- Joined
- Dec 16, 2017
- Messages
- 408
Hello there again, for some reason, the units picked don't get any damage, what could be wrong in this setup?
The idea of the spell is to be like Anivia ultimate from League of Legends
The idea of the spell is to be like Anivia ultimate from League of Legends
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Mage Orb Frost Talent Cast
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Blizzard (Mage FROST)
- (Current research level of Mage Orb (Mage Talent) for (Owner of (Triggering unit))) Greater than or equal to 1
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Actions
- Set MO_Index = (MO_Index + 1)
- Set MO_Caster[MO_Index] = (Triggering unit)
- Set MO_Position[MO_Index] = (Target point of ability being cast)
- Set MO_Damage[MO_Index] = (Real((Intelligence of MO_Caster[MO_Index] (Include bonuses))))
- Set MO_Duration[MO_Index] = 5
- Unit - Create 1 Dummy Empty for (Owner of MO_Caster[MO_Index]) at MO_Position[MO_Index] facing Default building facing degrees
- Set MO_Dummy[MO_Index] = (Last created unit)
- Special Effect - Create a special effect attached to the origin of MO_Dummy[MO_Index] using Sleet Storm.mdx
- Set MO_SFX[MO_Index] = (Last created special effect)
- Animation - Change MO_Dummy[MO_Index]'s size to (200.00%, 200.00%, 200.00%) of its original size
- Custom script: call RemoveLocation(udg_MO_Position[udg_MO_Index])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- MO_Index Equal to 1
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Then - Actions
- Trigger - Turn on Mage Orb Frost Talent Loop <gen>
- Else - Actions
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If - Conditions
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Events
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Mage Orb Frost Talent Loop
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Events
- Time - Every 1.00 seconds of game time
- Conditions
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Actions
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For each (Integer MO_Loop) from 1 to MO_Index, do (Actions)
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Loop - Actions
- Set MO_Duration[MO_Loop] = (MO_Duration[MO_Loop] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- MO_Duration[MO_Loop] Greater than or equal to 0
- (MO_Caster[MO_Loop] is alive) Equal to True
- (Current order of MO_Caster[MO_Loop]) Equal to (Order(channel))
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Then - Actions
- Set MO_Position[MO_Loop] = (Position of MO_Dummy[MO_Loop])
- Set MO_Group[MO_Loop] = (Units within 500.00 of MO_Position[MO_Loop])
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in MO_Group[MO_Loop] and do (Actions)
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Loop - Actions
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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
- ((Picked unit) belongs to an enemy of (Owner of MO_Caster[MO_Loop])) Equal to True
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Then - Actions
- Unit - Cause MO_Caster[MO_Loop] to damage (Picked unit), dealing MO_Damage[MO_Loop] damage of attack type Spells and damage type Normal
- Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\LichMissile\LichMissile.mdl
- Special Effect - Destroy (Last created special effect)
- Else - Actions
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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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Loop - Actions
- Custom script: call RemoveLocation(udg_MO_Position[udg_MO_Loop])
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Else - Actions
- Set MO_Caster[MO_Loop] = MO_Caster[MO_Index]
- Set MO_Damage[MO_Loop] = MO_Damage[MO_Index]
- Set MO_Dummy[MO_Loop] = MO_Dummy[MO_Index]
- Set MO_Duration[MO_Loop] = MO_Duration[MO_Index]
- Set MO_SFX[MO_Loop] = MO_SFX[MO_Index]
- Set MO_Index = (MO_Index - 1)
- Set MO_Loop = (MO_Loop - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- MO_Index Equal to 0
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Then - Actions
- Special Effect - Destroy MO_SFX[MO_Loop]
- Unit - Add a 0.10 second Generic expiration timer to MO_Dummy[MO_Loop]
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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If - Conditions
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Loop - Actions
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For each (Integer MO_Loop) from 1 to MO_Index, do (Actions)
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Events