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Random Spell Pack v1.4

v1.1
-Dummy ability for Fireball changed from Shockwave to Breath of Fire
Shockwave us dummy was causing lag at map.
v1.2
-Effect leaks on dummys removed
v1.3
-Added new spell: Shield Bash
-Added system: Knockback
v1.4
-Modifications of Fireball Spell


This is my first spell pack.
Spell Pack contains 5 spells:
-Ball Lighting
-Telekinetic Seazure (Funny one :D)
-Crystalization
-Fireball
-Shield Bash

Ball Lighting________________________
Premitive spell, but not so easy us you think. Hero throw ball of lighting, which impact on enemys. It deal AoE damage and damage equal to percentage of Hero Inteligence.
Do not need to calculate at your head how much damage Hero will deal. Just throw it and
see floating text which will show how much damage ball caused.

Telekinetic Seazure__________________
Spell idea ia taken from cartoon works. Meaby someone saw at TV how one cartoon character grab an uther and snash him from right to left and some more times like that.
Like that spell looks... Hero seaze an enemy with his telekinetic power. Enemy unable to move, cast spells. Then Hero start to throw enemy araund and smashing it on ground.

Crystalization_______________________
Spell combined with DPI spell and missile functions. Hero lock enemy into ice crystal.
Enemy unable to cast spells, move. Crystal press enemy inside, causing damage.
Spell have duration. If after duration enemy dies then crystal explode by difference of preasure, throw fragments aroung to damage uther enemys.
Buff of the spell is stackable. Example: cast two times Crystalization on same unit, and it will recive damage from both casters.

Fireball_____________________________
Based on Ball Lighting. Hero hurl ball of fire. Ball impact on enemys and cause huge explosion (damage in AoE). After that some fragments remain from fireball. Fragments fall on ground causing damage in small AoE.

Modifications: Tree impact. Damage on missile death.

Shield Bash_________________________
Hero run on enemy and smash it with his shield. Enemy take damage and knockback at
medium distance (150+50*LVL). Simple spell.

Spell pack got documentation for someone who is new in GUI. All spells are MUI.
Please, report for any bug, leak you found. Any sugestions will be overlooked.
If someone use spells, give a credit. Thank You.

NFWar

Keywords:
NFWar, Pack, Fire, Ice, Crystal, Lighting, Ball, Telekinetic, Seazure, Fragment, Random, Bash, Shield, Knockback
Contents

NFWar's first Spell Pack v1.4 (Map)

Reviews
23:11, 16th Jun 2010 Hanky: Looks good even if I don't like the indexing system. But well, approved!

Moderator

M

Moderator

23:11, 16th Jun 2010
Hanky:
Looks good even if I don't like the indexing system. But well, approved!
 
Level 17
Joined
Mar 17, 2009
Messages
1,349
Well, I only checked spells and not triggering...

Crystal is definetly creative... yet I see you Pause the target... well I don't like that cause it clears the Unit's panel... but it's really no big deal.

Other three spells... not original... I mean, I think Rmx already made the Seazure and Fireball ones, or something commong at least... and Ball Lightning also has been already done.

Btw, couldn't you find a better name for spell pack? I mean, the only time Random sounded creative to me was when it was used by Deadmau5 to call his album: Random Album Title :p

Other than that, the skim through triggers shows you're doing good with spell making :)

Keep it up... and actually, start learning vJass ;)
 
Level 19
Joined
Feb 25, 2009
Messages
2,004
Hm, damn good.


Idea/Originality/Creativity: 9/10
Triggering/Coding: 10/10
Discription/Tooltips: 9/10
Eye Candy/SFX: 9/10
MUI: +5

Overall: 42 = Recommended.

-10/45 = FAIL
-20/45 = Lacking
-30/45 = Acceptable
-40/45 = Recommended
-45 = Highly Recommended


At all, I've sum suggestions:
You can make the big-fireball to move just the the tiny ones when its explodes, it will better
The both fireball and the lightningball height is a bit too much, reducing it might be good.

That's all, and of course, 5/5 rate.
 
Deuterium, I looked at your comment, so:
-Yes you are right, pausing units dont must be used so much.
I can stun target too instead of pause. I think Like that I will do at next update.
-Ofcorse theare many spells at hive. It is my first Spell Pack and I started from "easy"
just like RMX sugest me/
-Better name... huh... uhum... ghuh... I dont know much words :con:
Gona use a book :xxd:
 
If you don't know what leaks... how could you know it leaks in the first place!? :s

PLEASE don't tell me you're using stupid leak checker? Because that doesn't function quietly well as far as I know...

After casting 1,2,3 spell a lot of times (kiled all units with 1st, 2nd...)
map dont lag. After using Fireball 10 times I saw small lag...
Caster a lot of times Fireball - mega lag at map.
 
Here is seting trigger:
  • Fire Ball Setings
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fireball
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FB_Skip Equal to 0
        • Then - Actions
          • Trigger - Turn on Fire Ball Loop <gen>
        • Else - Actions
      • Set FB_Skip = (FB_Skip + 1)
      • Set FB_Times = (FB_Times + 1)
      • Set FB_Off[FB_Times] = True
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- I have set 1 more boolean variable. It check if missile is "big" or "small". "Big" are fireballs what Hero make. "Small" are fragments. So by cheking this boolean variable actions for "small" and "big" missiles will be not same. --------
      • -------- Fireball mooving an same height and impact on enemys. Fragments move with parabola and cause small AoE damage --------
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FB_Big[FB_Times] = True
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FB_Hero[FB_Times] = (Casting unit)
      • Set FB_Point[0] = (Position of (Casting unit))
      • Set FB_Point[1] = (Target point of ability being cast)
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Lets set angle, damage, distance, speed, AoE etc. --------
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FB_Angle[FB_Times] = (Angle from FB_Point[0] to FB_Point[1])
      • Set FB_Distance[FB_Times] = 800.00
      • Set FB_Speed[FB_Times] = 15.00
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FB_Damage[FB_Times] = (60.00 + (60.00 x (Real((Level of Fireball for (Casting unit))))))
      • Set FB_AoE[FB_Times] = 250.00
      • Set FB_Colision[FB_Times] = (50.00 + (20.00 x (Real((Level of Fireball for (Casting unit))))))
      • Set FB_Fragments[FB_Times] = (2 + (1 x (Level of Fireball for (Casting unit))))
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Set scaling of dummy. Biger damage - biger dummy :) --------
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Set FB_Scale = (90.00 + (10.00 x (Real((Level of Fireball for (Casting unit))))))
      • Unit - Create 1 Dummy for (Owner of FB_Hero[FB_Times]) at FB_Point[0] facing FB_Angle[FB_Times] degrees
      • Set FB_Missile[FB_Times] = (Last created unit)
      • Animation - Change FB_Missile[FB_Times] flying height to 40.00 at 0.00
      • Animation - Change FB_Missile[FB_Times]'s size to (FB_Scale%, FB_Scale%, FB_Scale%) of its original size
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Just with 1 special effect dummy dont looks good. Lets create 2 effects :) --------
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
      • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
      • Custom script: call RemoveLocation ( udg_FB_Point[0] )
      • Custom script: call RemoveLocation ( udg_FB_Point[1] )
Here is Loop Trigger:
  • Fire Ball Loop
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- Every FB_Times become FB --------
      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • For each (Integer FB) from 1 to FB_Times, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • FB_Off[FB] Equal to True
            • Then - Actions
              • Set FB_Point[2] = (Position of FB_Missile[FB])
              • Set FB_Point[3] = (FB_Point[2] offset by FB_Speed[FB] towards FB_Angle[FB] degrees)
              • Unit - Move FB_Missile[FB] instantly to FB_Point[3]
              • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
              • -------- Distance is descreased by speed every time when missile move. --------
              • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
              • Set FB_Distance[FB] = (FB_Distance[FB] - FB_Speed[FB])
              • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
              • -------- Below is condition which check if missile is "big" or "small". --------
              • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • FB_Big[FB] Equal to True
                • Then - Actions
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • -------- If it is, then actions for fireball will be runing --------
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • Set FB_Group[FB] = (Units within FB_Colision[FB] of FB_Point[3] matching (((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to False)) and (((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is dead) Equal to
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Number of units in FB_Group[FB]) Greater than 0
                    • Then - Actions
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • -------- Fireball just tuch something, Lets create Explosion! :D --------
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • Special Effect - Create a special effect at FB_Point[3] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • -------- Group will be destroyed and set again, because uther units theare will be damaged --------
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • Custom script: call DestroyGroup ( udg_FB_Group[udg_FB] )
                      • Set FB_Group[FB] = (Units within FB_AoE[FB] of FB_Point[3] matching (((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to False)) and (((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is dead) Equal to Fals
                      • Unit Group - Pick every unit in FB_Group[FB] and do (Actions)
                        • Loop - Actions
                          • Unit - Cause FB_Hero[FB] to damage (Picked unit), dealing FB_Damage[FB] damage of attack type Spells and damage type Fire
                      • Custom script: call DestroyGroup ( udg_FB_Group[udg_FB] )
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • -------- Distance being 0 because fireball impact on unit and will not move anymore --------
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • Set FB_Distance[FB] = 0.00
                      • Set FB_Point[4] = (Position of FB_Missile[FB])
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • -------- Here it is. Below is loop which set up fragments. --------
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • For each (Integer A) from 1 to FB_Fragments[FB], do (Actions)
                        • Loop - Actions
                          • Set FB_Skip = (FB_Skip + 1)
                          • Set FB_Times = (FB_Times + 1)
                          • Set FB_Off[FB_Times] = True
                          • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                          • -------- FB_Big will be false because it is just small fragment :P --------
                          • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                          • Set FB_Big[FB_Times] = False
                          • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                          • Set FB_Hero[FB_Times] = FB_Hero[FB]
                          • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                          • -------- MaxDistance and height are needed for parabola calculation --------
                          • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                          • Set FB_Angle[FB_Times] = (FB_Angle[FB] + (Random real number between -60.00 and 60.00))
                          • Set FB_Distance[FB_Times] = (Random real number between 200.00 and 400.00)
                          • Set FB_MaxDistance[FB_Times] = FB_Distance[FB_Times]
                          • Set FB_Speed[FB_Times] = (FB_MaxDistance[FB_Times] x 0.02)
                          • Set FB_Height[FB_Times] = (Random real number between 100.00 and 200.00)
                          • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                          • -------- Fragments will deal 4 times leaser damage. Reduce IT! :) --------
                          • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                          • Set FB_Damage[FB_Times] = (FB_Damage[FB] / 4.00)
                          • Set FB_AoE[FB_Times] = 150.00
                          • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                          • -------- Scale is half (50 %), but you can change it. --------
                          • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                          • Set FB_Scale = 50.00
                          • Unit - Create 1 Dummy for (Owner of FB_Hero[FB_Times]) at FB_Point[4] facing FB_Angle[FB_Times] degrees
                          • Set FB_Missile[FB_Times] = (Last created unit)
                          • Animation - Change FB_Missile[FB_Times]'s size to (FB_Scale%, FB_Scale%, FB_Scale%) of its original size
                          • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • -------- Upper loop action used just 1 point. Remove to do not cause leaks --------
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • Custom script: call RemoveLocation ( udg_FB_Point[4] )
                    • Else - Actions
                • Else - Actions
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • -------- This actions will be done if Missile is not "Big", it is fragment height changed to parabola variable to give a look of arc --------
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • Set FB_Parabola[FB] = (((4.00 x FB_Height[FB]) / FB_MaxDistance[FB]) x ((FB_MaxDistance[FB] - FB_Distance[FB]) x (FB_Distance[FB] / FB_MaxDistance[FB])))
                  • Animation - Change FB_Missile[FB] flying height to FB_Parabola[FB] at 0.00
              • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
              • -------- Distance is 0, then missile killed --------
              • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • FB_Distance[FB] Less than or equal to 0.00
                • Then - Actions
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • -------- W8! Not all missiles diying at same way! Fragments deal damage when diying! :) --------
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • FB_Big[FB] Equal to False
                    • Then - Actions
                      • Set FB_Group[FB] = (Units within FB_AoE[FB] of FB_Point[3] matching (((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to False)) and (((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is dead) Equal to Fals
                      • Unit Group - Pick every unit in FB_Group[FB] and do (Actions)
                        • Loop - Actions
                          • Unit - Cause FB_Hero[FB] to damage (Picked unit), dealing FB_Damage[FB] damage of attack type Spells and damage type Fire
                      • Custom script: call DestroyGroup ( udg_FB_Group[udg_FB] )
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • -------- Special effect for eyecandy and sound of effect destroyed --------
                      • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                      • Special Effect - Create a special effect at FB_Point[3] using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                      • Special Effect - Destroy (Last created special effect)
                    • Else - Actions
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • -------- Finaly kill missile! :P --------
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • Unit - Kill FB_Missile[FB]
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • -------- FB_Skip reduced by 1, because it check if some spells are runing --------
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • Set FB_Skip = (FB_Skip - 1)
                  • Set FB_Off[FB] = False
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • -------- If FB_Skip is 0, then no spells are exist. Loop shud repeat 0 times (FB_Times set to 0 too) and turn trigger off. Dont need trigger to run when no spells are runing :P --------
                  • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • FB_Skip Equal to 0
                    • Then - Actions
                      • Set FB_Times = 0
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                • Else - Actions
              • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
              • -------- Almost forgot ^^ Clear leaks ^^ --------
              • -------- ---------------------------------------------------------------------------------------------------------------------------------------------------------- --------
              • Custom script: call RemoveLocation ( udg_FB_Point[2] )
              • Custom script: call RemoveLocation ( udg_FB_Point[3] )
            • Else - Actions
I dont found any leak but spell still leak.:sad:
 
