Trigger : Set level of Ability for Unit (weird issue)

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Jul 15, 2013
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Doing some GUI triggers for an ability called "Hammer Storm" which is based on "Feral Spirit". I know i should be using "Channel", anyway...
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The following trigger detects the "Hammer Storm" summoned units as they enter the playable map area and places them equidistant from one another around the hero and spins them until they de-summon after their summon duration expires:
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The hammers have "Hammer Damage" which is based on "Phoenix Fire (flyer)". This gives them permanent immolation DPS.
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So far, everything I've talked about works seamlessly.

I have a debug message reporting the level of the summoned units "Hammer Damage" which is being set programatically at the beginning of the trigger to the same level "Hammer Storm" is set to on the hero. The message reports that level 1 Hammer Storm correctly summons hammers which are set to have level 1 Hammer Damage per interval, level 2 summons hammers which are set to have level 2 hammer damage per interval, etc.

The problem:
The actual hammer's "damage per interval" in game stays at the level 1 amount no matter what level the spell is reported to be. I tested the damage by setting level 1 to 9999 damage and level 2 to 1 damage and then using the spell in game - the damage is always at level 1 even when the message reports that the "hammer damage" is level 2, 3, 4, 5, etc.

Weird
 
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Apart from leaks (polar offset leaks twice), this phoenix fire might be hardcoded to only deal ability lvl 1 damage.
It definitely does not stack with any immolation ability.

You could try the demon hunter version.
 
Here's a triggered version using Dynamic Indexing, this avoids the need for "cheap tricks" -> No Phoenix Fire, no Dummy units, etc. It's nice to learn how to design spells this way as it opens the door to endless possibilities. You'll stop running into weird unexpected behavior because you're in control (for the most part).

So you'll see this comment throughout the triggers, this shows you where you can define certain aspects of the spell such as Area of Effect:
  • -------- ======================================== --------
  • -------- DEFINE x: --------
  • -------- ======================================== --------
But there's no pressure to download and use this, I've made triggers like this many times before so it didn't take long at all.
 

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Last edited:
Here's a triggered version using Dynamic Indexing, this avoids the need for "cheap tricks" -> No Phoenix Fire, no Dummy units, etc. It's nice to learn how to design spells this way as it opens the door to endless possibilities. You'll stop running into weird unexpected behavior because you're in control (for the most part).

So you'll see this comment throughout the triggers, this shows you where you can define certain aspects of the spell such as Area of Effect:
  • -------- ======================================== --------
  • -------- DEFINE x: --------
  • -------- ======================================== --------
But there's no pressure to use this, I've made triggers like this many times before so it didn't take long at all.
This is quite incredible! I can definitely see it has numerous advantages for minimal cost. I will do my best to study this and implement. Thanks for your time and effort.
 
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