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[Trigger] Flying Kick

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Level 9
Joined
Dec 16, 2017
Messages
339
Hello guys, i am having an issue with this spell, it damages the caster aswell, not just the picked units, what could cause it?

  • Flying Kick Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Flying Kick (Pandaren Brewmaster)
    • Actions
      • Set FK_Caster = (Triggering unit)
      • Set FK_Target = (Target point of ability being cast)
      • Unit - Turn collision for FK_Caster Off
      • Trigger - Turn on Flying Kick Loop <gen>
      • Special Effect - Create a special effect attached to the origin of FK_Caster using FireworksDragonHead.mdx
      • Set FK_SFX = (Last created special effect)
  • Flying Kick Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set FK_CasterPosition = (Position of FK_Caster)
      • Set FK_Real = (Angle from FK_CasterPosition to FK_Target)
      • Set FK_Distance = (FK_CasterPosition offset by 45.00 towards FK_Real degrees)
      • Unit - Move FK_Caster instantly to FK_Distance, facing FK_Real degrees
      • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 250.00 of FK_CasterPosition) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
              • ((Picked unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
            • Then - Actions
              • Unit - Cause FK_Caster to damage (Picked unit), dealing (80.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Distance between FK_CasterPosition and FK_Target))) Less than or equal to 45
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Special Effect - Destroy FK_SFX
          • Unit - Turn collision for FK_Caster On
          • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • Animation - Reset FK_Caster's animation
          • Custom script: call RemoveLocation(udg_FK_Target)
        • Else - Actions
      • Custom script: call RemoveLocation(udg_FK_CasterPosition)
      • Custom script: call RemoveLocation(udg_FK_Distance)
 
Last edited:
Level 9
Joined
Dec 16, 2017
Messages
339
Ah, thanks, didn't noticed that xD
Also, how can i make it stop when someone tries to cast in "boundary" area so he doesn't get stuck forever?

  • Flying Kick Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Flying Kick (Pandaren Brewmaster)
    • Actions
      • Set FK_Caster = (Triggering unit)
      • Set FK_Target = (Target point of ability being cast)
      • Set FK_CasterPosition = (Position of FK_Caster)
      • Unit - Turn collision for FK_Caster Off
      • Unit - Create 1 Dummy Empty PA 90 for (Owner of FK_Caster) at FK_CasterPosition facing Default building facing degrees
      • Set FK_Dummy = (Last created unit)
      • Trigger - Turn on Flying Kick Loop <gen>
      • Special Effect - Create a special effect attached to the origin of FK_Caster using FireworksDragonHead.mdx
      • Set FK_SFX = (Last created special effect)
      • Special Effect - Create a special effect attached to the origin of FK_Dummy using Flame Burst.mdx
      • Set FK_DummySFX = (Last created special effect)
      • Custom script: call RemoveLocation(udg_FK_CasterPosition)
  • Flying Kick Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set FK_CasterPosition = (Position of FK_Caster)
      • Set FK_Real = (Angle from FK_CasterPosition to FK_Target)
      • Set FK_Distance = (FK_CasterPosition offset by 45.00 towards FK_Real degrees)
      • Unit - Move FK_Caster instantly to FK_Distance, facing FK_Real degrees
      • Unit - Move FK_Dummy instantly to FK_Distance, facing FK_Real degrees
      • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 250.00 of FK_CasterPosition) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
              • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Fireball Minor.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause FK_Caster to damage (Picked unit), dealing (40.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Distance between FK_CasterPosition and FK_Target))) Less than or equal to 45
        • Then - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 250.00 of FK_Target) and do (Actions)
            • Loop - Actions
              • Special Effect - Create a special effect at FK_Target using Flame Burst.mdx
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is alive) Equal to True
                  • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
                • Then - Actions
                  • Unit - Cause FK_Caster to damage (Picked unit), dealing (200.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
                • Else - Actions
          • Trigger - Turn off (This trigger)
          • Unit - Add a 0.50 second Generic expiration timer to FK_Dummy
          • Special Effect - Destroy FK_SFX
          • Special Effect - Destroy FK_DummySFX
          • Unit - Turn collision for FK_Caster On
          • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • Animation - Reset FK_Caster's animation
          • Custom script: call RemoveLocation(udg_FK_Target)
        • Else - Actions
      • Custom script: call RemoveLocation(udg_FK_CasterPosition)
      • Custom script: call RemoveLocation(udg_FK_Distance)
 
Last edited:
Level 23
Joined
Apr 3, 2018
Messages
460
You can add a time limit with a real variable. Or check that the unit actually moves to fk_distance after moving the caster, by checking distance between caster's new position and fk_distance < 1. If distance is 1 or more then the engine failed to move the unit exactly to the location, meaning something is in the way.
 
Level 9
Joined
Dec 16, 2017
Messages
339
So it's something like this?

  • Flying Kick Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set FK_CasterPosition = (Position of FK_Caster)
      • Set FK_Real = (Angle from FK_CasterPosition to FK_Target)
      • Set FK_Distance = (FK_CasterPosition offset by 45.00 towards FK_Real degrees)
      • Unit - Move FK_Caster instantly to FK_Distance, facing FK_Real degrees
      • Special Effect - Create a special effect attached to the origin of FK_Caster using Dustwave - Fire.mdx
      • Special Effect - Destroy (Last created special effect)
      • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Distance between FK_CasterPosition and FK_Distance))) Less than or equal to 1
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Special Effect - Destroy FK_SFX
          • Special Effect - Destroy FK_SFX2
          • Unit - Turn collision for FK_Caster On
          • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • Animation - Reset FK_Caster's animation
          • Custom script: call RemoveLocation(udg_FK_Target)
        • Else - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 250.00 of FK_CasterPosition) and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is alive) Equal to True
                  • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
                • Then - Actions
                  • Special Effect - Create a special effect attached to the origin of (Picked unit) using Fireball Minor.mdx
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Cause FK_Caster to damage (Picked unit), dealing (40.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
                • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Distance between FK_CasterPosition and FK_Target))) Less than or equal to 45
        • Then - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 250.00 of FK_Target) and do (Actions)
            • Loop - Actions
              • Special Effect - Create a special effect at FK_Target using Flame Burst.mdx
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at FK_Target using Dustwave - Fire.mdx
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is alive) Equal to True
                  • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
                • Then - Actions
                  • Unit - Cause FK_Caster to damage (Picked unit), dealing (200.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
                • Else - Actions
          • Trigger - Turn off (This trigger)
          • Special Effect - Destroy FK_SFX
          • Special Effect - Destroy FK_SFX2
          • Unit - Turn collision for FK_Caster On
          • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • Animation - Reset FK_Caster's animation
          • Custom script: call RemoveLocation(udg_FK_Target)
        • Else - Actions
      • Custom script: call RemoveLocation(udg_FK_CasterPosition)
      • Custom script: call RemoveLocation(udg_FK_Distance)
 
Level 9
Joined
Dec 16, 2017
Messages
339
  • Flying Kick Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set FK_CasterPosition = (Position of FK_Caster)
      • Set FK_Real = (Angle from FK_CasterPosition to FK_Target)
      • Set FK_Distance = (FK_CasterPosition offset by 45.00 towards FK_Real degrees)
      • Unit - Move FK_Caster instantly to FK_Distance, facing FK_Real degrees
      • Special Effect - Create a special effect attached to the origin of FK_Caster using Dustwave - Fire.mdx
      • Special Effect - Destroy (Last created special effect)
      • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 250.00 of FK_CasterPosition) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
              • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Fireball Minor.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause FK_Caster to damage (Picked unit), dealing (40.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Distance between FK_CasterPosition and FK_Target))) Less than or equal to 45
        • Then - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 250.00 of FK_Target) and do (Actions)
            • Loop - Actions
              • Special Effect - Create a special effect at FK_Target using Flame Burst.mdx
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at FK_Target using Dustwave - Fire.mdx
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is alive) Equal to True
                  • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
                • Then - Actions
                  • Unit - Cause FK_Caster to damage (Picked unit), dealing (200.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Integer((Distance between FK_CasterPosition and FK_Distance))) Greater than or equal to 1
            • Then - Actions
              • Trigger - Turn off (This trigger)
              • Special Effect - Destroy FK_SFX
              • Special Effect - Destroy FK_SFX2
              • Unit - Turn collision for FK_Caster On
              • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Animation - Reset FK_Caster's animation
              • Custom script: call RemoveLocation(udg_FK_Target)
            • Else - Actions
        • Else - Actions
      • Custom script: call RemoveLocation(udg_FK_CasterPosition)
      • Custom script: call RemoveLocation(udg_FK_Distance)
 
Level 23
Joined
Apr 3, 2018
Messages
460
Thing is you are comparing his old position not the new one. You need to compare the position which he ends up in after the Move unit command, to the variable which you put into Move unit, to see if there's a difference between the two. The difference happens if something is in the way so the Move unit command fails to move the unit properly.
 
Last edited:
Level 9
Joined
Dec 16, 2017
Messages
339
Ok, so i made a new variable to set his new position..but now it never stops
  • Flying Kick Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set FK_CasterPosition = (Position of FK_Caster)
      • Set FK_Real = (Angle from FK_CasterPosition to FK_Target)
      • Set FK_Distance = (FK_CasterPosition offset by 45.00 towards FK_Real degrees)
      • Unit - Move FK_Caster instantly to FK_Distance, facing FK_Real degrees
      • Set FK_CasterPositionDebug = (Position of FK_Caster)
      • Special Effect - Create a special effect attached to the origin of FK_Caster using Dustwave - Fire.mdx
      • Special Effect - Destroy (Last created special effect)
      • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 250.00 of FK_CasterPosition) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
              • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Fireball Minor.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause FK_Caster to damage (Picked unit), dealing (40.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Distance between FK_CasterPosition and FK_Target))) Less than or equal to 45
        • Then - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 250.00 of FK_Target) and do (Actions)
            • Loop - Actions
              • Special Effect - Create a special effect at FK_Target using Flame Burst.mdx
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at FK_Target using Dustwave - Fire.mdx
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is alive) Equal to True
                  • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
                • Then - Actions
                  • Unit - Cause FK_Caster to damage (Picked unit), dealing (200.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Integer((Distance between FK_CasterPositionDebug and FK_Distance))) Greater than or equal to 1
            • Then - Actions
              • Trigger - Turn off (This trigger)
              • Special Effect - Destroy FK_SFX
              • Special Effect - Destroy FK_SFX2
              • Unit - Turn collision for FK_Caster On
              • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Animation - Reset FK_Caster's animation
              • Custom script: call RemoveLocation(udg_FK_Target)
            • Else - Actions
        • Else - Actions
      • Custom script: call RemoveLocation(udg_FK_CasterPosition)
      • Custom script: call RemoveLocation(udg_FK_Distance)
 
Level 23
Joined
Apr 3, 2018
Messages
460
You have put the new condition block in the old finishing block which is pointless, because now the condition is only checked after the spell is already over.

But it will still be infinite when targeting out of bounds because the condition is never checked.
 
Level 9
Joined
Dec 16, 2017
Messages
339
Still beats me :))
  • Flying Kick Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set FK_CasterPosition = (Position of FK_Caster)
      • Set FK_Real = (Angle from FK_CasterPosition to FK_Target)
      • Set FK_Distance = (FK_CasterPosition offset by 45.00 towards FK_Real degrees)
      • Unit - Move FK_Caster instantly to FK_Distance, facing FK_Real degrees
      • Set FK_CasterPositionDebug = (Position of FK_Caster)
      • Special Effect - Create a special effect attached to the origin of FK_Caster using Dustwave - Fire.mdx
      • Special Effect - Destroy (Last created special effect)
      • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 250.00 of FK_CasterPosition) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
              • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Fireball Minor.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause FK_Caster to damage (Picked unit), dealing (40.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Distance between FK_CasterPositionDebug and FK_Distance))) Greater than or equal to 1
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Special Effect - Destroy FK_SFX
          • Special Effect - Destroy FK_SFX2
          • Unit - Turn collision for FK_Caster On
          • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • Animation - Reset FK_Caster's animation
          • Custom script: call RemoveLocation(udg_FK_Target)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Distance between FK_CasterPosition and FK_Target))) Less than or equal to 45
        • Then - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 250.00 of FK_Target) and do (Actions)
            • Loop - Actions
              • Special Effect - Create a special effect at FK_Target using Flame Burst.mdx
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at FK_Target using Dustwave - Fire.mdx
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is alive) Equal to True
                  • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
                • Then - Actions
                  • Unit - Cause FK_Caster to damage (Picked unit), dealing (200.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
                • Else - Actions
          • Trigger - Turn off (This trigger)
          • Animation - Reset FK_Caster's animation
          • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • Unit - Turn collision for FK_Caster On
          • Special Effect - Destroy FK_SFX2
          • Special Effect - Destroy FK_SFX
        • Else - Actions
      • Custom script: call RemoveLocation(udg_FK_CasterPosition)
      • Custom script: call RemoveLocation(udg_FK_Distance)
 
Level 9
Joined
Dec 16, 2017
Messages
339
Yeah.. i did it with real variable, works really fine, the only bad thing is that it runs a bit in the wall until the timer is on, but with a little work, can be managed to be ok .

Thanks for your time !

  • Flying Kick Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Set FK_CasterPosition = (Position of FK_Caster)
      • Set FK_Real = (Angle from FK_CasterPosition to FK_Target)
      • Set FK_Distance = (FK_CasterPosition offset by 45.00 towards FK_Real degrees)
      • Unit - Move FK_Caster instantly to FK_Distance, facing FK_Real degrees
      • Set FK_Debug = (FK_Debug + 0.03)
      • Special Effect - Create a special effect attached to the origin of FK_Caster using Dustwave - Fire.mdx
      • Special Effect - Destroy (Last created special effect)
      • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 250.00 of FK_CasterPosition) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
              • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
            • Then - Actions
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Fireball Minor.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause FK_Caster to damage (Picked unit), dealing (40.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FK_Debug Greater than or equal to 0.50
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Special Effect - Destroy FK_SFX
          • Special Effect - Destroy FK_SFX2
          • Unit - Turn collision for FK_Caster On
          • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • Animation - Reset FK_Caster's animation
          • Custom script: call RemoveLocation(udg_FK_Target)
          • Set FK_Debug = 0.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Integer((Distance between FK_CasterPosition and FK_Target))) Less than or equal to 45
        • Then - Actions
          • Custom script: set bj_wantDestroyGroup = true
          • Unit Group - Pick every unit in (Units within 250.00 of FK_Target) and do (Actions)
            • Loop - Actions
              • Special Effect - Create a special effect at FK_Target using Flame Burst.mdx
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at FK_Target using Dustwave - Fire.mdx
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) is alive) Equal to True
                  • ((Picked unit) belongs to an enemy of (Owner of FK_Caster)) Equal to True
                • Then - Actions
                  • Unit - Cause FK_Caster to damage (Picked unit), dealing (200.00 x (Real((Level of Flying Kick (Pandaren Brewmaster) for FK_Caster)))) damage of attack type Normal and damage type Normal
                • Else - Actions
          • Trigger - Turn off (This trigger)
          • Animation - Reset FK_Caster's animation
          • Animation - Change FK_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • Unit - Turn collision for FK_Caster On
          • Special Effect - Destroy FK_SFX2
          • Special Effect - Destroy FK_SFX
          • Set FK_Debug = 0.00
        • Else - Actions
      • Custom script: call RemoveLocation(udg_FK_CasterPosition)
      • Custom script: call RemoveLocation(udg_FK_Distance)
 
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