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[Trigger] Does my spell is Mui ?

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Level 10
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Feb 20, 2008
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448
Mui ? Doesnt work

hmm i started to learn Gui/Mui i wanted to know if this system is mui and work good, i think i failed to recycle vars o_O i a lil bit lost any help would be cool

All variable beginning with ''DOT'' are used via a library as Damage over time, those vars work, but some of the rest of system glitch and bug

edit : the condition that working with amerunit and Buff doesnt work on the loop
i edited code that what i got ..... i dont know why

  • Ameretusu effect
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Amaterasu
    • Actions
      • Game - Display to (All players) the text: WORKS1
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set AmerTarget3[(Integer A)] = (Target point of ability being cast)
          • Set AmerTarget[(Integer A)] = AmerTarget3[(Integer A)]
          • Set AmerReal3[(Integer A)] = 5.00
          • Set AmerAoe[(Integer A)] = 500.00
          • Set AmerGroup[(Integer A)] = (Units within AmerAoe[(Integer A)] of AmerTarget[(Integer A)] matching (((Matching unit) belongs to an ally of AmerPlayer[(Integer A)]) Equal to False))
          • Set AmerPlayer[(Integer A)] = (Owner of (Casting unit))
          • Unit Group - Pick every unit in AmerGroup[(Integer A)] and do (Actions)
            • Loop - Actions
              • Set DOT_Target = (Picked unit)
              • Set DOT_Source = (Casting unit)
              • Set DOT_Dmg = (1.00 x ((Real((Level of (Ability being cast) for DOT_Source))) x ((Real((Strength of DOT_Source (Exclude bonuses)))) + 150.00)))
              • Set DOT_Duration = 5.00
              • Set DOT_Interval = 1.00
              • Set DOT_Effect = <Empty String>
              • Set DOT_AttachedEffect = <Empty String>
              • Set DOT_AttachPoint = <Empty String>
              • Custom script: call DamageAttach( udg_DOT_Source, udg_DOT_Target, udg_DOT_Dmg, udg_DOT_Duration, udg_DOT_Interval, udg_DOT_Effect, udg_DOT_AttachedEffect, udg_DOT_AttachPoint )
          • Trigger - Turn on Ameretusu loop <gen>
      • Game - Display to (All players) the text: WORKS1
  • Ameretusu loop
    • Events
      • Time - Every 0.25 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set AmerSuccess[(Integer A)] = False
          • Unit Group - Pick every unit in AmerGroup[(Integer A)] and do (Actions)
            • Loop - Actions
              • Set AmerUnit[(Integer A)] = (Picked unit)
              • Set AmerTarget2[(Integer A)] = (Position of (Picked unit))
              • Set AmerReal[(Integer A)] = (AmerReal3[(Integer A)] - 0.25)
              • Game - Display to (All players) the text: WORKS2
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (AmerUnit[(Integer A)] has buff Amaterasu ) Equal to True
                • Then - Actions
                  • Game - Display to (All players) the text: WORKS3
                  • Destructible - Pick every destructible within 100.00 of AmerTarget2[(Integer A)] and do (Actions)
                    • Loop - Actions
                      • Destructible - Kill (Picked destructible)
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (AmerReal[(Integer A)] Equal to 0.00) or (((AmerUnit[(Integer A)] is dead) Equal to True) or ((AmerUnit[(Integer A)] has buff Amaterasu ) Equal to False))
                • Then - Actions
                  • Game - Display to (All players) the text: WORKS4
                  • Custom script: call RemoveLocation( udg_AmerTarget2[ GetForLoopIndexA( ) ] )
                  • Custom script: call RemoveLocation( udg_AmerTarget[ GetForLoopIndexA( ) ] )
                  • Custom script: call DestroyGroup( udg_AmerGroup[ GetForLoopIndexA( ) ] )
                  • Set AmerPlayer[(Integer A)] = (Owner of No unit)
                  • Set AmerReal[(Integer A)] = 0.00
                  • Set AmerReal3[(Integer A)] = 0.00
                  • Set AmerUnit[(Integer A)] = No unit
                  • Set AmerGroup[(Integer A)] = (Units within 0.00 of (Position of No unit) matching (((Matching unit) belongs to an ally of (Owner of No unit)) Equal to False))
                  • Trigger - Turn off (This trigger)
                • Else - Actions
      • Custom script: call RemoveLocation( udg_AmerTarget2[ GetForLoopIndexA( ) ] )
 
Last edited:
Level 10
Joined
Feb 20, 2008
Messages
448
i knew some of those could leak before i had 2 read it , but that nots my problem

my condition that work with the buf doesnt work o_O what do yall sugest me to do.... i know its a very complex trigger for my first time try but tis work...... for all part xcept this 1 lol
 
Last edited:
Level 10
Joined
Feb 20, 2008
Messages
448
i never see you add the buff to the target.
I updated the trigger and removeed the condition and changed it to work with all picked unit of a group( i wanted to evry destructible near picked unit get destroyed) and its still dont work ....now im thinking its maybe a variable problem

What's the point of this?:
  • Set DOT_Effect = <Empty String>
  • Set DOT_AttachedEffect = <Empty String>
  • Set DOT_AttachPoint = <Empty String>

like i said in first post those DOT_''Vars'' work with a library made by my friend, its fully mui and use vjass

i did some update im my trigger i dont know if it will work o_O i will edit this post and first post to tell feedback
 
Level 10
Joined
Feb 20, 2008
Messages
448
i never see you add the buff to the target.
I updated the trigger and removeed the condition and changed it to work with all picked unit of a group( i wanted to evry destructible near picked unit get destroyed) and its still dont work ....now im thinking its maybe a variable problem

What's the point of this?:
  • Set DOT_Effect = <Empty String>
  • Set DOT_AttachedEffect = <Empty String>
  • Set DOT_AttachPoint = <Empty String>

like i said in first post those DOT_''Vars'' work with a library made by my friend, its fully mui and use vjass

i did some update im my trigger i dont know if it will work o_O i will edit this post and first post to tell feedback

EDIT : The problem i posted for is fix >.> we can close the topics
the problem i have is from a variable or the library >.> i might be able to fix!!
 
Last edited:
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