- Joined
- Oct 23, 2016
- Messages
- 8
I'm using Bribe's Damage Engine (DE) to create On-hit Ability (Flak Cannon), i also create my own custom Auto-attack for Multishot Ability purpose, the problem is i only want Flak Cannon work it that damage is from Multishot Projectiles. So i'm using DamageEventType to archive that, but i don't know why my game freeze when using DamageEventType = DamageType...... from DE. Please help
P/S: Sorry for my bad english.... not my main langauge =~=
P/S: Passive Cooldown System is my system, it didn't deal anydamage
P/S: I know there are lot of leaks, this just temporary to know it is work or not...
P/S: The game freeze in this part
I attached the map in this post, please help...
P/S: Sorry for my bad english.... not my main langauge =~=
P/S: Passive Cooldown System is my system, it didn't deal anydamage
P/S: I know there are lot of leaks, this just temporary to know it is work or not...
P/S: The game freeze in this part
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If - Conditions
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DamageEventType Equal to (==) DamageTypeIsMultishots
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Then - Actions
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Else - Actions
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Skip remaining actions
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Flak Cannons
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Events
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Game - DamageEvent becomes Equal to 1.00
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Conditions
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(Level of Flak Cannons |cffffd700[Q]|r [P-Base] for DamageEventSource) Not equal to (!=) 0
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IsDamageSpell Equal to (==) False
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Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Multishot Marker for DamageEventSource) Not equal to (!=) 0
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Then - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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DamageEventType Equal to (==) DamageTypeIsMultishots
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Then - Actions
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Else - Actions
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Skip remaining actions
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Else - Actions
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Special Effect - Create a special effect at (Position of DamageEventTarget) using Abilities\Spells\Other\Transmute\GoldBottleMissile.mdl
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Special Effect - Destroy (Last created special effect)
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Set PCS_Caster = DamageEventSource
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Set PCS_BaseAbility = Flak Cannons |cffffd700[Q]|r [P-Base]
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Set PCS_DummyAbility = Flak Cannons |cffffd700[Q]|r [P-Cooldown]
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Set PCS_AbilityLevel = (Level of PCS_BaseAbility for PCS_Caster)
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Set PCS_AbilityCooldown = (7.00 - ((Real(PCS_AbilityLevel)) x 0.25))
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Trigger - Run Passive Cooldown System <gen> (checking conditions)
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Trigger 1
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Events
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Game - DamageModifierEvent becomes Equal to 1.00
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Conditions
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DamageEventSource Equal to (==) Ranger 0011 <gen>
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IsDamageSpell Equal to (==) False
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DamageEventType Not equal to (!=) DamageTypeIsMultishots
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(Level of Multishot Marker for DamageEventSource) Not equal to (!=) 0
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Actions
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Unit Group - Pick every unit in (Units within 250.00 of (Position of DamageEventTarget)) and do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked unit) belongs to an enemy of (Owner of DamageEventSource)) Equal to (==) True
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Then - Actions
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Unit - Create 1 MS Projectile Dummy [Ranger] for (Owner of DamageEventSource) at (Position of DamageEventSource) facing (Facing of Ranger 0011 <gen>) degrees
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Successful: Order (Last created unit) to Attack (Picked unit)) Equal to (==) True
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Then - Actions
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Set TempInt = (Custom value of (Last created unit))
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Set MS_DamageSource[TempInt] = DamageEventSource
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Set MS_DamageAmount[TempInt] = DamageEventAmount
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Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
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Else - Actions
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Unit - Remove (Last created unit) from the game
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Else - Actions
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Set DamageEventAmount = 0.00
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Trigger 2
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Events
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Game - DamageModifierEvent becomes Equal to 1.00
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Conditions
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(Unit-type of DamageEventSource) Equal to (==) Dummy
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Actions
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Set TempInt = (Custom value of DamageEventSource)
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Set NextDamageType = DamageTypeIsMultishots
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Unit - Cause MS_DamageSource[TempInt] to damage DamageEventTarget, dealing MS_DamageAmount[TempInt] damage of attack type Hero and damage type Normal
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Trigger - Run ClearDamageEvent (checking conditions)
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Set DamageEventAmount = 0.00
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I attached the map in this post, please help...
Attachments
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