Level 17
Joined
Mar 17, 2009
Messages
1,349
Oh man you should have done that a long time ago!

Here it is:
  • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
  • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
You don't only need to remove the unit you attach the effects too... but store the effects into variables and destroy them too.

Effects are the things that cause the most lag if not destroyed (that's an educated guess, I might be wrong)...
 
Oh man you should have done that a long time ago!

Here it is:
  • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
  • Special Effect - Create a special effect attached to the chest of FB_Missile[FB_Times] using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
You don't only need to remove the unit you attach the effects too... but store the effects into variables and destroy them too.

Effects are the things that cause the most lag if not destroyed (that's an educated guess, I might be wrong)...

I think you are wrong, Ball Lighting have 3 effects at Dummy chest.
I killed all units at map just with ball Lighting ability and still no lag.
I even reduce damage to cast it more times.

Realy, gona try your sugestion, but i think it is wrong...

EDIT: Lag remain so leak still too
Effects attached to dummy destroys automaticaly when dummy dies
 
Man, leak and lag are two whole different things!


No they don't...

There's nothing in Warcraft that "destroys automatically" unless you're using some advance GUI system...

If you have effect leaks, indead you will lag

I found what problem is... it is not effects on dummy
It is spell data :eek:
Fireball spell made from shockwave.
Ball Lighting is base of Fireball but it is made from Carrion Swarm.
I make to Hero create Fireball when using Ball Lighting.
Killed all units at map - no lag. :confused: Then it is no effect leaks.
Changed to Fireball... it is lag again. :eekani:
It means without any doubt what Shockwave do something and cause lag
I have no uther pheory
 
Last edited:
I have changed dummy ability for Fireball. It works and dont lag after many casts.
Seems like Shockwave is not good for dummy ability.
Updated!. :wink:


Not so soon coming new spell pack!
Explosive Spell Pack v1.0


Spell Pack allready got 2 spells:
-Jumping Bomb
-Sticky Bomb
And 1 popular system:
-Knockback

NOTE: Explosive spell pack is released with just 2 spells.
So it is not spell pack anymore :p but just 2 spells
 
Last edited:

Rmx

Rmx

Level 19
Joined
Aug 27, 2007
Messages
1,164
The Spellpack is lovely, so far no leaks was found.

Review -

Fire Ball --- Simple and not so creative, but for my taste it was simply lovely.

Teleknetic s... --- I did 2 spells with same thing ext... but your spell is just faster, doesn't leak and somehow lovely :D

Cryst.. --- The most creative spell in your spellpack :D love it :D

Ball of lightning --- Like fire ball comment :D

Overall -- 3.5/5 :D

Great spellpack .. you are way WAY way better than before ... keep up the good work :D
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,180
The documentation is totally usless when it comes to importing the map with no prior experience. A member called WorldEdit tried to use this spell in his map and had no clue where to begin. Especially since you use an imported custom model for the dummy unit and no not mention to the potential users that the spell requires a dummy with that imported model.

Action annotation is ample and I am not complaining about that, but honestly the import documentation is non existant so I have no clue how you expect people with no prior importing experience to use it.
 
Level 8
Joined
Jul 14, 2010
Messages
235
WOW, every spell in this spell pack fits to my map, thanks alot for making this! GJ.
But is the Fireball lag thing fixed? Will the map still lagg alot if you have casted alot of fireballs?
 
Level 8
Joined
Jul 14, 2010
Messages
235
And another thing..
193808-albums3934-picture37150.jpg

What IS this? Most of the spells I copy to my map is GUI etc. So I see alot of errors, and is able to see whats missing and fix it. But these errors, I just can't figure out. Anyone else got them?

EDIT: It looks like its the Shield Bash triggers that cause the whole thing, but still can't figure it out .__.
 
Last edited:
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