- Joined
- Feb 3, 2009
- Messages
- 3,292
Hello, I made a mana shield type of spell triggered and for some reason at some random point it stops working for a certain hero.
Here are the triggers:
Here are the triggers:
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Energy Shield Learn
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Events
- Unit - A unit Learns a skill
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Conditions
- (Learned Hero Skill) Equal to Energy Shield [Mage]
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Actions
- Unit - Add Dispersion to (Triggering unit)
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Events
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Energy Shield Use
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Events
- Unit - A unit Is issued an order with no target
- Conditions
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Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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And - All (Conditions) are true
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Conditions
- (Issued order) Equal to (Order(manashieldon))
- (Level of Energy Shield [Mage] for (Triggering unit)) Greater than 0
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Conditions
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And - All (Conditions) are true
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Then - Actions
- Unit Group - Add (Triggering unit) to ManaShieldGroup
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Unit Group - Pick every unit in ManaShieldGroup and do (Actions)
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Loop - Actions
- Game - Display to (All players) for 15.00 seconds the text: (Name of (Picked unit))
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Loop - Actions
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Else - Actions
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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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And - All (Conditions) are true
-
Conditions
- (Issued order) Equal to (Order(manashieldoff))
- (Level of Energy Shield [Mage] for (Triggering unit)) Greater than 0
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Conditions
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And - All (Conditions) are true
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Then - Actions
- Unit Group - Remove (Triggering unit) from ManaShieldGroup
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Unit Group - Pick every unit in ManaShieldGroup and do (Actions)
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Loop - Actions
- Game - Display to (All players) for 15.00 seconds the text: (Name of (Picked unit))
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Loop - Actions
- Else - Actions
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If - Conditions
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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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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
-
Energy Shield
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Events
- Game - DamageEvent becomes Equal to 1.00
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Conditions
- (DamageEventTarget is in ManaShieldGroup) Equal to True
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Actions
- Game - Display to (All players) for 15.00 seconds the text: Condition Fired
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Mana of DamageEventTarget) Greater than or equal to DamageEventAmount
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Then - Actions
- Game - Display to (All players) for 15.00 seconds the text: Activated
- Unit - Set life of DamageEventTarget to ((Life of DamageEventTarget) + DamageEventAmount)
- Unit - Set mana of DamageEventTarget to ((Mana of DamageEventTarget) - (0.75 x DamageEventAmount))
- Game - Display to (All players) for 15.00 seconds the text: (Name of DamageEventTarget)
- Game - Display to (All players) for 15.00 seconds the text: (Name of DamageEventSource)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Dispersion[(Custom value of DamageEventTarget)] Equal to No unit
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Then - Actions
- Special Effect - Create a special effect attached to the origin of DamageEventSource using Abilities\Spells\Human\Feedback\ArcaneTowerAttack.mdl
- Unit - Cause DamageEventTarget to damage DamageEventSource, dealing DamageEventAmount damage of attack type Chaos and damage type Normal
- Game - Display to (All players) for 15.00 seconds the text: (String(DamageEventAmount))
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Else - Actions
- Special Effect - Create a special effect attached to the origin of Dispersion[(Custom value of (Triggering unit))] using Abilities\Spells\Human\Feedback\ArcaneTowerAttack.mdl
- Unit - Cause DamageEventTarget to damage Dispersion[(Custom value of (Triggering unit))], dealing DamageEventAmount damage of attack type Chaos and damage type Normal
- Game - Display to (All players) for 15.00 seconds the text: (String(DamageEventAmount))
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If - Conditions
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Else - Actions
- Unit - Order DamageEventTarget to Neutral Naga Sea Witch - Deactivate Mana Shield
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If - Conditions
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Events
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Damage Engine
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Events
- Game - UnitIndexEvent becomes Equal to 1.00
- Game - UnitIndexEvent becomes Equal to 2.00
- Conditions
-
Actions
- -------- Copy the Cheat Death Ability from Object Editor into your map and set the following variable respectively: --------
- Set DamageBlockingAbility = Cheat Death Ability (+500,000)
- -------- - --------
- Set DamageTypeSpell = 1
- Set DamageTypeDOT = 2
- Set DamageTypeRanged = 3
- -------- - --------
- Custom script: call ExecuteFunc("InitDamageEvent")
- Custom script: endfunction
- Custom script:
- Custom script: function DmgEvFilter takes nothing returns boolean
- -------- - --------
- -------- The next conditions let you filter out unwanted units. By default, units with Locust will not pass the check. --------
- -------- - --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (TempUnit is A structure) Equal to False
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Then - Actions
- Custom script: return true
- Else - Actions
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If - Conditions
- Custom script: return false
- Custom script: endfunction
- Custom script:
- Custom script: function DmgEvRemoveAbilities takes nothing returns nothing
- Custom script: local real r
- Custom script: loop
- Set DmgEvN = (DmgEvN - 1)
- Custom script: set r = GetWidgetLife(udg_DmgEvStack[udg_DmgEvN])
- Unit - Remove DamageBlockingAbility from DmgEvStack[DmgEvN]
- Custom script: call SetWidgetLife(udg_DmgEvStack[udg_DmgEvN], r)
- Set DmgEvStack[DmgEvN] = No unit
- Custom script: exitwhen udg_DmgEvN == 0
- Custom script: endloop
- Custom script: endfunction
- Custom script:
- Custom script: function DmgEvSetVars takes nothing returns nothing
- Set DamageEventAmount = (Damage taken)
- Set DamageEventSource = (Damage source)
- Set DamageEventTarget = (Triggering unit)
- Custom script: endfunction
- Custom script:
- Custom script: function FireDmgEv takes nothing returns nothing
- Custom script: local boolean b = GetUnitAbilityLevel(udg_DamageEventTarget, udg_DamageBlockingAbility) > 0
- Custom script: local real life = 0
- Custom script: local real pain = 0
- Custom script: if b then
- Custom script: set life = GetWidgetLife(udg_DamageEventTarget)
- Unit - Remove DamageBlockingAbility from DamageEventTarget
- Custom script: call SetWidgetLife(udg_DamageEventTarget, life)
- Custom script: set pain = GetWidgetLife(udg_DamageEventTarget)
- Custom script: endif
- Set DamageEventPrevAmt = DamageEventAmount
- Set DamageEventExplodesUnit = False
- Set DamageEventOverride = False
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DamageEventAmount Equal to 0.00
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Then - Actions
- Set DamageEvent = 2.00
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Else - Actions
- Set DamageModifierEvent = 1.00
- Set DamageEvent = 1.00
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If - Conditions
- Custom script: if b then
- Unit - Add DamageBlockingAbility to DamageEventTarget
- Custom script: call SetWidgetLife(udg_DamageEventTarget, life + GetWidgetLife(udg_DamageEventTarget) - pain)
- Custom script: endif
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DamageEventAmount Not equal to DamageEventPrevAmt
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Then - Actions
- Set DmgEvLife = ((Life of DamageEventTarget) + (DamageEventPrevAmt - DamageEventAmount))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DamageEventAmount Greater than DamageEventPrevAmt
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Then - Actions
- Unit - Set life of DamageEventTarget to (Max(0.41, DmgEvLife))
- Custom script: if udg_DmgEvLife <= .405 then
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DamageEventExplodesUnit Equal to True
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Then - Actions
- Unit - Make DamageEventTarget Explode on death
- Else - Actions
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If - Conditions
- Trigger - Turn off DamageEventTrigger
- Custom script: call UnitDamageTarget(udg_DamageEventSource, udg_DamageEventTarget, 999, false, false, null, null, null)
- Trigger - Turn on DamageEventTrigger
- Custom script: endif
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Max life of DamageEventTarget) Less than DmgEvLife
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Then - Actions
- Unit - Add DamageBlockingAbility to DamageEventTarget
- Set DmgEvStack[DmgEvN] = DamageEventTarget
- Set DmgEvN = (DmgEvN + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DmgEvN Equal to 1
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Then - Actions
- Custom script: call TimerStart(udg_DmgEvTimer, 0, false, function DmgEvRemoveAbilities)
- Else - Actions
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If - Conditions
- Else - Actions
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If - Conditions
- Unit - Set life of DamageEventTarget to DmgEvLife
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Else - Actions
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If - Conditions
- Custom script: endfunction
- Custom script:
- Custom script: function FireRecursiveDmgEv takes nothing returns nothing
- Custom script: local real d = udg_DamageEventAmount
- Custom script: local unit s = udg_DamageEventSource
- Custom script: local unit t = udg_DamageEventTarget
- Custom script: local integer ptype = udg_DmgTypPrev
- Custom script: local boolean explode = udg_DamageEventExplodesUnit
- Custom script: local boolean override = udg_DamageEventOverride
- Custom script: local real prev = udg_DamageEventPrevAmt
- Custom script: call DmgEvSetVars()
- Custom script: if udg_DamageEventTarget != t or udg_DamageEventSource != s or udg_DamageEventAmount != d or udg_DamageEventType != ptype then
- Set DamageEvent = 0.00
- Set DamageModifierEvent = 0.00
- Custom script: call FireDmgEv()
- -------- - --------
- -------- Delete the next three lines to disable the in-game recursion crash warnings --------
- -------- - --------
- Custom script: else
- Cinematic - Clear the screen of text messages for (All players)
- Game - Display to (All players) for 999.00 seconds the text: WARNING: Recursion ...
