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buncik
View attachment Bladestorm v1.0.w3x
my first time noob spell..need help fixing it..
-crush after cast many times.
my first time noob spell..need help fixing it..
-crush after cast many times.

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Bladestorm1
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Events
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Unit - A unit Begins channeling an ability
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Conditions
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(Ability being cast) Equal to Bladestorm
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Actions
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Set Bladestorm[(Player number of (Triggering player))] = (Casting unit)
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Set Bladestorm_Caster_Loc[(Player number of (Triggering player))] = (Position of Bladestorm[(Player number of (Triggering player))])
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Animation - Change Bladestorm[(Player number of (Triggering player))]'s animation speed to 130.00% of its original speed
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For each (Integer A) from 0 to 12, do (Actions)
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Loop - Actions
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Unit - Create 1 Bladestorm (Standing Blade) for (Owner of Bladestorm[(Player number of (Triggering player))]) at (Bladestorm_Caster_Loc[(Player number of (Triggering player))] offset by 500.00 towards ((Real((Integer A))) x 36.00) degrees) facing Default building facing degrees
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Unit Group - Add (Last created unit) to Bladestorm_Dummy_Group1[(Player number of (Triggering player))]
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For each (Integer A) from 0 to 12, do (Actions)
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Loop - Actions
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Unit Group - Pick every unit in Bladestorm_Dummy_Group1[(Player number of (Triggering player))] and do (Actions)
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Loop - Actions
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Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) - 50.00) at 200.00
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Unit - Create 1 Bladestorm Dummy for (Owner of Bladestorm[(Player number of (Triggering player))]) at (Position of (Picked unit)) facing Default building facing degrees
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Unit Group - Add (Last created unit) to Bladestorm_Dummy_Group3[(Player number of (Triggering player))]
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Unit - Add a 2.50 second Generic expiration timer to (Picked unit)
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Bladestorm2
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Events
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Unit - A unit Finishes casting an ability
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Conditions
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(Ability being cast) Equal to Bladestorm
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Actions
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Unit Group - Pick every unit in Bladestorm_Dummy_Group1[(Player number of (Triggering player))] and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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For each (Integer A) from 0 to 12, do (Actions)
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Loop - Actions
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Unit - Create 1 Bladestorm (Standing Blade up) for (Owner of Bladestorm[(Player number of (Triggering player))]) at (Bladestorm_Caster_Loc[(Player number of (Triggering player))] offset by 500.00 towards ((Real((Integer A))) x 36.00) degrees) facing Default building facing degrees
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Unit Group - Add (Last created unit) to Bladestorm_Dummy_Group2[(Player number of (Triggering player))]
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For each (Integer A) from 0 to 12, do (Actions)
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Loop - Actions
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Unit Group - Pick every unit in Bladestorm_Dummy_Group2[(Player number of (Triggering player))] and 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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(Current flying height of (Picked unit)) Less than 200.00
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Then - Actions
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Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) + 50.00) at 250.00
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Animation - Change (Picked unit)'s vertex coloring to (100.00%, 0.00%, 0.00%) with 55.00% transparency
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Else - 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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(Current flying height of (Picked unit)) Greater than or equal to 200.00
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Then - Actions
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Set Bladestorm_Timer = 0
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Trigger - Turn on Bladestorm GEN <gen>
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Else - Actions
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Bladestorm GEN
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Events
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Time - Every 0.10 seconds of game time
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Conditions
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Actions
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Animation - Change Bladestorm[(Player number of (Triggering player))]'s animation speed to 100.00% of its original speed
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Set Bladestorm_Timer = (Bladestorm_Timer + 1)
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Set Bladestorm_Random[(Player number of (Triggering player))] = (Random unit from Bladestorm_Dummy_Group2[(Player number of (Triggering player))])
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Set Bladestorm_Enemy_Group[(Player number of (Triggering player))] = (Units within 525.00 of Bladestorm_Caster_Loc[(Player number of (Triggering player))] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of Bladestorm[(Player number of (Triggering player))])) Equa
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Set Bladestorm_Damage = ((Real((Agility of Bladestorm[(Player number of (Triggering player))] (Include bonuses)))) x (Random real number between (4.00 + (0.25 x (Real((Level of Bladestorm for Bladestorm[(Player number of (Triggering player))]))))) and (6.00 + (0.25 x (Real((Level o
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Set Bladestorm_Damage_Multiplier = (Bladestorm_Damage x (Random real number between 2.00 and 2.25))
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Set Blade_Dance_Chance[(Player number of (Triggering player))] = (Random real number between 1.00 and 100.00)
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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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Bladestorm_Timer Less than (30 + (10 x (Level of Bladestorm for Bladestorm[(Player number of (Triggering player))])))
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Then - Actions
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Unit Group - Pick every unit in Bladestorm_Enemy_Group[(Player number of (Triggering player))] and do (Actions)
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Loop - Actions
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Unit - Set level of Bladestorm Dummy for Bladestorm_Random[(Player number of (Triggering player))] to (Level of Bladestorm for Bladestorm[(Player number of (Triggering player))])
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Unit - Order Bladestorm_Random[(Player number of (Triggering player))] to Neutral Pandaren Brewmaster - Drunken Haze (Picked unit)
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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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Blade_Dance_Chance[(Player number of (Triggering player))] Less than or equal to (10.00 + (3.00 x (Real((Level of Blade Dance for Bladestorm[(Player number of (Triggering player))])))))
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Then - Actions
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Unit - Cause Bladestorm[(Player number of (Triggering player))] to damage (Picked unit), dealing Bladestorm_Damage_Multiplier damage of attack type Hero and damage type Normal
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Floating Text - Create floating text that reads (|cffFF0000 + ((String((Integer(Bladestorm_Damage_Multiplier)))) + !)) above Bladestorm_Random[(Player number of (Triggering player))] with Z offset -90.00, using font size 10.50, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Set Bladestorm_Text = (Last created floating text)
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Floating Text - Change Bladestorm_Text: Disable permanence
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Floating Text - Set the velocity of Bladestorm_Text to 80.00 towards (Random real number between 80.00 and 90.00) degrees
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Floating Text - Change the lifespan of Bladestorm_Text to 4.00 seconds
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Floating Text - Change the fading age of Bladestorm_Text to 2.50 seconds
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Else - 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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Blade_Dance_Chance[(Player number of (Triggering player))] Greater than (10.00 + (3.00 x (Real((Level of Blade Dance for Bladestorm[(Player number of (Triggering player))])))))
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Then - Actions
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Unit - Cause Bladestorm[(Player number of (Triggering player))] to damage (Picked unit), dealing Bladestorm_Damage damage of attack type Hero and damage type Normal
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Else - Actions
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Else - 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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Bladestorm_Timer Greater than or equal to (30 + (10 x (Level of Bladestorm for Bladestorm[(Player number of (Triggering player))])))
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Then - Actions
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Trigger - Turn off (This trigger)
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Unit Group - Pick every unit in Bladestorm_Dummy_Group3[(Player number of (Triggering player))] and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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Unit Group - Pick every unit in Bladestorm_Dummy_Group2[(Player number of (Triggering player))] and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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Else - Actions
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Last edited by a moderator:


