bonuses))))) damage of attack type Spells and damage type Cold) else do (Do nothing)
                  • Custom script: call RemoveLocation (udg_T_P)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Splashing Wave for T_U) Equal to 2
                • Then - Actions
                  • For each (Integer B) from 1 to 12, do (Actions)
                    • Loop - Actions
                      • Set T_P = (T_U_Pos offset by (50.00 x (Real((Integer A)))) towards (30.00 x (Real((Integer B)))) degrees)
                      • Special Effect - Create a special effect at T_P using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                      • Destructible - Pick every destructible within 250.00 of T_P and do (Destructible - Kill (Picked destructible))
                      • Unit Group - Pick every unit in (Units within 250.00 of T_P) and do (Actions)
                        • Loop - Actions
                          • If (((Picked unit) belongs to an enemy of (Owner of T_U)) Equal to True) then do (Unit - Cause T_U to damage (Picked unit), dealing (3.00 x (Real((Intelligence of T_U (Include bonuses))))) damage of attack type Spells and damage type Cold) else do (Do nothing)
                      • Custom script: call RemoveLocation (udg_T_P)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Splashing Wave for T_U) Equal to 3
                    • Then - Actions
                      • For each (Integer B) from 1 to 12, do (Actions)
                        • Loop - Actions
                          • Set T_P = (T_U_Pos offset by (50.00 x (Real((Integer A)))) towards (30.00 x (Real((Integer B)))) degrees)
                          • Special Effect - Create a special effect at T_P using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                          • Destructible - Pick every destructible within 250.00 of T_P and do (Destructible - Kill (Picked destructible))
                          • Unit Group - Pick every unit in (Units within 250.00 of T_P) and do (Actions)
                            • Loop - Actions
                              • If (((Picked unit) belongs to an enemy of (Owner of T_U)) Equal to True) then do (Unit - Cause T_U to damage (Picked unit), dealing (4.00 x (Real((Intelligence of T_U (Include bonuses))))) damage of attack type Spells and damage type Cold) else do (Do nothing)
                          • Custom script: call RemoveLocation (udg_T_P)
                    • Else - Actions
                      • Do nothing
          • Wait 0.10 seconds
      • Unit - Create 1 Priest for (Owner of T_U) at T_U_Pos facing Default building facing degrees
      • Set LastCreated = (Last created unit)
      • Unit - Cause T_U to damage circular area after 0.00 seconds of radius 500.00 at T_U_Pos, dealing 10000.00 damage of attack type Spells and damage type Normal
      • Wait 0.10 seconds
      • Unit - Kill LastCreated
      • Custom script: call RemoveLocation (udg_T_U_Pos)


NVM!!! i GOT it ALREADY... =)
 

Mahrloc

New Member
Reaction score
5
"Pick every unit in (Units within 250.00 of T_P) and do (Actions)"
should be "Pick every unit in (Units within 250.00 of T_P) matching (triggering unit not equal to matching unit and do (Actions)" i think

/edit: sry fail by me...
 

Bird

Ultra Cool Member
Reaction score
29
You took great care to add Conditionals to check if the Picked Unit was an Enemy of the Caster.... but then you end the Trigger with this...

Trigger:
  • Unit - Cause T_U to damage circular area after 0.00 seconds of radius 500.00 at T_U_Pos, dealing 10000.00 damage of attack type Spells and damage type Normal

^ You just damaged every Unit in the area?


BTW - you know you don't need to create a *whole* new series Action for each Level of the Spell? You can just use Math and a Conditional about the Spell Level?
 

soulmaka

New Member
Reaction score
2
You took great care to add Conditionals to check if the Picked Unit was an Enemy of the Caster.... but then you end the Trigger with this...

Trigger:
  • Unit - Cause T_U to damage circular area after 0.00 seconds of radius 500.00 at T_U_Pos, dealing 10000.00 damage of attack type Spells and damage type Normal

^ You just damaged every Unit in the area?


BTW - you know you don't need to create a *whole* new series Action for each Level of the Spell? You can just use Math and a Conditional about the Spell Level?

how?.. sorry or being a noob on this trigger AGAIN.. xD
 

Cheddar

This is the way it was meant to be.
Reaction score
126
First off, instead of storing the Priest as a variable, simply add an expiration timer to him.

Second, the only difference between levels is the 2/3/4 thing, so to shorten it, just have the action read "Damage (Picked unit) for (Level of (Splashing Wave) for (Casting unit) + 1) x Intelligence" and the rest of that good stuff.

Oh, and the event should be "Starts the effect of an ability". "Begins casting an ability" allows players to move the hero and avoid cooldowns and mana costs.
 
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