Cast a negative rejuvenation at the unit and have yet another dummy unit cast storm bolt with no damage at the (Target unit of ability being cast). Sleep without awakening is just stun.
I want them to wake up naturally, when the spell ends or if they are attacked, and i dont want them to be a target for the enemy. I dont want to stun the unit. I want an actual sleeping unit but when they are asleep suffer poison damage.
I also need a regular sleeping spell w/o damage if possible.
There is no spell like the one u are looking for, you can only damage the target with triggers if u use sleep, make a base Sleep spell, make a trigger like this: Accont -unit cast a spell Contdition -spell beign cast equal Sleep Action -Create 1 dummy_unit for owner of triggering unit -Give 1.5 secs expiration time to last created unit -Order to last created unit to Rejuvenation_with_negative_values
Wont that wake up the unit though? I knew that I had to use triggers, just not exactly how to set it up. Thanks
I also need 2 different fuctional sleeping spell that work regularly. 1 that is just a sleepinh spell and the other that is a sleeping spell to replenish life? can i put an if/then statment in the trigger that casts positive rejuvinate on allies if i put them to sleep?
That wouldn't work since the unit will have two buffs. More efficient would be like this (yet not multiinstance unless you use JASS). Base your ability off sleep of course. Have two trigger and the second one initially disabled. Also have an unit variable called Sleep_Heal.
1) Trigger 1
Event - An Unit starts the effect of an ability Condition - Ability Being Cast equal to YourSleep Actions - set Sleep_Heal = (Target Unit of Ability Being Cast) - Turn On Trigger - Second Trigger - Wait 0.10 seconds - Wait for condition (Sleep_Heal has YourSleep Buff equal to false) checking every 0.10 seconds - Turn off Second Trigger - set Sleep_Heal = null
2)Trigger 2
Event - Every x seconds (x being the interval of time between which the unit is healed Actions - Set life of Sleep_heal to ((Current Life of Sleep_Heal)+y (y being of course the amount the unit is healed every x second)
ok, I kind of get it but, this is how I want the spells to work:
1. Nightmare: Sleeping Spell w/ a poison effect.
2. Slumber Mist: regular Sleeping Spell but longer duration than nightmare, no damage.
3. Sleep: You sleep in a tent, which actaully devours your unit and heals instead of hurts them (or some other kind of trigger/spell I just thought of devour), but if the tent is killed, the unit comes out and is asleep for the original duration of the healing effect. aka the unit isn't done healing nor sleeping.
Its difficult to explain, I may combine Nightmare w/ regular sleep if the triggers get to complicated.
Daelin there's an easy way for multi-instanceability.
Trigger:
Every 1 seconds in game time:
no conditions required
Pick every unit in game matching unit has buff X equal to true
Order X unit to damage X unit X damage blah blah blah...
It's multi-instanceable; i hope you can undertsand my shorthand triggering...
As for slumber mist i'd just base it off of the sleep ability. Third one seems kind of pointless altogether but i suppose you could summon a tent unit order units to load into the tent and then make the tent neutral for the duration and have a preset sleep timer if the tent is destroyed before they wake, otherwise they just wake up, have the tent spit em out and then remove the tent.