- Joined
- Jul 5, 2010
- Messages
- 1,132
Hi. I have a problem with a condition.
So, any ideas?
If you want the whole trigger, it is downwards :3
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Attack
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Events
- Time - Attack_Timer[1] expires
- Time - Attack_Timer[2] expires
- Time - Attack_Timer[3] expires
- Time - Attack_Timer[4] expires
- Time - Attack_Timer[5] expires
- Time - Attack_Timer[6] expires
- Time - Attack_Timer[7] expires
- Time - Attack_Timer[8] expires
- Time - Attack_Timer[9] expires
- Time - Attack_Timer[10] expires
- Time - Attack_Timer[11] expires
- Time - Attack_Timer[12] expires
- Conditions
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Actions
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For each (Integer A) from 1 to 12, 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
- (Integer A) Equal to (Player number of (Triggering player))
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Then - Actions
- Set Attack_Integer[(Integer A)] = 10
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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
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For each (Integer A) from 1 to 12, do (Actions)
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Events
- (Integer A) Equal to (Player number of (Triggering player))
So, any ideas?
If you want the whole trigger, it is downwards :3
-
Attack
-
Events
- Time - Attack_Timer[1] expires
- Time - Attack_Timer[2] expires
- Time - Attack_Timer[3] expires
- Time - Attack_Timer[4] expires
- Time - Attack_Timer[5] expires
- Time - Attack_Timer[6] expires
- Time - Attack_Timer[7] expires
- Time - Attack_Timer[8] expires
- Time - Attack_Timer[9] expires
- Time - Attack_Timer[10] expires
- Time - Attack_Timer[11] expires
- Time - Attack_Timer[12] expires
- Conditions
-
Actions
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For each (Integer A) from 1 to 12, 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
- (Integer A) Equal to (Player number of (Triggering player))
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Then - Actions
- Set Attack_Integer[(Integer A)] = 10
- Set Attack_Boolean[(Integer A)] = True
- Set Attack_Range[(Integer A)] = Weapon_Range[(Integer A)]
- Set Attack_DamageMax[(Integer A)] = Weapon_DamageMax[(Integer A)]
- Set Attack_DamageMin[(Integer A)] = Weapon_DamageMin[(Integer A)]
- Set Attack_Damage[(Integer A)] = (Random integer number between Attack_DamageMin[(Integer A)] and Attack_DamageMax[(Integer A)])
- Set Attack_Point[(Integer A)] = (Position of Character[(Integer A)])
- Set Attack_Point[(Integer A)] = (Attack_Point[(Integer A)] offset by Attack_Range[(Integer A)] towards (Facing of Character[(Integer A)]) degrees)
- Set Attack_Group[(Integer A)] = (Units within Attack_Range[(Integer A)] of Attack_Point[(Integer A)] matching ((Matching unit) Not equal to Character[(Integer A)]))
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Unit Group - Pick every unit in Attack_Group[(Integer A)] and do (Actions)
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Loop - Actions
- Set Attack_Target[(Integer A)] = (Picked unit)
- Set FellBoolean[(Player number of (Owner of Attack_Target[(Integer A)]))] = True
- Set Attack_Damage[(Integer A)] = (Random integer number between Attack_DamageMin[(Integer A)] and Attack_DamageMax[(Integer A)])
- Set Attack_Damage[(Integer A)] = (Attack_Damage[(Integer A)] - (Custom value of Attack_Target[(Integer A)]))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Attack_Damage[(Integer A)] Less than 0
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Then - Actions
- Set Attack_Damage[(Integer A)] = 0
- Else - Actions
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If - Conditions
- Set Attack_Point[((Integer A) + 24)] = (Position of Attack_Target[(Integer A)])
- Animation - Play Attack_Target[(Integer A)]'s stand hit animation
- Unit - Cause Character[(Integer A)] to damage Attack_Target[(Integer A)], dealing (Real(Attack_Damage[(Integer A)])) damage of attack type Chaos and damage type Normal
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Attack_Damage[(Integer A)] Equal to 0
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Then - Actions
- Floating Text - Create floating text that reads Blocked! above Attack_Target[(Integer A)] with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Set Attack_Text[(Integer A)] = (Last created floating text)
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Else - Actions
- Floating Text - Create floating text that reads (String(Attack_Damage[(Integer A)])) above Attack_Target[(Integer A)] with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Set Attack_Text[(Integer A)] = (Last created floating text)
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If - Conditions
- Set Attack_Text[(Integer A)] = (Last created floating text)
- Floating Text - Change Attack_Text[(Integer A)]: Disable permanence
- Floating Text - Change the fading age of Attack_Text[(Integer A)] to 0.01 seconds
- Floating Text - Change the lifespan of Attack_Text[(Integer A)] to 1.00 seconds
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Loop - Actions
- Custom script: call RemoveLocation(udg_Attack_Point[bj_forLoopAIndex])
- Custom script: call RemoveLocation(udg_Attack_Point[bj_forLoopAIndex - 12])
- Custom script: call RemoveLocation(udg_Attack_Point[bj_forLoopAIndex - 24])
- 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
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For each (Integer A) from 1 to 12, do (Actions)
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Events