Death Release

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LiNUS_A

L

LiNUS_A

Was trying to do a spell.

It stores specific "special points" called Death Points, which deal AoE damage when stacked up and released by using an ultimate.

This is how it works:
I cast one of my spells, Creeping Death. Enemy dies by this spell, I get +1 Death Point. If I cast my ultimate, Death Release, it will deal 80*Death Points in an AoE around me.

Why does nothing of it work?

I have 2 problems.
For example, if me (Red) and my friend (Blue) casts Creeping Death, with our own heroes we both get +1 to Death Points, but there's no individual player Death Point system. So that means we all share the same Death Points. This sucks. I want to be able to make it so that I can have my own Death Points for my hero, while not affecting any other players.

Also, the damage itself from Death Release doesn't work at all.
This is how my triggers look:

EDIT: Damnit, can't make the triggers work here on the forums? Anyone? Can't really find any info on it either.
 
  • Death Release
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Your Spell 1
          • (Ability being cast) Equal to Your Spell 2
          • (Ability being cast) Equal to Your Spell 3
    • Actions
      • Set death_release_points[(Player number of (Owner of (Casting unit)))] = (death_release_points[(Player number of (Owner of (Casting unit)))] + 1)
Something like this
 
Still doesn't function at all. Something's fishy.
Here's the 2 triggers:

  • Creeping Death
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) has buff Creeping Death ) Equal to True
    • Actions
      • Set CreepingDeath[(Player number of (Owner of (Killing unit)))] = (CreepingDeath[(Player number of (Owner of (Killing unit)))] + 1)
  • Death Release
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Death Release
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CreepingDeath[(Player number of (Owner of (Casting unit)))] Equal to 1
        • Then - Actions
          • Unit Group - Pick every unit in (Units within 500.00 of (Position of (Casting unit)) matching (((Picked unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True)) and do (Actions)
            • Loop - Actions
              • Unit - Cause (Casting unit) to damage (Picked unit), dealing 80.00 damage of attack type Spells and damage type Normal
        • Else - Actions
 
And how would this look in a trigger? I really can't relate.
 
In GUI, once you have configured it so you have a working Any Unit Takes Damage system,

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Damage taken) Greater Than or Equal To ((Life of (Triggering Unit)) - .405)
    • Then - Actions
      • -------- check for buffs etc, the unit is dying --------
    • Else - Actions
      • -------- unit didn't die --------
In Jass, same assumption

JASS:
if GetEventDamage() >= GetWidgetLife(GetTriggerUnit()) - .405 then
    //do stuff
endif
 
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