- Joined
- Oct 4, 2011
- Messages
- 226
Okay solved the no effect bug, I still had the custom script setting the integer to the caster unit instead of the dummy unit.
Still it heals the target instantly and I ahvnt really tested MUI capabilities yet. still need help uploaded changed triggers.
Still it heals the target instantly and I ahvnt really tested MUI capabilities yet. still need help uploaded changed triggers.
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CA 1
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to TBD (Cleric)
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Actions
- Set CA1_CasterUnit = (Triggering unit)
- Set CA1_OwnerPlayer = (Owner of CA1_CasterUnit)
- Set CA1_TargetUnit = (Target unit of ability being cast)
- Set CA1_CastLoc = (Position of CA1_CasterUnit)
- Set CA1_TargetLoc = (Position of CA1_TargetUnit)
- Unit - Create 1 Restoration (Projectile) for CA1_OwnerPlayer at CA1_CastLoc facing (Angle from CA1_CastLoc to CA1_TargetLoc) degrees
- Unit Group - Add (Last created unit) to CA1_DummyGroup
- Set CA1_TempDummyUnit = (Last created unit)
- Custom script: set udg_CA1_IdInteger = GetHandleId(udg_CA1_TempDummyUnit)
- Hashtable - Save Handle OfCA1_CasterUnit as (Key caster) of CA1_IdInteger in CA1_Hashtable
- Hashtable - Save Handle OfCA1_TargetUnit as (Key target) of CA1_IdInteger in CA1_Hashtable
- Hashtable - Save (Distance between CA1_CastLoc and CA1_TargetLoc) as (Key distance) of CA1_IdInteger in CA1_Hashtable
- Hashtable - Save 60.00 as (Key heal) of CA1_IdInteger in CA1_Hashtable
- Hashtable - Save 3.00 as (Key speed) of CA1_IdInteger in CA1_Hashtable
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (CA 1 Loop <gen> is on) Equal to False
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Then - Actions
- Trigger - Turn on CA 1 Loop <gen>
- Else - Actions
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If - Conditions
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Events
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CA 1 Loop
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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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
- (Number of units in CA1_DummyGroup) Greater than 0
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Then - Actions
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Unit Group - Pick every unit in CA1_DummyGroup and do (Actions)
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Loop - Actions
- Set CA1_TempUnit = (Picked unit)
- Custom script: set udg_CA1_IdInteger = GetHandleId(udg_CA1_TempUnit)
- Set CA1_TempLoc1 = (Position of CA1_TempUnit)
- Set CA1_TempLoc3 = (Position of (Load (Key target) of CA1_IdInteger in CA1_Hashtable))
- Set CA1_TempReal = (Angle from CA1_TempLoc1 to CA1_TempLoc3)
- Set CA1_TempLoc2 = (CA1_TempLoc1 offset by (Load (Key speed) of CA1_IdInteger from CA1_Hashtable) towards CA1_TempReal degrees)
- Set CA1_DistanceReal = (Load (Key distance) of CA1_IdInteger from CA1_Hashtable)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- CA1_DistanceReal Greater than or equal to 8.00
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Then - Actions
- Hashtable - Save (Distance between CA1_TempLoc1 and CA1_TempLoc2) as (Key distance) of CA1_IdInteger in CA1_Hashtable
- Unit - Move (Load (Key dummy) of CA1_IdInteger in CA1_Hashtable) instantly to CA1_TempLoc2, facing CA1_TempReal degrees
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Else - Actions
- Unit - Remove CA1_TempUnit from the game
- Unit - Set life of (Load (Key target) of CA1_IdInteger in CA1_Hashtable) to ((Life of (Load (Key target) of CA1_IdInteger in CA1_Hashtable)) + (Load (Key heal) of CA1_IdInteger from CA1_Hashtable))
- Unit Group - Remove CA1_TempUnit from CA1_DummyGroup
- Hashtable - Clear all child hashtables of child CA1_IdInteger in CA1_Hashtable
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If - Conditions
- Custom script: call RemoveLocation(udg_CA1_TempLoc1)
- Custom script: call RemoveLocation(udg_CA1_TempLoc2)
- Custom script: call RemoveLocation(udg_CA1_TempLoc3)
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Loop - Actions
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Unit Group - Pick every unit in CA1_DummyGroup and do (Actions)
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Else - Actions
- Trigger - Turn off (This trigger)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events