- Joined
- Nov 1, 2023
- Messages
- 16
I have a problem with this trigger, sometimes when I kill 50 enemies it gives me one agility, sometimes it doesn't. Is it a bug or is there something wrong with the trigger?
I made a trigger where you have a 30% chance of a meteorite falling on 4 random enemies within a radius of 1000, the problem is that it doesn't show me the effect of the meteorite falling on their heads and I don't understand why.
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Agility Bonus On Kills
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Events
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Map initialization
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Conditions
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Actions
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Set VariableSet Kills_Count[1] = 0
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Set VariableSet Kills_Count[2] = 0
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Set VariableSet Kills_Count[3] = 0
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Set VariableSet Kills_Count[4] = 0
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Set VariableSet Kills_Count[5] = 0
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Set VariableSet Kills_Count[6] = 0
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Add Agility On 50 Kills
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Events
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Unit - A unit Dies
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Conditions
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(Level of Devotion Aura X for (Killing unit)) Greater than 0
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((Killing unit) is A Hero) Equal to True
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((Killing unit) belongs to an ally of (Triggering player).) Equal to True
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Actions
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Set VariableSet TempUnit = (Killing unit)
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Set VariableSet Kills_Count[(Player number of (Owner of TempUnit))] = (Kills_Count[(Player number of (Owner of TempUnit))] + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Kills_Count[(Player number of (Owner of TempUnit))] Greater than or equal to 50
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Then - Actions
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Hero - Modify Agility of TempUnit: Add 1.
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Set VariableSet Kills_Count[(Player number of (Owner of TempUnit))] = 0
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Special Effect - Create a special effect attached to the origin of TempUnit using Abilities\Spells\Items\AIem\AIemTarget.mdl
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Floating Text - Create floating text that reads +|cff00ffff1|r |cff... above TempUnit with Z offset 50.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 1.00% transparency
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Wait 2.00 game-time seconds
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Special Effect - Destroy (Last created special effect)
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Floating Text - Destroy (Last created floating text)
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Else - Actions
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I made a trigger where you have a 30% chance of a meteorite falling on 4 random enemies within a radius of 1000, the problem is that it doesn't show me the effect of the meteorite falling on their heads and I don't understand why.
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Meteor Passive
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Events
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Unit - A unit Is attacked
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Conditions
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(Level of Devotion Aura X for (Attacking unit)) Greater than 0
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(Random real number between 1.00 and 100.00) Less than or equal to 30.00
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Actions
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Set VariableSet Meteor_Caster = (Attacking unit)
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Set VariableSet Meteor_Target = (Attacked unit)
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Set VariableSet Meteor_Group = (Units within 1000.00 of (Position of Meteor_Target) matching ((((Matching unit) belongs to an enemy of (Owner of Meteor_Caster).) Equal to True) and (((Matching unit) is alive) Equal to True)).)
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For each (Integer Meteor_Loop) from 1 to 4, do (Actions)
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Loop - Actions
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Set VariableSet Meteor_RandomUnit = (Random unit from Meteor_Group)
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If (Meteor_RandomUnit Not equal to No unit) then do (Set VariableSet Meteor_Point = (Position of Meteor_RandomUnit)) else do (Do nothing)
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Special Effect - Create a special effect at Meteor_Point using Abilities\Spells\Other\Meteor\MeteorMissile.mdl
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Unit - Create 1 Dummy[Meteor] for (Owner of Meteor_Caster) at (Meteor_Point offset by (0.00, 0.00)) facing Default building facing degrees
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Unit - Cause Meteor_Caster to damage Meteor_RandomUnit, dealing 30.00 damage of attack type Chaos and damage type Universal
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Custom script: call RemoveLocation(udg_Meteor_Point)
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Unit Group - Remove Meteor_RandomUnit from Meteor_Group.
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Custom script: call DestroyGroup(udg_Meteor_Group)
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Last edited: