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[General] Fix my Code for my Spear Trigger

Level 8
Joined
Oct 6, 2022
Messages
188
Hello, i'm making a spear skill, the base ability is the Stampede. what i would like to do is to make this spear is when an enemy got hit by it while the spear is moving, the enemy will get stun & knockback by the spear. but i don't know how would i do it here, can you guys able to help me with this one?


Hero's object editor:
1748216955800.png

Skill time channel cast:
1748217814147.png

Spear Trigger:

>>Initially On
  • Remilia_SEN
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to []Remilia[] Impaling Spear
    • Actions
      • Set Remilia_Cast_Unit[6] = (Triggering unit)
      • Set Remilia_SEN_IsCasted[1] = False
      • Set Remilia_SEN_IsCasted[2] = True
      • Set Remilia_SEN_Countdown = 2.90
      • Set Remilia_SEN_Point[2] = (Target point of ability being cast)
      • Set Remilia_SEN_angle = (Angle from (Position of Remilia_Cast_Unit[6]) to Remilia_SEN_Point[2])
      • Set Remilia_SEN_Speed = 100.00
      • Set Remilia_SEN_Distance = 0.00
      • Set Remilia_SEN_MaxDistance = 900.00
      • Set Remilia_KnockDuration = 0.00
      • Wait 0.01 seconds
      • Unit - Add (Fujiwara) DMG block to Remilia_Cast_Unit[6]
      • Unit - For Remilia_Cast_Unit[6], Ability (Fujiwara) DMG block , Disable ability: False, Hide UI: True
      • Animation - Play Remilia_Cast_Unit[6]'s attack animation
      • Animation - Queue Remilia_Cast_Unit[6]'s stand animation
      • Trigger - Turn on Remilia_SENCountdown <gen>
  • Remilia_SEN Cancel
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Ability being cast) Equal to []Remilia[] Impaling Spear
    • Actions
      • Set Remilia_SEN_IsCasted[1] = False
      • Set Remilia_SEN_IsCasted[2] = False

>>Initially off
  • Remilia_SENCountdown
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Remilia_SEN_IsCasted[1] Equal to False
          • Remilia_SEN_IsCasted[2] Equal to True
        • Then - Actions
          • Set Remilia_SEN_Countdown = (Remilia_SEN_Countdown - 0.10)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Remilia_SEN_Countdown Equal to 0.00
            • Then - Actions
              • Set Remilia_SEN_IsCasted[1] = True
              • Set Remilia_SEN_IsCasted[2] = True
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Remilia_SEN_IsCasted[1] Equal to True
                  • Remilia_SEN_IsCasted[2] Equal to True
                • Then - Actions
                  • Unit - Remove (Fujiwara) DMG block from Remilia_Cast_Unit[6]
                  • Unit - Remove [][]Fuji[][] DMGblock buff from Remilia_Cast_Unit[6]
                  • Set Remilia_SEN_OriginPoint = ((Position of Remilia_Cast_Unit[6]) offset by 50.00 towards ((Facing of Remilia_Cast_Unit[6]) + 0.00) degrees)
                  • Unit - Create 1 Remilia Spear Dummy for (Owner of Remilia_Cast_Unit[6]) at Remilia_SEN_OriginPoint facing (Facing of Remilia_Cast_Unit[6]) degrees
                  • Animation - Play (Last created unit)'s death animation
                  • Set Remilia_SEN_Dummy2[2] = (Last created unit)
                  • Trigger - Turn on Remilia_SENReleased Loop <gen>
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Remilia_SEN_IsCasted[1] Equal to False
              • Remilia_SEN_IsCasted[2] Equal to False
            • Then - Actions
              • Trigger - Turn off (This trigger)
            • Else - Actions
  • Remilia_SENReleased Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Remilia_SEN_Distance Less than or equal to Remilia_SEN_MaxDistance
        • Then - Actions
          • For each (Integer A) from 1 to 2, do (Actions)
            • Loop - Actions
              • Unit - Move Remilia_SEN_Dummy2[(Integer A)] instantly to ((Position of Remilia_SEN_Dummy2[(Integer A)]) offset by Remilia_SEN_Speed towards Remilia_SEN_angle degrees), facing Remilia_SEN_angle degrees
              • Animation - Play Remilia_SEN_Dummy2[(Integer A)]'s stand animation
              • Unit Group - Pick every unit in (Units within 200.00 of (Position of Remilia_SEN_Dummy2[(Integer A)]) matching ((((Matching unit) belongs to an enemy of (Owner of Remilia_Cast_Unit[6])) Equal to True) and (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Eq and do (Actions)
                • Loop - Actions
                  • Unit - Cause Remilia_SEN_Dummy2[(Integer A)] to damage (Picked unit), dealing (100.00 x (Real((Level of []Remilia[] Impaling Spear for Remilia_Cast_Unit[6])))) damage of attack type Spells and damage type Normal
                  • Unit - Order (Picked unit) to Stop
                  • Special Effect - Create a special effect at (Position of (Picked unit)) using war3mapImported\Dota_Effect_lina_longpozhan.mdx
                  • Special Effect - Set Scale of (Last created special effect) to 0.50
                  • Special Effect - Destroy (Last created special effect)
                  • Trigger - Turn on Remilia_SEN Knock Loop <gen>
          • Set Remilia_SEN_Distance = (Remilia_SEN_Distance + Remilia_SEN_Speed)
        • Else - Actions
          • Trigger - Turn off (This trigger)
          • For each (Integer A) from 1 to 2, do (Actions)
            • Loop - Actions
              • Unit - Remove Remilia_SEN_Dummy2[(Integer A)] from the game
              • Special Effect - Create a special effect at (Position of Remilia_SEN_Dummy2[(Integer A)]) using war3mapImported\Dota_Effect_lina_longpozhan.mdx
              • Special Effect - Set Scale of (Last created special effect) to 0.50
              • Special Effect - Destroy (Last created special effect)
              • Set Remilia_SEN_Dummy2[(Integer A)] = No unit
  • Remilia_SEN Knock Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • Remilia_KnockDuration Less than or equal to 1.00
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
            • Then - Actions
              • Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Other\Doom\DoomTarget.mdl
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
          • Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 10.00 towards (Distance between (Position of Remilia_SEN_Dummy2[(Integer A)]) and (Position of (Picked unit))) degrees)
          • Set Remilia_KnockDuration = (Remilia_KnockDuration + 0.05)
        • Else - Actions
          • Unit - Remove Remilia_SEN_Dummy2[(Integer A)] from the game
          • Trigger - Turn off (This trigger)
 
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