- Joined
- May 13, 2009
- Messages
- 41
Hi all i want ask you about this my 1st spell and i very confuse what is the wrong?? the ball didn't move forward
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Lightning Ball Begin
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Lightning Path
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- LP_Integer[1] Equal to 0
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Then - Actions
- Trigger - Turn on Lightning Ball Move <gen>
- Else - Actions
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If - Conditions
- Set LP_Integer[1] = (LP_Integer[1] + 1)
- Set LP_Integer[2] = (LP_Integer[2] + 1)
- Set LP_Caster[LP_Integer[2]] = (Triggering unit)
- Set LP_Location = (Position of LP_Caster[LP_Integer[2]])
- Set LP_Location2 = (Target point of ability being cast)
- Set LP_Angle[LP_Integer[2]] = (Angle from LP_Location to LP_Location2)
- Set LP_Tick[LP_Integer[2]] = 21
- Unit - Create 1 Lightning Ball Dummy for (Owner of LP_Caster[LP_Integer[2]]) at LP_Location facing Default building facing degrees
- Set LP_Dummy[LP_Integer[2]] = (Last created unit)
- Set LP_DummyPoint = (Position of LP_Dummy[LP_Integer[2]])
- Lightning - Create a Forked Lightning lightning effect from source LP_Location to target LP_DummyPoint
- Set LP_Lightning[LP_Integer[2]] = (Last created lightning effect)
- Custom script: call RemoveLocation ( udg_LP_Location2 )
- Custom script: call RemoveLocation ( udg_LP_DummyPoint )
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Lightning Ball Move
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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For each (Integer LP_Integer[3]) from 1 to LP_Integer[2], do (Actions)
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Loop - Actions
- Set LP_DummyPoint = (Position of LP_Dummy[3])
- Set LP_Location2 = (LP_DummyPoint offset by 50.00 towards LP_Angle[LP_Integer[3]] degrees)
- Unit - Move LP_Dummy[LP_Integer[3]] instantly to LP_Location2
- Lightning - Move LP_Lightning[LP_Integer[3]] to source LP_Location and target LP_DummyPoint
- Set LP_Strike[LP_Integer[3]] = (Units within 125.00 of LP_DummyPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of L
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Unit Group - Pick every unit in LP_Strike[LP_Integer[3]] and do (Actions)
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Loop - Actions
- Unit - Create 1 Lightning Ball Dummy Slower for (Owner of LP_Caster[LP_Integer[3]]) at LP_DummyPoint facing Default building facing degrees
- Unit - Hide (Last created unit)
- Unit - Order (Last created unit) to Human Sorceress - Slow (Picked unit)
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Weapons\Bolt\BoltImpact.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Cause LP_Caster[LP_Integer[3]] to damage (Picked unit), dealing (75.00 x (Real((Level of Lightning Path for LP_Caster[LP_Integer[3]])))) damage of attack type Spells and damage type Normal
- Unit Group - Add (Picked unit) to LP_NonStrike[LP_Integer[3]]
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Loop - Actions
- Special Effect - Create a special effect at LP_DummyPoint using Abilities\Weapons\Bolt\BoltImpact.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation ( udg_LP_DummyPoint )
- Custom script: call RemoveLocation ( udg_LP_Location2 )
- Custom script: call DestroyGroup ( udg_LP_Strike[udg_LP_Integer[3]] )
- Set LP_Tick[LP_Integer[3]] = (LP_Tick[LP_Integer[3]] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- LP_Tick[LP_Integer[3]] Equal to 0
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Then - Actions
- Unit - Kill LP_Dummy[LP_Integer[3]]
- Lightning - Destroy LP_Lightning[LP_Integer[3]]
- Unit Group - Remove all units from LP_NonStrike[LP_Integer[3]]
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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Loop - Actions
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For each (Integer LP_Integer[3]) from 1 to LP_Integer[2], do (Actions)
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Events