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[Trigger] Ability trigger not activating

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For some reason this trigger is not working. The idea is that when the Hero kills a unit and has the indicated buff, he will gain strength based on the dying unit's max health. That's all fine and dandy. But then I want the trigger to check if the dying unit has a buff that comes from another Hero ability, and give the Hero an additional strength point if he kills a unit with this buff. I have tried with 100% chance to strength gain, but the additional strength point doesn't get added when a unit with the buff dies. It just adds the normal amount, as if the unit didn't have the buff. Please help me with this.

  • RStrGain
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Killing unit) has buff Rejuviantion Slug) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 4) Equal to 1
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Triggering unit) has buff Sludged ) Not equal to True
            • Then - Actions
              • Hero - Modify Strength of (Killing unit): Add ((Integer((Max life of (Triggering unit)))) / 100)
              • Floating Text - Create floating text that reads (+ + (String((Integer(((Max life of (Triggering unit)) / 100.00)))))) above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 10.00%, 10.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
              • Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
              • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
            • Else - Actions
              • Hero - Modify Strength of (Killing unit): Add (((Integer((Max life of (Triggering unit)))) / 100) + 1)
              • Floating Text - Create floating text that reads (+ + (String((Integer(((Max life of (Triggering unit)) / 100.00)))))) above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 10.00%, 10.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
              • Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
              • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
              • Floating Text - Create floating text that reads +1 above (Triggering unit) with Z offset 30.00, using font size 10.00, color (100.00%, 10.00%, 10.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 2.75 seconds
              • Floating Text - Change the fading age of (Last created floating text) to 0.25 seconds
              • Floating Text - Set the velocity of (Last created floating text) to 68.00 towards 90.00 degrees
        • Else - Actions
          • Do nothing
 
Level 3
Joined
May 4, 2008
Messages
51
I guess the problem is where "Triggering Unit has buff Sludged". I think when a unit die every buffs are removed from this one. So when the dying unit triggers the trigger, it already has no buff.
 
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