- Joined
- Nov 20, 2009
- Messages
- 4
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.

-
Bladestorm1
-
Events
-
Unit - A unit Begins channeling an ability
-
-
Conditions
-
(Ability being cast) Equal to Bladestorm
-
-
Actions
-
Set Bladestorm[(Player number of (Triggering player))] = (Casting unit)
-
Set Bladestorm_Caster_Loc[(Player number of (Triggering player))] = (Position of Bladestorm[(Player number of (Triggering player))])
-
Animation - Change Bladestorm[(Player number of (Triggering player))]'s animation speed to 130.00% of its original speed
-
For each (Integer A) from 0 to 12, do (Actions)
-
Loop - Actions
-
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
-
Unit Group - Add (Last created unit) to Bladestorm_Dummy_Group1[(Player number of (Triggering player))]
-
-
-
For each (Integer A) from 0 to 12, do (Actions)
-
Loop - Actions
-
Unit Group - Pick every unit in Bladestorm_Dummy_Group1[(Player number of (Triggering player))] and do (Actions)
-
Loop - Actions
-
Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) - 50.00) at 200.00
-
Unit - Create 1 Bladestorm Dummy for (Owner of Bladestorm[(Player number of (Triggering player))]) at (Position of (Picked unit)) facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Bladestorm_Dummy_Group3[(Player number of (Triggering player))]
-
Unit - Add a 2.50 second Generic expiration timer to (Picked unit)
-
-
-
-
-
-
-
Bladestorm2
-
Events
-
Unit - A unit Finishes casting an ability
-
-
Conditions
-
(Ability being cast) Equal to Bladestorm
-
-
Actions
-
Unit Group - Pick every unit in Bladestorm_Dummy_Group1[(Player number of (Triggering player))] and do (Actions)
-
Loop - Actions
-
Unit - Remove (Picked unit) from the game
-
-
-
For each (Integer A) from 0 to 12, do (Actions)
-
Loop - Actions
-
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
-
Unit Group - Add (Last created unit) to Bladestorm_Dummy_Group2[(Player number of (Triggering player))]
-
-
-
For each (Integer A) from 0 to 12, do (Actions)
-
Loop - Actions
-
Unit Group - Pick every unit in Bladestorm_Dummy_Group2[(Player number of (Triggering player))] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current flying height of (Picked unit)) Less than 200.00
-
-
Then - Actions
-
Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) + 50.00) at 250.00
-
Animation - Change (Picked unit)'s vertex coloring to (100.00%, 0.00%, 0.00%) with 55.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current flying height of (Picked unit)) Greater than or equal to 200.00
-
-
Then - Actions
-
Set Bladestorm_Timer = 0
-
Trigger - Turn on Bladestorm GEN <gen>
-
-
Else - Actions
-
-
-
-
-
-
-
-
Bladestorm GEN
-
Events
-
Time - Every 0.10 seconds of game time
-
-
Conditions
-
Actions
-
Animation - Change Bladestorm[(Player number of (Triggering player))]'s animation speed to 100.00% of its original speed
-
Set Bladestorm_Timer = (Bladestorm_Timer + 1)
-
Set Bladestorm_Random[(Player number of (Triggering player))] = (Random unit from Bladestorm_Dummy_Group2[(Player number of (Triggering player))])
-
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
-
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
-
Set Bladestorm_Damage_Multiplier = (Bladestorm_Damage x (Random real number between 2.00 and 2.25))
-
Set Blade_Dance_Chance[(Player number of (Triggering player))] = (Random real number between 1.00 and 100.00)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Bladestorm_Timer Less than (30 + (10 x (Level of Bladestorm for Bladestorm[(Player number of (Triggering player))])))
-
-
Then - Actions
-
Unit Group - Pick every unit in Bladestorm_Enemy_Group[(Player number of (Triggering player))] and do (Actions)
-
Loop - Actions
-
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))])
-
Unit - Order Bladestorm_Random[(Player number of (Triggering player))] to Neutral Pandaren Brewmaster - Drunken Haze (Picked unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
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))])))))
-
-
Then - Actions
-
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
-
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
-
Set Bladestorm_Text = (Last created floating text)
-
Floating Text - Change Bladestorm_Text: Disable permanence
-
Floating Text - Set the velocity of Bladestorm_Text to 80.00 towards (Random real number between 80.00 and 90.00) degrees
-
Floating Text - Change the lifespan of Bladestorm_Text to 4.00 seconds
-
Floating Text - Change the fading age of Bladestorm_Text to 2.50 seconds
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
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))])))))
-
-
Then - Actions
-
Unit - Cause Bladestorm[(Player number of (Triggering player))] to damage (Picked unit), dealing Bladestorm_Damage damage of attack type Hero and damage type Normal
-
-
Else - Actions
-
-
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Bladestorm_Timer Greater than or equal to (30 + (10 x (Level of Bladestorm for Bladestorm[(Player number of (Triggering player))])))
-
-
Then - Actions
-
Trigger - Turn off (This trigger)
-
Unit Group - Pick every unit in Bladestorm_Dummy_Group3[(Player number of (Triggering player))] and do (Actions)
-
Loop - Actions
-
Unit - Remove (Picked unit) from the game
-
-
-
Unit Group - Pick every unit in Bladestorm_Dummy_Group2[(Player number of (Triggering player))] and do (Actions)
-
Loop - Actions
-
Unit - Remove (Picked unit) from the game
-
-
-
-
Else - Actions
-
-
-
Last edited: