- Joined
- Mar 14, 2008
- Messages
- 5
I'm trying to make a move that will cause an area around a targeted point to be damaged after the user Blinks to it, but it does not seem to be working even though a tell-tale "Send transmission" to indicate usage has been included.
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NnjQckstrk AutoDmg
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Ninja Quickstrike (Neutral)
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Actions
- Set TempUnitGroupAntiLeak[(Player number of (Owner of (Triggering unit)))] = (Units in (Region centered at (Target point of ability being cast) with size ((50.00 + (50.00 x (Real((Level of Ninja Quickstrike (Neutral) for (Triggering unit)))))), (50.00 + (50.00 x (Real((Level of Ninja Quickstrike (Neutral) for (Triggering unit))))))))
- Cinematic - Send transmission to (Player group((Owner of (Triggering unit)))) from (Triggering unit) named (Proper name of (Triggering unit)): Play No sound and display Using Ninja Quickst.... Modify duration: Add 0.00 seconds and Wait
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Unit Group - Pick every unit in TempUnitGroupAntiLeak[(Player number of (Owner of (Triggering unit)))] and do (Actions)
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Loop - Actions
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
- Unit - Cause (Casting unit) to damage (Matching unit), dealing (30.00 x (Real(NnjQcksrkLvl[(Player number of (Owner of (Casting unit)))]))) damage of attack type Hero and damage type Universal
- Special Effect - Destroy (Last created special effect)
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Loop - Actions
- Custom script: call DestroyGroup (udg_TempUnitGroupAntiLeak[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
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Events