- Joined
- Jun 16, 2007
- Messages
- 1,574
I know i'm missing a few lines to completely make this trigger MUI, but i'm not sure what it is lol... I usually have a MUI spell i look at so i can fix any errors. But lost my base file for them haha.
Errors which happen:
- On 2nd cast balls don't move
- No more then 1 unit can cast this spell
- Removes other casting units balls, when first casting finishes.
Errors which happen:
- On 2nd cast balls don't move
- No more then 1 unit can cast this spell
- Removes other casting units balls, when first casting finishes.
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RenzokuED 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 [Q] Renzoku Kikou Dan (V2)
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Actions
- -------- Setup Indexing --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- RenzokuED_Index1 Equal to 0
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Then - Actions
- Trigger - Turn on RenzokuED 2 <gen>
- Else - Actions
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If - Conditions
- -------- Setup Variables --------
- Set RenzokuED_Index1 = (RenzokuED_Index1 + 1)
- Set RenzokuED_Index2 = (RenzokuED_Index2 + 1)
- Set RenzokuED_Timer[RenzokuED_Index2] = 21
- Set RenzokuED_Caster[RenzokuED_Index2] = (Triggering unit)
- Set RenzokuED_Target[RenzokuED_Index2] = (Target unit of ability being cast)
- Set RenzokuED_R_L[RenzokuED_Index2] = 1
- -------- Setup Ball Amount (This will be used for casting amount) --------
- Set RenzokuED_Balls[RenzokuED_Index2] = (5 x (Level of [Q] Renzoku Kikou Dan (V2) for RenzokuED_Caster[RenzokuED_Index2]))
- Animation - Play RenzokuED_Caster[RenzokuED_Index2]'s Spell Swim animation
- -------- Setup Damage --------
- Set RenzokuED_Damage[RenzokuED_Index2] = (Real(((Intelligence of RenzokuED_Caster[RenzokuED_Index2] (Exclude bonuses)) / RenzokuED_Balls[RenzokuED_Index2])))
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Events
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RenzokuED 2
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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For each (Integer RenzokuED_MUI) from 1 to RenzokuED_Index2, do (Actions)
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Loop - Actions
- Unit - Make RenzokuED_Caster[RenzokuED_MUI] face RenzokuED_Target[RenzokuED_MUI] over 0.00 seconds
- Set RenzokuED_Timer[RenzokuED_MUI] = (RenzokuED_Timer[RenzokuED_MUI] - 3)
- -------- Move Unit --------
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Unit Group - Pick every unit in RenzokuED_BallGroup[RenzokuED_MUI] and do (Actions)
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Loop - Actions
- -------- Remove Unit --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Life of (Picked unit)) Less than or equal to 1.00
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Then - Actions
- Unit - Remove (Picked unit) from the game
- Else - Actions
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If - Conditions
- -------- Move Unit + Remove Doodad --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked unit) is alive) Equal to True
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Then - Actions
- Set RenzokuED_Temp2[RenzokuED_MUI] = ((Position of (Picked unit)) offset by 35.00 towards (Facing of (Picked unit)) degrees)
- Unit - Move (Picked unit) instantly to RenzokuED_Temp2[RenzokuED_MUI]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Region centered at RenzokuED_Temp2[RenzokuED_MUI] with size (50.00, 50.00)) contains RenzokuED_Target[RenzokuED_MUI]) Equal to True
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Then - Actions
- Unit - Remove (Picked unit) from the game
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation(udg_RenzokuED_Temp2[udg_RenzokuED_MUI])
- Set RenzokuED_Temp2[RenzokuED_MUI] = (Position of (Picked unit))
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Destructible - Pick every destructible in (Region centered at RenzokuED_Temp2[RenzokuED_MUI] with size (100.00, 100.00)) and do (Actions)
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Loop - Actions
- Destructible - Kill (Picked destructible)
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Loop - Actions
- Custom script: call RemoveLocation(udg_RenzokuED_Temp2[udg_RenzokuED_MUI])
- Else - Actions
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If - Conditions
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Loop - Actions
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Unit Group - Pick every unit in (Units within 50.00 of (Position of (Random unit from RenzokuED_BallGroup[RenzokuED_MUI])) matching ((((Matching unit) belongs to an enemy of (Owner of RenzokuED_Caster[RenzokuED_MUI])) Equal to True) or ((Matching unit) Equal to RenzokuED_Target[RenzokuED_MU and do (Actions)
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Loop - Actions
