Squll2
je'ne sais pas
- Reaction score
- 76
Hey guys, noobey sqully here.
Anyway, what this spell is meant to do is debuff or "dot" an enemy (damaging him over time) and if he dies with it still on him, it recasts it on all the enemies around him. Howeverrrr for some reason it is no doing this and I am clueless to as why, When I added the DisplayText trigger it doesnt even come up with anything meaning the problem must be before or at the adding the units to the group part..
Edit: I added waits to see if that would help.. but it didnt
Anyway, what this spell is meant to do is debuff or "dot" an enemy (damaging him over time) and if he dies with it still on him, it recasts it on all the enemies around him. Howeverrrr for some reason it is no doing this and I am clueless to as why, When I added the DisplayText trigger it doesnt even come up with anything meaning the problem must be before or at the adding the units to the group part..
Edit: I added waits to see if that would help.. but it didnt
JASS:
function Trig_Infected_Javelin_Conditions takes nothing returns boolean
if ( not ( UnitHasBuffBJ(GetDyingUnit(), 039;BNab039;) == true ) ) then
return false
endif
return true
endfunction
function Trig_Infected_Javelin_Actions takes nothing returns nothing
local unit u = GetDyingUnit()
local unit c = udg_Dryad
local player p = GetOwningPlayer(c)
local real x = GetUnitX(u)
local real y = GetUnitY(u)
local group g = CreateGroup()
local group g2 = CreateGroup()
local real radius = 300.00
local integer i = 0
local integer level = GetUnitAbilityLevel(c, 039;A008039;)
local integer a = 0
local unit d
local unit e
local effect sfx
set sfx = AddSpecialEffect( "Abilities\\Spells\\Other\\Drain\\DrainCaster.mdl", x, y )
call GroupEnumUnitsInRange(g, x, y, radius, null)
call PolledWait(0.50)
set a = CountUnitsInGroup(g)
call DisplayTextToPlayer(p, x, y, I2S(a))
loop
set e = FirstOfGroup(g)
exitwhen e == null
set d = CreateUnit(p, 039;h003039;, x, y, 0.00)
call UnitAddAbility(d, 039;A00A039;)
call SetUnitAbilityLevel(d, 039;A00A039;, level)
call IssueTargetOrder(d, "acidbomb", e)
call PolledWait(0.50)
set e = null
endloop
call DestroyGroup(g)
call DestroyEffect(sfx)
set p = null
endfunction
//===========================================================================
function InitTrig_Infected_Javelin takes nothing returns nothing
set gg_trg_Infected_Javelin = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Infected_Javelin, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Infected_Javelin, Condition( function Trig_Infected_Javelin_Conditions ) )
call TriggerAddAction( gg_trg_Infected_Javelin, function Trig_Infected_Javelin_Actions )
endfunction