Trigger aura and mana cost

Tinker

New Member
Reaction score
1
Hello everybody, i will try to be as clearly as possible.

Well this is, i need some help with this trigger because i didnt handle the WE for very long time.

Anyways this is what i want : Heals a nearby friendly unit of the Ancient by every second.Requires some mana.

And this is my trigger, i think it needs some fixes, i didnt try it yet but my experience tells me there is something wrong (There is for sure).

Anyways...

Trigger:
  • Clairvoyant Aura Run
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • (Learned Hero Skill) Equal to Clairvoyant Aura
    • Actions
      • Set CA_Unit = (Triggering unit)
      • Trigger - Run Clairvoyant Aura <gen> (checking conditions)


and...

Trigger:
  • Clairvoyant Aura
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Temp_Group = (Units in (Playable map area))
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff Clairvoyant aura ) Equal to True
              • (Mana of CA_Unit) Greater than or equal to (10.00 x (Real((Level of Clairvoyant Aura for CA_Unit))))
            • Then - Actions
              • Unit - Cause CA_Unit to damage (Picked unit), dealing (-20.00 + ((Real((Level of Clairvoyant Aura for CA_Unit))) x -25.00)) damage of attack type Spells and damage type Normal
            • Else - Actions
      • Custom script: call DestroyGroup(udg_Temp_Group)


Help me to finish this please.

Thanks in advice ;)

Edit:

Maybe this might improve the trigger, im nearly to solution but i think i cant configure the triggering unit without the first run trigger.

Anyway this is my edited trigger

Trigger:
  • Clairvoyant Aura
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Temp_Group = (Units in (Playable map area))
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff Clairvoyant aura ) Equal to True
              • (Mana of CA_Unit) Greater than or equal to (10.00 x (Real((Level of Clairvoyant Aura for CA_Unit))))
            • Then - Actions
              • Unit - Cause CA_Unit to damage (Picked unit), dealing (-20.00 + ((Real((Level of Clairvoyant Aura for CA_Unit))) x -25.00)) damage of attack type Spells and damage type Normal
            • Else - Actions
              • Unit - Cause CA_Unit to damage (Picked unit), dealing (20.00 + ((Real((Level of Clairvoyant Aura for CA_Unit))) x 25.00)) damage of attack type Spells and damage type Normal
      • Custom script: call DestroyGroup(udg_Temp_Group)


As you can see i just added else action, it should work properly

Aw... it doesnt, it kills enemy units! :mad: ok i need some help xD

I will test with matching condition but i dont know what im doing anyway...

Trigger:
  • Set Temp_Group = (Units in (Playable map area) matching (((Matching unit) belongs to an ally of (Owner of CA_Unit)) Equal to True))


Awesome! It works but Not properly

Trigger:
  • Clairvoyant Aura Run
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
      • (Learned Hero Skill) Equal to Clairvoyant Aura
    • Actions
      • Set CA_Unit = (Triggering unit)
      • Trigger - Turn on Clairvoyant Aura <gen>


Trigger:
  • Clairvoyant Aura
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Temp_Group = (Units in (Playable map area) matching (((Matching unit) belongs to an ally of (Owner of CA_Unit)) Equal to True))
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff Clairvoyant aura ) Equal to True
              • (Mana of CA_Unit) Greater than or equal to (10.00 x (Real((Level of Clairvoyant Aura for CA_Unit))))
            • Then - Actions
              • Unit - Cause CA_Unit to damage (Picked unit), dealing (-20.00 + ((Real((Level of Clairvoyant Aura for CA_Unit))) x -25.00)) damage of attack type Spells and damage type Normal
            • Else - Actions
              • Unit - Cause CA_Unit to damage (Picked unit), dealing (20.00 + ((Real((Level of Clairvoyant Aura for CA_Unit))) x 25.00)) damage of attack type Spells and damage type Normal
      • Custom script: call DestroyGroup(udg_Temp_Group)


Work Because:If the unit has the required mana it heals allied units in rage, it doesnt hurt enemyes :)
Doesnt Work Because: If the unit is lower mana it damages ally,if the ally hero wich had the buff is now out of range/without buff he will take damage :(

Pls help me to figure this out.

Wow i am sory for this long post but i think i fond solution

Trigger:
  • Clairvoyant Aura
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Temp_Group = (Units in (Playable map area) matching (((Matching unit) belongs to an ally of (Owner of CA_Unit)) Equal to True))
      • Unit Group - Pick every unit in Temp_Group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Mana of CA_Unit) Greater than or equal to (10.00 x (Real((Level of Clairvoyant Aura for CA_Unit))))
              • ((Picked unit) has buff Clairvoyant aura ) Equal to True
              • (Percentage life of (Picked unit)) Less than 100.00
            • Then - Actions
              • Special Effect - Create a special effect attached to the overhead of (Picked unit) using Objects\Spawnmodels\NightElf\NEDeathSmall\NEDeathSmall.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause CA_Unit to damage (Picked unit), dealing (-10.00 + ((Real((Level of Clairvoyant Aura for CA_Unit))) x -15.00)) damage of attack type Spells and damage type Normal
            • Else - Actions
      • Custom script: call DestroyGroup(udg_Temp_Group)


It currently works! :p
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Why not just use Immolation, or Permanent Immolation? By setting the damage to negative and changing the targets allowed, you can make it an area heal with manacost.
 

Tinker

New Member
Reaction score
1
not because i dont want mana cost, just mana required because it's an area, thanks for the answer :D
 
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