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[Trigger] Weird things I found out with triggering

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Apr 9, 2004
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When I was making only 1 ability, i found out a couple of weird things that might make your life easier when triggering a few things.

1. A lot of people have an issue about compensating a unit's health when they start at 100% and take damage. Well I what I did, that worked, is create a condition that, if the health restored is greater than their max health, then to start a timer for 0 seconds. When the timer expires, reheal the target. people would think, or at least I would, that this would be redundant and make no sense, but even 0 second timers must have a minute delay, but longer than instant actions and damage detection, since it works in healing the unit after they take damage, without any noticeable delay effect. Honestly, you won't be able to tell at all that there's a delay.

2. Same thing but with mana. Apparently, cast a spell waits a tiny duration after starting the effect, to take away mana. This means, that if you're at max mana and try to compensate, it won't work and will drain whatever amount it normally would.

3. The orb effect from frost arrows ability has a bug and returns a damage amount of 0 when you damage a unit with your attack, and have that ability active. Easy way around is use of searing arrows, which works just fine and still has a similar effect.

didn't know if people knew this, but it helps with bugs that some people get with their "shield" abilities and orb abilities.
 
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