Knocksious
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- Reaction score
- 46
Ok
I have an item ability that adds damage based on how many kills you have made with that item
and now whenever a unit attacks something with that item, game crash
The annoying part is that it never used to happen
I will post it's trigger, and all related triggers
please ask any questions whatsoever
somewhat unnecessary info/explanations to references
The name of the item is "Bloodthirster"
"Thundercaller" is another item that casts Chain lightning after 10 attacks
These next 2 triggers set up the event for the Bloodthirster attack ability
These Next triggers are the only 2 that bloodthirster uses it is referenced in one other
This next trigger is the only one that Thundercaller uses, I included it because it has the same event as Bloodthirster
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Now, all of this worked fine until I added these seemingly unrelated triggers
(Note: In order to even pick up Bloodthirster the Player's class <Class[PlayerNumber(PickedPlayer)] Has to be equal to 1>
somewhat related trigger (similar event)
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The rest of the triggers I added (before I found out about this crash, and after it was working) are generic "unit enters region" hero selection type things
I need this to work, if it would help you at all to get a copy of my map, just PM me your email telling me so. I am deathly afraid of idea stealers, so if you have like 0 rep, or like 3 posts I am not going to give you my map (I hope this isn't too harsh)
I have an item ability that adds damage based on how many kills you have made with that item
and now whenever a unit attacks something with that item, game crash
The annoying part is that it never used to happen
I will post it's trigger, and all related triggers
please ask any questions whatsoever
somewhat unnecessary info/explanations to references
The name of the item is "Bloodthirster"
"Thundercaller" is another item that casts Chain lightning after 10 attacks
These next 2 triggers set up the event for the Bloodthirster attack ability
Code:
Takes Damage Trigger Setup1
Events
Time - Elapsed game time is 1.50 seconds
Conditions
Actions
Set TempUnitGroup = (Units in (Entire map))
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Trigger - Add to ThunderCaller <gen> the event (Unit - (Picked unit) Takes damage)
Trigger - Add to Bloodthirster Attack <gen> the event (Unit - (Picked unit) Takes damage)
Code:
Takes Damage Trigger Setup2
Events
Unit - A unit enters (Entire map)
Conditions
Actions
Trigger - Add to ThunderCaller <gen> the event (Unit - (Entering unit) Takes damage)
Trigger - Add to Bloodthirster Attack <gen> the event (Unit - (Entering unit) Takes damage)
These Next triggers are the only 2 that bloodthirster uses it is referenced in one other
Code:
BloodthirsterCharge
Events
Unit - A unit Dies
Conditions
((Killing unit) has an item of type Bloodthirster) Equal to True
Actions
Set AttackItem = (Item carried by (Killing unit) of type Bloodthirster)
Item - Set charges remaining in AttackItem to ((Charges remaining in AttackItem) + 1)
Code:
Bloodthirster Attack
Events
Conditions
((Damage source) has an item of type Bloodthirster) Equal to True
Actions
Custom script: local item AttackItem
Set AttackItem = (Item carried by (Damage source) of type Bloodthirster)
Unit - Cause (Damage source) to damage (Triggering unit), dealing (10.00 x (Real((Charges remaining in AttackItem)))) damage of attack type Hero and damage type Normal
This next trigger is the only one that Thundercaller uses, I included it because it has the same event as Bloodthirster
Code:
ThunderCaller
Events
Conditions
((Damage source) has an item of type ThunderCaller) Equal to True
Actions
Custom script: local location AttackPos
Set AttackItem = (Item carried by (Damage source) of type ThunderCaller)
Set AttackPos = (Position of (Triggering unit))
Item - Set charges remaining in AttackItem to ((Charges remaining in AttackItem) + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in AttackItem) Greater than or equal to 10
Then - Actions
Unit - Create 1 Dummy Caster for (Owner of (Damage source)) at AttackPos facing Default building facing degrees
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Triggering unit)
Item - Set charges remaining in AttackItem to 0
Else - Actions
Do nothing
Custom script: call RemoveLocation (AttackPos)
Now, all of this worked fine until I added these seemingly unrelated triggers
(Note: In order to even pick up Bloodthirster the Player's class <Class[PlayerNumber(PickedPlayer)] Has to be equal to 1>
somewhat related trigger (similar event)
Code:
Ranged Unit Ammo
Events
Unit - A unit Is attacked
Conditions
Class[(Player number of (Owner of (Attacking unit)))] Equal to 3
Actions
Custom script: local item AmmoItem
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
((Attacking unit) has an item of type Rusty Javelins) Equal to True
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacking unit)) Equal to Javlineer (human)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacking unit) has an item of type Rusty Javelins) Equal to True
Then - Actions
Set AmmoItem = (Item carried by (Attacking unit) of type Rusty Javelins)
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacking unit) has an item of type Quiver of Arrows) Equal to True
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacking unit)) Equal to Archer (Elf)
Then - Actions
Set AmmoItem = (Item carried by (Attacking unit) of type Quiver of Arrows)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in AmmoItem) Greater than 0
Then - Actions
Item - Set charges remaining in AmmoItem to ((Charges remaining in AmmoItem) - 1)
Skip remaining actions
Else - Actions
Unit - Order (Attacking unit) to Stop
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The rest of the triggers I added (before I found out about this crash, and after it was working) are generic "unit enters region" hero selection type things
I need this to work, if it would help you at all to get a copy of my map, just PM me your email telling me so. I am deathly afraid of idea stealers, so if you have like 0 rep, or like 3 posts I am not going to give you my map (I hope this isn't too harsh)