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[Trigger] Jaina's Mysticism

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Level 4
Joined
Oct 8, 2010
Messages
37
Need some help with this bad boy...

  • Jainas Mysticism
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Triggering unit) has buff Mysticism) Equal to True
      • (Random integer number between 1 and 100) Less than or equal to 10
    • Actions
      • Set JM_Trigger_unit_loc = (Position of (Triggering unit))
      • Set JM_Group = (Units within 400.00 of JM_Trigger_unit_loc matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True))))
      • Custom script: call RemoveLocation(udg_JM_Trigger_unit_loc)
      • Animation - Play (Triggering unit)'s attack animation
      • Unit Group - Pick every unit in JM_Group and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (((Real((Level of Jaina's Mysticism for (Triggering unit)))) x 5.00) + 20.00)) damage of attack type Hero and damage type Magic
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using ReplaceableTextures\Abilites\Spells\Other\DarkPortalCast.mdx
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call DestroyGroup(udg_JM_Group)
      • Trigger - Turn off (This trigger)
      • -------- Waits until Mysticism is allowed again --------
      • Wait 0.60 game-time seconds
      • Trigger - Turn on (This trigger)
      • If (((Triggering unit) is alive) Equal to True) then do (Animation - Reset (Triggering unit)'s animation) else do (Do nothing)
I'll explain the buff and the spell attach
Ability is based on feedback
Buff based on Devotion Aura, i think all of them are same so is it really needy to be same as ability?

Ability is working well, but the trigger isnt starting at all, any ideas how to make it work?
 
Level 4
Joined
Oct 8, 2010
Messages
37
Well set the "random number" condition so that it gives you a certainty, when testing, if it works, then the trigger is working fine, if not then I'd be rather confused. (if it does work then you can set it back and it's because your WE is configured to constantly use the same testing values each time you run it)

Well i tried it and it doesn't work, i also tried another way, but failed again

  • JM Level 1
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Level of Jaina's Mysticism for JM_Caster) Equal to 1
      • (JM_Caster has buff Mysticism ) Equal to True
      • (JM_target belongs to an enemy of (Owner of JM_Caster)) Equal to True
    • Actions
      • Unit - Set mana of JM_Caster to ((Real((Integer((Mana of JM_Caster))))) + 10.00)
      • Unit - Set mana of JM_target to ((Real((Integer((Mana of JM_target))))) - 10.00)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 100) Less than or equal to 10
        • Then - Actions
          • Unit - Cause JM_Caster to damage JM_target, dealing (((Real((Level of Jaina's Mysticism for JM_Caster))) x 5.00) + 15.00) damage of attack type Hero and damage type Magic
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using ReplaceableTextures\Abilites\Spells\Other\DarkPortalCast.mdx
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
I'm sure it will leaks.

EDIT:
  • JM Learn
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Jaina's Mysticism
    • Actions
      • Set JM_Caster = (Triggering unit)
      • Set JM_target = (Attacked unit)
 
Last edited:
you can't use the attacked unit reference when the trigger event is not attacked unit, also you have to use (attacking unit) when wanting to take the unit which attacked rather than triggering unit, Also the event "unit is attacked" is abusable and I'd suggest replacing it with a Damage Detection system, we have a few on the hive, but yeah that's the main issue with that second one.
 
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