- Joined
- May 20, 2013
- Messages
- 162
Ok, so i have got the purpose of this trigger has been to replace the standard Vampiric Aura with an alternate version that applies to ranged units the same as melee. So, as far as accomplishing that goes -it works. And i am very happy for my success so far.
But now i am at a place where i need to correct what i have made.
two areas specifically.
#1, the sfx i placed for making it "look" like Vampiric Aura... i really don't know how to properly destroy them for this application. I so rarely get to use SFX in triggers, this is unfamiliar territory.
#2, i need this trigger to be fully MUI. This means that each player has to be able to potentially have an aura source from a hero, at least one unit, and at least one item. This probably means that i need to set up at least one variable as an array, per player. But i always get confused when trying to do this because i slip so easily into that endless string of array indexes referring back to other array indexes until i can't follow the train of progression anymore.
Thank you graciously for any suggestions.
And of course, just so you know that i am not coming to you empty handed, asking you to write the trigger for me, here is the form i have it in so far. Like i said, it "works" but it has not yet met the 2 points of criteria i outlined above.
First, i have 3 short triggers for establishing the "Aura Holder" unit variable, depending upon the event, whether it is Item, Unit, or Hero.
Thank you for taking the time to look!
But now i am at a place where i need to correct what i have made.
two areas specifically.
#1, the sfx i placed for making it "look" like Vampiric Aura... i really don't know how to properly destroy them for this application. I so rarely get to use SFX in triggers, this is unfamiliar territory.
#2, i need this trigger to be fully MUI. This means that each player has to be able to potentially have an aura source from a hero, at least one unit, and at least one item. This probably means that i need to set up at least one variable as an array, per player. But i always get confused when trying to do this because i slip so easily into that endless string of array indexes referring back to other array indexes until i can't follow the train of progression anymore.
Thank you graciously for any suggestions.
And of course, just so you know that i am not coming to you empty handed, asking you to write the trigger for me, here is the form i have it in so far. Like i said, it "works" but it has not yet met the 2 points of criteria i outlined above.
First, i have 3 short triggers for establishing the "Aura Holder" unit variable, depending upon the event, whether it is Item, Unit, or Hero.
-
Aura setup 1
-
Events
-
Unit - A unit Acquires an item
-
-
Conditions
-
(Item carried by (Hero manipulating item) of type Scourge Bone Chimes) Equal to (Item being manipulated)
-
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Level of Vampiric Aura (Alt, Hero) for (Triggering unit)) Equal to 0
-
(Level of Vampiric Aura (Alt, Unit) for (Triggering unit)) Equal to 0
-
-
Then - Actions
-
Set AuraHolder = (Hero manipulating item)
-
Game - Display to (All players) the text: An Item with Vampir...
-
-
Else - Actions
-
-
-
-
Aura setup 2
-
Events
-
Unit - A unit enters (Playable map area)
-
-
Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
((Entering unit) is in (Units in (Playable map area) matching ((Level of Vampiric Aura (Alt, Unit) for (Entering unit)) Greater than or equal to 1))) Equal to True
-
-
-
-
Actions
-
Set AuraHolder = (Entering unit)
-
Game - Display to (All players) the text: A warrior with Vamp...
-
-
-
Aura setup 3
-
Events
-
Unit - A unit Learns a skill
-
-
Conditions
-
(Learned Hero Skill) Equal to Vampiric Aura (Alt, Hero)
-
-
Actions
-
Set AuraHolder = (Learning Hero)
-
Game - Display to (All players) the text: A hero with the Vam...
-
-
-
Vampiric Aura Alternative
-
Events
-
Game - AfterDamageEvent becomes Equal to 1.00
-
-
Conditions
-
(AuraHolder belongs to an ally of (Owner of DamageEventSource)) Equal to True
-
(DamageEventSource has buff Vampiric Aura (Alt)) Equal to True
-
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(AuraHolder is A Hero) Equal to True
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(AuraHolder has an item of type Scourge Bone Chimes) Equal to True
-
(Level of Vampiric Aura (Alt, Hero) for AuraHolder) Equal to 0
-
-
Then - Actions
-
Unit - Set life of DamageEventSource to ((Life of DamageEventSource) + (DamageEventAmount x (0.00 + (15.00 x (Real((Level of Vampiric Aura (Alt, Item) for AuraHolder)))))))
-
-
Else - Actions
-
Unit - Set life of DamageEventSource to ((Life of DamageEventSource) + (DamageEventAmount x (0.05 + (15.00 x (Real((Level of Vampiric Aura (Alt, Hero) for AuraHolder)))))))
-
-
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(AuraHolder has an item of type Scourge Bone Chimes) Equal to True
-
(Level of Vampiric Aura (Alt, Unit) for AuraHolder) Equal to 0
-
-
Then - Actions
-
Unit - Set life of DamageEventSource to ((Life of DamageEventSource) + (DamageEventAmount x (0.00 + (15.00 x (Real((Level of Vampiric Aura (Alt, Item) for AuraHolder)))))))
-
-
Else - Actions
-
Unit - Set life of DamageEventSource to ((Life of DamageEventSource) + (DamageEventAmount x (0.32 + (3.00 x (Real((Level of Vampiric Aura (Alt, Unit) for AuraHolder)))))))
-
-
-
-
-
Special Effect - Create a special effect attached to the overhead of DamageEventSource using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
-
Special Effect - Set Color of (Last created special effect) to color of (Owner of AuraHolder)
-
Special Effect - Set Time Scale of (Last created special effect) to 1.00
-
-
Thank you for taking the time to look!