- -------- - --------
- Custom script: endif
- Custom script: set udg_DamageEventOverride = override
- Custom script: set udg_DamageEventExplodesUnit = explode
- Custom script: set udg_DamageEventPrevAmt = prev
- Custom script: set udg_DmgTypPrev = ptype
- Custom script: set udg_DamageEventAmount = d
- Custom script: set udg_DamageEventSource = s
- Custom script: set udg_DamageEventTarget = t
- Custom script: set s = null
- Custom script: set t = null
- Custom script: endfunction
- Custom script:
- Custom script: function OnDmgEv takes nothing returns boolean
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DamageEvent Equal to 0.00
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Then - Actions
- Set DmgTypPrev = DamageEventType
- Custom script: call DmgEvSetVars()
- Custom script: call FireDmgEv()
- Set DamageModifierEvent = 0.00
- Set DamageEvent = 0.00
- Set DamageEventType = 0
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Else - Actions
- Custom script: call FireRecursiveDmgEv()
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If - Conditions
- Custom script: return false
- Custom script: endfunction
- Custom script:
- Custom script: function CreateDmgEv takes nothing returns nothing
- Custom script: set udg_DamageEventTrigger = CreateTrigger()
- Custom script: call TriggerAddCondition(udg_DamageEventTrigger, Filter(function OnDmgEv))
- Custom script: endfunction
- Custom script:
- Custom script: function SetupDmgEv takes nothing returns boolean
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- UnitIndexEvent Equal to 1.00
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Then - Actions
- Set TempUnit = UDexUnits[UDex]
- Custom script: if GetUnitAbilityLevel(udg_TempUnit, 'Aloc') == 0 and DmgEvFilter() then
- Set UnitDamageRegistered[UDex] = True
- Trigger - Add to DamageEventTrigger the event (Unit - TempUnit Takes damage)
- Custom script: endif
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- UnitDamageRegistered[UDex] Equal to True
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Then - Actions
- Set UnitDamageRegistered[UDex] = False
- Set DamageEventsWasted = (DamageEventsWasted + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DamageEventsWasted Equal to 15
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Then - Actions
- Set DamageEventsWasted = 0
- Custom script: call DestroyTrigger(udg_DamageEventTrigger)
- Custom script: call CreateDmgEv()
- Set UDex = UDexNext[0]
- Custom script: loop
- Custom script: exitwhen udg_UDex == 0
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- UnitDamageRegistered[UDex] Equal to True
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Then - Actions
- Trigger - Add to DamageEventTrigger the event (Unit - UDexUnits[UDex] Takes damage)
- Else - Actions
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If - Conditions
- Set UDex = UDexNext[UDex]
- Custom script: endloop
- Else - Actions
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If - Conditions
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Custom script: return false
- Custom script: endfunction
- Custom script:
- Custom script: function InitDamageEvent takes nothing returns nothing
- Custom script: call CreateDmgEv()
- Custom script: call TriggerAddCondition(GetTriggeringTrigger(), Filter(function SetupDmgEv))
- Set UnitIndexerEnabled = False
- Custom script: set udg_TempUnit = CreateUnit(Player(15), 'uloc', 0, 0, 0)
- Set UnitIndexerEnabled = True
- Unit - Add DamageBlockingAbility to TempUnit
- Unit - Remove TempUnit from the game
- Trigger - Run (This trigger) (checking conditions)
-
Events
Last edited: