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[Trigger] Improve Aura Effect

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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.

  • Voodoo Aura
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Random integer number between 1 and 5) Less than or equal to 2
      • ((Attacking unit) is Summoned) Equal to False
    • 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)
----------------------(What is the horizontal rule command here?)---------

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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Level 2
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Dec 1, 2008
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Thanks, I added that.

I changed the reference to Player 1 into the Player of the Attacking unit also. Does that make it MPI?

  • Voodoo Aura
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Random integer number between 1 and 5) Less than or equal to 2
      • ((Attacking unit) is Summoned) Equal to False
    • 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)
      • Unit - Add a 4.00 second Raise Dead expiration timer to (Last created unit)
      • Custom script: call RemoveLocation(udg_VoodooPoint)
 
Level 2
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Whoops. Brainfart. heh. Fixed the point.

I think you misunderstood the player part. I already made that change. Thanks for catching that though.
 
Level 2
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Oh, +rep. Definitely.

The trigger still produces a side effect that causes other created units to have the short lifespan. Working on that.

I'm also interested in a JASS representation of this trigger.

Finally, still looking for thoughts on the other form of Voodoo Aura I had originally intended.
 
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Do you mean add the condition to the Timer action? I hope so. Because that's what I did.

Seemed to correct that expiration bug. I had to create a dummy ability which I called "Essence".

Trigger updated.
 
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