Currently, I have a hero using "Voodoo Aura" which targets enemies and when they are hit, have a 40% chance to spawn a unit of Summoned classification I call a "Voodoo Essence".
The Trigger for this seems to be correct. It's MUI, MPI, and leakless as far as I know. Any critique is still encouraged; especially if you have a JASS equivalent.
I'll be moving into complete JASS for spells within the next week so JASS is fine to offer, and encouraged, as long it has a Trigger equivalent somewhere in the thread. I'll be updating this post with the current best solution available with Trigger and JASS when available.
While this is the trigger I've settled on, the original concept was to have Voodoo Aura target enemies, and when they are attacked cause the attacking unit to cast a very scaled down version of "Voodoo Spirits"(2/3/4 Spirits).
For that, I'd assume a dummy unit is useless since that would nullify the draining effect of the spell if not dissolve it completely. And I don't think I can have the Attacking unit cast it because that would eat an attacking cooldown and I'm trying to avoid that as well. Ideas?
The Trigger for this seems to be correct. It's MUI, MPI, and leakless as far as I know. Any critique is still encouraged; especially if you have a JASS equivalent.
I'll be moving into complete JASS for spells within the next week so JASS is fine to offer, and encouraged, as long it has a Trigger equivalent somewhere in the thread. I'll be updating this post with the current best solution available with Trigger and JASS when available.
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Voodoo Aura
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Events
- Unit - A unit Is attacked
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Conditions
- (Random integer number between 1 and 5) Less than or equal to 2
- ((Attacking unit) is Summoned) Equal to False
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Actions
- Set VoodooPoint = ((Position of (Attacking unit)) offset by (0.00, 0.00))
- If (((Triggering unit) has buff Voodoo Aura ) Equal to True) then do (Unit - Create 1 Voodoo Essence for (Owner of (Attacking unit)) at VoodooPoint facing (Position of (Attacked unit))) else do (Do nothing)
- If ((Level of Essence for (Last created unit)) Greater than 0) then do (Unit - Add a 4.00 second Generic expiration timer to (Last created unit)) else do (Do nothing)
- Custom script: call RemoveLocation(udg_VoodooPoint)
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Events
While this is the trigger I've settled on, the original concept was to have Voodoo Aura target enemies, and when they are attacked cause the attacking unit to cast a very scaled down version of "Voodoo Spirits"(2/3/4 Spirits).
For that, I'd assume a dummy unit is useless since that would nullify the draining effect of the spell if not dissolve it completely. And I don't think I can have the Attacking unit cast it because that would eat an attacking cooldown and I'm trying to avoid that as well. Ideas?
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