I'm having trouble seeing the problem why my game keeps crashing from using this skill. The skill is based off Channel - Point Target
This is the trigger for when the unit casts the ability
And info on the variables are
HayateSkills[x] = Int Array of 6
HayatePlayer = Int
TempUnitPlayer[x] = Unit Array of 11
TempPositionPlayer[x] = Point Array of 11
HayateDamageDisplay[x] = Real Array of 6
HayateDistortionOrbSize = Real
Edit: I cannot find the source of the problem, I guess I'll have to make another skill for this hero.
This is the trigger for when the unit casts the ability
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Distortion Orb Z
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Distortion Orb Z
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Actions
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Set HayatePlayer = (Player number of (Owner of (Triggering unit)))
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Set TempUnitPlayer[HayatePlayer] = (Triggering unit)
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Set TempPositionPlayer[HayatePlayer] = (Target point of ability being cast)
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Set HayateDistortionOrbSize = (175.00 + (25.00 x (Real(HayateSkills[1]))))
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Unit - Create 1 Distortion Orb Dummy for (Owner of (Triggering unit)) at TempPositionPlayer[HayatePlayer] facing Default building facing degrees
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Unit - Add a 30.00 second Generic expiration timer to (Last created unit)
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Unit Group - Add (Last created unit) to HayateDistortionOrbGroup
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Unit - Set level of Distortion Orb Slow for (Last created unit) to HayateSkills[1]
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Animation - Change (Last created unit)'s size to (HayateDistortionOrbSize%, HayateDistortionOrbSize%, HayateDistortionOrbSize%) of its original size
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Animation - Change (Last created unit)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 0.00% transparency
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Distortion Orb AoE Damage
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Events
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Time - Every 2.00 seconds of game time
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Conditions
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Actions
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Set HayateDamageDisplay[1] = (Real(((Intelligence of TempUnitPlayer[HayatePlayer] (Include bonuses)) x HayateSkills[1])))
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Unit Group - Pick every unit in HayateDistortionOrbGroup 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
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((Picked unit) is alive) Equal to True
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Then - Actions
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Unit Group - Pick every unit in (Units within (175.00 + (25.00 x (Real(HayateSkills[1])))) of (Position of (Picked unit)) matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True))) and do (Actions)
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Loop - Actions
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Unit - Cause TempUnitPlayer[HayatePlayer] to damage (Picked unit), dealing HayateDamageDisplay[1] damage of attack type Hero and damage type Universal
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Floating Text - Create floating text that reads (String((Integer(HayateDamageDisplay[1])))) at (Position of (Picked unit)) with Z offset 50.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
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Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
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Floating Text - Set the velocity of (Last created floating text) to 128.00 towards 90.00 degrees
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Else - Actions
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Distortion Orb Z Add Points
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Events
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Unit - A unit Learns a skill
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Conditions
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(Learned Hero Skill) Equal to Distortion Orb Z
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Actions
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Set HayatePlayer = (Player number of (Owner of (Triggering unit)))
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Set TempUnitPlayer[HayatePlayer] = (Triggering unit)
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Set HayateSkills[1] = (HayateSkills[1] + 1)
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And info on the variables are
HayateSkills[x] = Int Array of 6
HayatePlayer = Int
TempUnitPlayer[x] = Unit Array of 11
TempPositionPlayer[x] = Point Array of 11
HayateDamageDisplay[x] = Real Array of 6
HayateDistortionOrbSize = Real
Edit: I cannot find the source of the problem, I guess I'll have to make another skill for this hero.
Last edited: