- Joined
- Mar 5, 2011
- Messages
- 199
I have another problem. This spell trigger's damage does not work..I got this spell from the marvel vs capcom spells made by nerovesper
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Shadow Dash
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Shadow Dash
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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
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SB_Integers[0] Equal to 0
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Then - Actions
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Trigger - Turn on Shadow Dash Loop <gen>
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Else - Actions
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Set SB_Integers[0] = (SB_Integers[0] + 1)
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Set SB_Integers[1] = (SB_Integers[1] + 1)
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Set SB_Caster[SB_Integers[1]] = (Triggering unit)
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Set SB_Point[SB_Integers[1]] = (Position of SB_Caster[SB_Integers[1]])
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Set MVC_Point[0] = (Target point of ability being cast)
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Set SB_Angle[SB_Integers[1]] = (Angle from SB_Point[SB_Integers[1]] to MVC_Point[0])
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-------- ------------------------SETUP------------------------ --------
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-------- Set below the damage of the spell per interval --------
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Set SB_Damage[SB_Integers[1]] = (175.00 x (Real((Level of (Ability being cast) for SBCaster[SB_Integers[1]]))))
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-------- Set below the distance of the spell's effect --------
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Set SB_Distance[SB_Integers[1]] = 700.00
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-------- Intervals of the damage --------
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Set SB_Interval[SB_Integers[1]] = 0.12
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-------- Spell Speed --------
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Set SB_Speed[SB_Integers[1]] = 40.00
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-------- Dummy Unit --------
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Set MVC_UnitType[5] = Shadow Dash
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-------- END OF SETUP --------
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Set SB_CountMove[SB_Integers[1]] = 0.00
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Set SB_Check[SB_Integers[1]] = True
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Custom script: call RemoveLocation (udg_MVC_Point[0])
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Shadow Dash Loop
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Events
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Time - Every 0.04 seconds of game time
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Conditions
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Actions
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For each (Integer SB_Integers[2]) from 1 to SB_Integers[1], do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SB_Check[SB_Integers[2]] Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SB_CountMove[SB_Integers[2]] Less than SB_Distance[SB_Integers[2]]
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Then - Actions
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Set SB_CountMove[SB_Integers[2]] = (SB_CountMove[SB_Integers[2]] + SB_Speed[SB_Integers[2]])
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Set SB_Timer[SB_Integers[2]] = (SB_Timer[SB_Integers[2]] + 0.04)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SB_Timer[SB_Integers[2]] Greater than or equal to SB_Interval[SB_Integers[2]]
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Then - Actions
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Set SB_Timer[SB_Integers[2]] = 0.00
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Set MVC_Point[0] = (SB_Point[SB_Integers[2]] offset by SB_CountMove[SB_Integers[2]] towards SB_Angle[SB_Integers[2]] degrees)
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Unit - Create 1 MVC_UnitType[5] for (Owner of SB_Caster[SB_Integers[2]]) at MVC_Point[0] facing SB_Angle[SB_Integers[2]] degrees
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Set RAS_Dummy = (Last created unit)
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Set RAS_Duration = 1.20
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Set RAS_HeightInc = True
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Set RAS_Color = 0.00
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Trigger - Run Remove Dummy <gen> (checking conditions)
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Animation - Play RAS_Dummy's spell slam animation
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Set MVC_PickGroup = (Units within 110.00 of MVC_Point[0] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of SB_Caster[SB_Integers[2]])) Equal to True) and ((((Matching unit) is A structure) Equal to False) and (((Matching
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Unit Group - Pick every unit in MVC_PickGroup and do (Actions)
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Loop - Actions
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Set MVC_Point[1] = (Position of (Picked unit))
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Set MVC_Point[2] = (MVC_Point[1] offset by (SB_Speed[SB_Integers[2]] x (SB_Interval[SB_Integers[2]] / 0.04)) towards SB_Angle[SB_Integers[2]] degrees)
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Unit - Move (Picked unit) instantly to MVC_Point[2]
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Unit - Cause SB_Caster[SB_Integers[2]] to damage (Picked unit), dealing SB_Damage[SB_Integers[2]] damage of attack type Spells and damage type Universal
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Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call RemoveLocation (udg_MVC_Point[1])
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Custom script: call RemoveLocation (udg_MVC_Point[2])
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Custom script: call DestroyGroup (udg_MVC_PickGroup)
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Custom script: call RemoveLocation (udg_MVC_Point[0])
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Else - Actions
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Else - Actions
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Set SB_Check[SB_Integers[2]] = False
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Set SB_Timer[SB_Integers[2]] = 0.00
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Custom script: call RemoveLocation (udg_SB_Point[udg_SB_Integers[2]])
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Set SB_Integers[0] = (SB_Integers[0] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SB_Integers[0] Equal to 0
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Then - Actions
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Set SB_Integers[1] = 0
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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