- Unit - Cause RenzokuED_Caster[RenzokuED_MUI] to damage (Picked unit), dealing RenzokuED_Damage[RenzokuED_MUI] damage of attack type Chaos and damage type Force
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\FragDriller\FragDriller.mdl
- Set RenzokuED_SEffect[RenzokuED_MUI] = (Last created special effect)
- Special Effect - Destroy RenzokuED_SEffect[RenzokuED_MUI]
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Loop - Actions
- -------- Remove Unit --------
- -------- Create Unit --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- RenzokuED_Balls[RenzokuED_MUI] Greater than or equal to 1
- RenzokuED_Timer[RenzokuED_MUI] Less than or equal to 0
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Then - Actions
- -------- Creating Units --------
- Set RenzokuED_Timer[RenzokuED_MUI] = 60
- -------- 1 = Right and 2 = Left | Creates Dummy between (Facing Angle Of Casting Unit -- / + random number betwween 5 to 25) --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- RenzokuED_R_L[RenzokuED_MUI] Equal to 1
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Then - Actions
- Set RenzokuED_Temp1[RenzokuED_MUI] = ((Position of RenzokuED_Caster[RenzokuED_MUI]) offset by 100.00 towards ((Facing of RenzokuED_Caster[RenzokuED_MUI]) - (Random real number between 5.00 and 25.00)) degrees)
- Unit - Create 1 Renzoku_Dummy for (Owner of RenzokuED_Caster[RenzokuED_MUI]) at RenzokuED_Temp1[RenzokuED_MUI] facing (Facing of RenzokuED_Caster[RenzokuED_MUI]) degrees
- Unit - Add a 0.90 second Generic expiration timer to (Last created unit)
- Set RenzokuED_R_L[RenzokuED_MUI] = 2
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Else - Actions
- Set RenzokuED_Temp1[RenzokuED_MUI] = ((Position of RenzokuED_Caster[RenzokuED_MUI]) offset by 100.00 towards ((Facing of RenzokuED_Caster[RenzokuED_MUI]) + (Random real number between 5.00 and 25.00)) degrees)
- Unit - Create 1 Renzoku_Dummy for (Owner of RenzokuED_Caster[RenzokuED_MUI]) at RenzokuED_Temp1[RenzokuED_MUI] facing (Facing of RenzokuED_Caster[RenzokuED_MUI]) degrees
- Unit - Add a 0.90 second Generic expiration timer to (Last created unit)
- Set RenzokuED_R_L[RenzokuED_MUI] = 1
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If - Conditions
- Sound - Play gg_snd_RenzokuED_Sound at 100.00% volume, attached to (Last created unit)
- Set RenzokuED_Sound[RenzokuED_Index2] = (Last played sound)
- Unit Group - Add (Last created unit) to RenzokuED_BallGroup[RenzokuED_MUI]
- Set RenzokuED_Balls[RenzokuED_MUI] = (RenzokuED_Balls[RenzokuED_MUI] - 1)
- Custom script: call RemoveLocation(udg_RenzokuED_Temp1[udg_RenzokuED_MUI])
- Else - Actions
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If - Conditions
- -------- Ends Trigger --------
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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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Or - Any (Conditions) are true
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Conditions
- (RenzokuED_Balls[RenzokuED_MUI] Less than or equal to 0) and ((All units of RenzokuED_BallGroup[RenzokuED_MUI] are dead) Equal to True)
- (RenzokuED_Target[RenzokuED_MUI] is in (Units within 1200.00 of (Position of RenzokuED_Caster[RenzokuED_MUI]))) Equal to False
- (RenzokuED_Balls[RenzokuED_MUI] Less than or equal to 0) and ((RenzokuED_BallGroup[RenzokuED_MUI] is empty) Equal to True)
- (RenzokuED_Caster[RenzokuED_MUI] is Stunned) Equal to True
- (RenzokuED_Target[RenzokuED_MUI] is dead) Equal to True
- (RenzokuED_Caster[RenzokuED_MUI] is dead) Equal to True
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Sound - Stop RenzokuED_Sound[RenzokuED_MUI] Immediately
- Sound - Destroy RenzokuED_Sound[RenzokuED_MUI]
- Animation - Play RenzokuED_Caster[RenzokuED_MUI]'s stand animation
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in RenzokuED_BallGroup[RenzokuED_MUI] and do (Actions)
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Loop - Actions
- Unit - Remove (Picked unit) from the game
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Loop - Actions
- Custom script: call RemoveLocation(udg_RenzokuED_Temp1[udg_RenzokuED_MUI])
- Custom script: call RemoveLocation(udg_RenzokuED_Temp2[udg_RenzokuED_MUI])
- Set RenzokuED_Index2 = (RenzokuED_Index2 - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- RenzokuED_Index2 Equal to 0
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Then - Actions
- Set RenzokuED_Index1 = 0
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
- Else - Actions
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If - Conditions
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Loop - Actions
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For each (Integer RenzokuED_MUI) from 1 to RenzokuED_Index2, do (Actions)
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Events