- Joined
- Dec 12, 2008
- Messages
- 7,385
Guys, I'm having a problem with this spell i'm working on for the Spells and Systems Mini-Contest (#18) or (#19) (i forgot which
)
The spell won't put enemy units to sleep and it won't damage them!
What could be the problem?
Here are the triggers:
Please help!
If i don't fix it before April 1, i'll be disqualified
The spell won't put enemy units to sleep and it won't damage them!
What could be the problem?
Here are the triggers:
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Lame Joke Init
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Events
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Map initialization
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Conditions
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Actions
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-------- -------------- --------
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-------- Dummy Unit --------
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-------- -------------- --------
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Set DummyType = Sleep Dummy
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-------- -------------- --------
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-------- Dummy Abilities --------
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-------- -------------- --------
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Set DummyAbilities = Tomato
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-------- -------------- --------
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-------- Time before first floating text --------
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-------- -------------- --------
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Set Reals[1] = 1.00
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-------- -------------- --------
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-------- Time before second floating text --------
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-------- (Must be Greater than Reals[1]) --------
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-------- -------------- --------
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Set Reals[2] = 3.70
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-------- -------------- --------
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-------- Throw Tomato Chance --------
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-------- -------------- --------
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Set Reals[3] = 80.00
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-------- -------------- --------
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-------- Damage Per Level --------
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-------- -------------- --------
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Set Reals[4] = 75.00
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-------- -------------- --------
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-------- Say Joke at... --------
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-------- (Must be greater than Reals[2]) --------
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-------- -------------- --------
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Set Reals[5] = 5.60
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-------- -------------- --------
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-------- Text Font --------
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-------- -------------- --------
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Set Reals[6] = 14.00
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-------- -------------- --------
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-------- Text Velocity --------
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-------- -------------- --------
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Set Reals[7] = 100.00
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-------- -------------- --------
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-------- Text Lifespan --------
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-------- -------------- --------
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Set Reals[8] = 2.30
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-------- -------------- --------
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-------- Text Fading Age --------
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-------- -------------- --------
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Set Reals[9] = 2.00
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-------- -------------- --------
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-------- Text Angle Velocity --------
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-------- -------------- --------
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Set Reals[10] = 90.00
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-------- -------------- --------
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-------- AoE --------
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-------- -------------- --------
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Set Reals[11] = 800.00
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-------- -------------- --------
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-------- Ability --------
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-------- -------------- --------
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Set Ability = Lame Joke
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-------- -------------- --------
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-------- Text Color --------
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-------- -------------- --------
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Set Strings[0] = |cffffcc00
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-------- -------------- --------
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-------- -------Initial Floating Text at the beginning of the spell------- --------
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-------- -------------- --------
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Set Strings[1] = (Strings[0] + Want to hear a joke?|r)
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-------- -------------- --------
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-------- Level 1 Joke --------
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-------- -------------- --------
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Set Strings[2] = (Strings[0] + An orc goes to the doctor's office and says: I'm feeling a bit GREEN!|r)
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-------- -------------- --------
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-------- Level 2 Joke --------
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-------- -------------- --------
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Set Strings[3] = (Strings[0] + How many Peasants does it take to screw in a lightbulb?|r)
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-------- -------------- --------
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-------- Level 3 Joke --------
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-------- -------------- --------
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Set Strings[4] = (Strings[0] + My Troll Impression|r)
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-------- -------------- --------
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-------- Level 4 Joke --------
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-------- -------------- --------
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Set Strings[5] = (Strings[0] + Airline Food. What's the deal with that?|r)
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-------- -------------- --------
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-------- Beginning of Joke --------
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-------- -------------- --------
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Set Sounds[1] = WarlordPissed1 <gen>
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-------- -------------- --------
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-------- Second Sound (What) --------
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-------- -------------- --------
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Set Sounds[2] = TichondriusWhat1 <gen>
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-------- -------------- --------
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-------- Joke 1 --------
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-------- -------------- --------
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Set Sounds[3] = GruntPissed7 <gen>
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-------- -------------- --------
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-------- Joke 2 --------
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-------- -------------- --------
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Set Sounds[4] = PeasantYes1 <gen>
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-------- -------------- --------
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-------- Joke 3 --------
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-------- -------------- --------
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Set Sounds[5] = ShadowHunterPissed8 <gen>
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-------- -------------- --------
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-------- Joke 4 --------
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-------- -------------- --------
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Set Sounds[6] = GyrocopterPissed8 <gen>
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-------- -------------- --------
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Lame Joke Cast
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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 Ability
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Actions
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-------- ////////////////////////////////////////////// --------
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-------- BEGIN WITH INDEXING --------
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-------- ////////////////////////////////////////////// --------
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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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Index[1] Equal to 0
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Then - Actions
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Trigger - Turn on Lame Joke Loop <gen>
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Else - Actions
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Set Index[1] = (Index[1] + 1)
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Set Index_Boolean = False
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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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Index_Integer Less than Index[2]
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Index_Clear[Index_Integer] Equal to True
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Index_Integer Not equal to 0
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Then - Actions
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Set Index_Boolean = True
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Else - Actions
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For each (Integer Index[0]) from 1 to Index[2], 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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Index_Boolean Equal to False
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Index_Clear[Index[0]] Equal to True
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Then - Actions
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Set Index_Integer = Index[0]
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Set Index_Boolean = True
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Else - 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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Index_Boolean Equal to False
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Then - Actions
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Set Index[2] = (Index[2] + 1)
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Set Index_Integer = Index[2]
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Else - Actions
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Set Index_Clear[Index_Integer] = False
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-------- ////////////////////////////////////////////// --------
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-------- DONE INDEXING --------
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-------- ////////////////////////////////////////////// --------
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Set Caster[Index_Integer] = (Triggering unit)
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-------- ////////////////////////////////////////////// --------
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Set Loc[Index_Integer] = (Position of Caster[Index_Integer])
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-------- ////////////////////////////////////////////// --------
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Set Level[Index_Integer] = (Level of Ability for Caster[Index_Integer])
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-------- ////////////////////////////////////////////// --------
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Animation - Play Caster[Index_Integer]'s channel animation, using only Rare animations
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-------- ////////////////////////////////////////////// --------
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Set Still_Casting[Index_Integer] = True
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-------- ////////////////////////////////////////////// --------
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Set Counter[Index_Integer] = 0
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-------- ////////////////////////////////////////////// --------
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Set Damage[Index_Integer] = (Reals[4] x (Real(Level[Index_Integer])))
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-------- ////////////////////////////////////////////// --------
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Lame Joke Loop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer Index[3]) from 1 to Index[2], 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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Still_Casting[Index[3]] Equal to True
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Then - Actions
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Set Counter[Index[3]] = (Counter[Index[3]] + 1)
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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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(Caster[Index[3]] is alive) Equal to False
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Then - Actions
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Set Still_Casting[Index[3]] = False
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Else - 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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Counter[Index[3]] Equal to ((Integer(Reals[1])) x 33)
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Then - Actions
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Floating Text - Create floating text that reads Strings[1] at Loc[Index[3]] with Z offset 0.00, using font size Reals[6], color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Set Temptext = (Last created floating text)
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Floating Text - Set the velocity of Temptext to Reals[7] towards Reals[10] degrees
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Floating Text - Change Temptext: Disable permanence
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Floating Text - Change the lifespan of Temptext to Reals[8] seconds
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Floating Text - Change the fading age of Temptext to Reals[9] seconds
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Custom script: set udg_Temptext = null
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Sound - Play Sounds[1] at 100.00% volume, located at Loc[Index[3]] with Z offset 0.00
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Else - 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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Counter[Index[3]] Equal to ((Integer(Reals[2])) x 33)
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Then - Actions
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Sound - Play Sounds[2] at 100.00% volume, located at Loc[Index[3]] with Z offset 0.00
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Else - 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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Counter[Index[3]] Equal to ((Integer(Reals[5])) x 33)
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Then - Actions
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Floating Text - Create floating text that reads Strings[(Level[Index[3]] + 1)] at Loc[Index[3]] with Z offset 0.00, using font size Reals[6], color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Set Temptext = (Last created floating text)
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Floating Text - Set the velocity of Temptext to Reals[7] towards Reals[10] degrees
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Floating Text - Change Temptext: Disable permanence
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Floating Text - Change the lifespan of Temptext to Reals[8] seconds
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Floating Text - Change the fading age of Temptext to Reals[9] seconds
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Custom script: set udg_Temptext = null
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Sound - Play Sounds[(Level[Index[3]] + 2)] at 100.00% volume, located at Loc[Index[3]] with Z offset 0.00
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Else - 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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Counter[Index[3]] Equal to (((Integer(Reals[5])) x 33) + 17)
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Then - Actions
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Set RandomInteger[Index[3]] = (Random integer number between 1 and 100)
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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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(Real(RandomInteger[Index[3]])) Less than or equal to Reals[3]
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Then - Actions
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within Reals[11] of Loc[Index[3]] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching player) is an enemy of (Owner of Caster[Index[3]])) Equal to True)))) and do (Actions)
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Loop - Actions
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Unit - Add DummyAbilities to (Picked unit)
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Unit - Order (Picked unit) to Neutral - Firebolt Caster[Index[3]]
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Unit - Remove Tomato from (Picked unit)
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Else - Actions
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Unit - Create 1 DummyType for (Owner of Caster[Index[3]]) at Loc[Index[3]] facing Default building facing degrees
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Set Dummy[Index[3]] = (Last created unit)
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Unit - Add a 0.30 second Generic expiration timer to Dummy[Index[3]]
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within Reals[11] of Loc[Index[3]] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching player) is an enemy of (Owner of Caster[Index[3]])) Equal to True)))) and do (Actions)
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Loop - Actions
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Unit - Cause Caster[Index[3]] to damage (Picked unit), dealing Damage[Index[3]] damage of attack type Chaos and damage type Normal
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Unit - Order Dummy[Index[3]] to Undead Dreadlord - Sleep (Picked unit)
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Custom script: call RemoveLocation(udg_Loc[udg_Index[3]])
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Set Still_Casting[Index[3]] = False
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-------- -------------------------------------------------------------------------------------------------------------------------------------------- --------
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Set Index[1] = (Index[1] - 1)
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Set Index_Clear[Index[3]] = True
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-------- -------------------------------------------------------------------------------------------------------------------------------------------- --------
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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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Index_Boolean Equal to False
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Then - Actions
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Set Index_Integer = Index[3]
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Set Index_Boolean = True
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Else - Actions
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-------- -------------------------------------------------------------------------------------------------------------------------------------------- --------
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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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Index[1] Not equal to 0
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Index[3] Equal to Index[2]
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Then - Actions
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Set Index[2] = (Index[2] - 1)
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Else - Actions
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-------- -------------------------------------------------------------------------------------------------------------------------------------------- --------
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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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Index[1] Equal to 0
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Then - Actions
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Set Index[2] = 0
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Set Index_Integer = 0
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Trigger - Turn off (This trigger)
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Else - Actions
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-------- -------------------------------------------------------------------------------------------------------------------------------------------- --------
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Else - Actions
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Else - 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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Index[1] Not equal to 0
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Index[3] Equal to Index[2]
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Then - Actions
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Set Index[2] = (Index[2] - 1)
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Else - Actions
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If i don't fix it before April 1, i'll be disqualified