- Joined
- Jun 21, 2009
- Messages
- 282
Hey guys, first off I need this ability so my character(caster thats channeling) is unpaused after the effect, and for the unit(taget) is unpaused aswell, problem is, is that my character doesn't unpause and the target unit becomes unpaused.
Heres the trigger:
Genjutsu Strike
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Genjutsu Strike
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Genjutsu Strike for (Casting unit)) Equal to 1
Then - Actions
Unit - Pause (Target unit of ability being cast)
Unit - Pause (Casting unit)
Wait 0.50 seconds
Unit - Create 1 (Unit-type of (Casting unit)) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by (0.00, -50.00)) facing (Facing of (Target unit of ability being cast)) degrees
Unit - Pause (Last created unit)
Unit - Make (Last created unit) Invulnerable
Animation - Play (Last created unit)'s attack animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Normal and damage type Normal
Animation - Play (Target unit of ability being cast)'s death animation
Wait 0.50 seconds
Unit - Move (Last created unit) instantly to ((Position of (Target unit of ability being cast)) offset by (-50.00, 0.00)), facing (Facing of (Target unit of ability being cast)) degrees
Animation - Play (Last created unit)'s attack animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Normal and damage type Normal
Animation - Play (Target unit of ability being cast)'s death animation
Wait 0.50 seconds
Unit - Move (Last created unit) instantly to ((Position of (Target unit of ability being cast)) offset by (0.00, 50.00)), facing (Facing of (Target unit of ability being cast)) degrees
Animation - Play (Last created unit)'s attack animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Normal and damage type Normal
Animation - Play (Target unit of ability being cast)'s death animation
Wait 0.50 seconds
Unit - Move (Last created unit) instantly to ((Position of (Target unit of ability being cast)) offset by (50.00, 0.00)), facing (Facing of (Target unit of ability being cast)) degrees
Animation - Play (Last created unit)'s attack animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 25.00 damage of attack type Normal and damage type Normal
Animation - Play (Target unit of ability being cast)'s death animation
Wait 0.50 seconds
Animation - Play (Target unit of ability being cast)'s death animation
Unit - Remove (Last created unit) from the game
Unit - Unpause all units
Else - Actions
And I need this 2nd ability to be leakless if you see any
Three Hit Combo Process
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to 3 Hit Combo
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of 3 Hit Combo for (Casting unit)) Equal to 1
Then - Actions
Unit - Pause (Target unit of ability being cast)
Unit - Pause (Casting unit)
Animation - Play (Casting unit)'s attack animation
Animation - Play (Target unit of ability being cast)'s death animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 15.00 damage of attack type Normal and damage type Normal
Wait 0.33 seconds
Animation - Play (Casting unit)'s attack animation
Animation - Play (Target unit of ability being cast)'s death animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 15.00 damage of attack type Normal and damage type Normal
Wait 0.33 seconds
Animation - Play (Casting unit)'s attack animation
Animation - Play (Target unit of ability being cast)'s death animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 15.00 damage of attack type Normal and damage type Normal
Unit - Unpause all units
Else - Actions
Please and thanks
Heres the trigger:
Genjutsu Strike
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Genjutsu Strike
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Genjutsu Strike for (Casting unit)) Equal to 1
Then - Actions
Unit - Pause (Target unit of ability being cast)
Unit - Pause (Casting unit)
Wait 0.50 seconds
Unit - Create 1 (Unit-type of (Casting unit)) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by (0.00, -50.00)) facing (Facing of (Target unit of ability being cast)) degrees
Unit - Pause (Last created unit)
Unit - Make (Last created unit) Invulnerable
Animation - Play (Last created unit)'s attack animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Normal and damage type Normal
Animation - Play (Target unit of ability being cast)'s death animation
Wait 0.50 seconds
Unit - Move (Last created unit) instantly to ((Position of (Target unit of ability being cast)) offset by (-50.00, 0.00)), facing (Facing of (Target unit of ability being cast)) degrees
Animation - Play (Last created unit)'s attack animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Normal and damage type Normal
Animation - Play (Target unit of ability being cast)'s death animation
Wait 0.50 seconds
Unit - Move (Last created unit) instantly to ((Position of (Target unit of ability being cast)) offset by (0.00, 50.00)), facing (Facing of (Target unit of ability being cast)) degrees
Animation - Play (Last created unit)'s attack animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Normal and damage type Normal
Animation - Play (Target unit of ability being cast)'s death animation
Wait 0.50 seconds
Unit - Move (Last created unit) instantly to ((Position of (Target unit of ability being cast)) offset by (50.00, 0.00)), facing (Facing of (Target unit of ability being cast)) degrees
Animation - Play (Last created unit)'s attack animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 25.00 damage of attack type Normal and damage type Normal
Animation - Play (Target unit of ability being cast)'s death animation
Wait 0.50 seconds
Animation - Play (Target unit of ability being cast)'s death animation
Unit - Remove (Last created unit) from the game
Unit - Unpause all units
Else - Actions
And I need this 2nd ability to be leakless if you see any
Three Hit Combo Process
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to 3 Hit Combo
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of 3 Hit Combo for (Casting unit)) Equal to 1
Then - Actions
Unit - Pause (Target unit of ability being cast)
Unit - Pause (Casting unit)
Animation - Play (Casting unit)'s attack animation
Animation - Play (Target unit of ability being cast)'s death animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 15.00 damage of attack type Normal and damage type Normal
Wait 0.33 seconds
Animation - Play (Casting unit)'s attack animation
Animation - Play (Target unit of ability being cast)'s death animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 15.00 damage of attack type Normal and damage type Normal
Wait 0.33 seconds
Animation - Play (Casting unit)'s attack animation
Animation - Play (Target unit of ability being cast)'s death animation
Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing 15.00 damage of attack type Normal and damage type Normal
Unit - Unpause all units
Else - Actions
Please and thanks
