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I got it to open just fine, but I had no idea what the spell did so I can't speak to that aspect, here's the triggers.
Chidori
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Chidori
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CH_CurrentIndex Equal to 0
Then - Actions
Trigger - Turn on ChidoriLoop <gen>
Else - Actions
Set CH_CurrentIndex = (CH_CurrentIndex + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CH_CurrentIndex Greater than CH_MaxIndex
Then - Actions
Set CH_Index[CH_CurrentIndex] = CH_CurrentIndex
Set CH_MaxIndex = CH_CurrentIndex
Else - Actions
Set Tempint = CH_Index[CH_CurrentIndex]
Set CH_ChidoriUsed[Tempint] = False
Set CH_Duration[Tempint] = 20.00
Set CH_ChidoriUsed[Tempint] = False
Set CH_Caster[Tempint] = (Triggering unit)
Special Effect - Create a special effect attached to the weapon of CH_Caster[Tempint] using war3mapImported\LightningSphere_FX.mdx
Set CH_GFX[Tempint] = (Last created special effect)
Unit Group - Add (Triggering unit) to dd
ChidoriLoop
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
For each (Integer CH_Loop) from 1 to CH_CurrentIndex, do (Actions)
Loop - Actions
Set Tempint = CH_Index[CH_Loop]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CH_Duration[Tempint] Greater than 0.00
CH_ChidoriUsed[Tempint] Equal to False
Then - Actions
Set CH_Duration[Tempint] = (CH_Duration[Tempint] - 0.05)
Special Effect - Create a special effect attached to the origin of CH_Caster[Tempint] using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Set CH_Index[CH_Loop] = CH_Index[CH_CurrentIndex]
Set CH_Index[CH_CurrentIndex] = Tempint
Set CH_Loop = (CH_Loop - 1)
Set CH_CurrentIndex = (CH_CurrentIndex - 1)
Special Effect - Destroy CH_GFX[Tempint]
Unit Group - Remove CH_Caster[Tempint] from dd
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CH_CurrentIndex Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Skip remaining actions
Else - Actions
Untitled Trigger 001
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Trigger - Add to Untitled Trigger 002 <gen> the event (Unit - (Picked unit) Takes damage)
Hero - Learn skill for (Picked unit): Chidori
Hero - Learn skill for (Picked unit): Chidori
Hero - Learn skill for (Picked unit): Chidori
Untitled Trigger 002
Events
Conditions
((Damage source) is in dd) Equal to True
Actions
For each (Integer CH_Loop) from 1 to CH_CurrentIndex, do (Actions)
Loop - Actions
Set Tempint = CH_Index[CH_Loop]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CH_Duration[Tempint] Greater than 0.00
CH_ChidoriUsed[Tempint] Equal to False
Then - Actions
Unit Group - Pick every unit in (Units within 120.00 of (Position of CH_Caster[Tempint]) matching (((Matching unit) belongs to an enemy of (Owner of CH_Caster[Tempint])) Equal to True)) and do (Actions)
Loop - Actions
Unit - Cause CH_Caster[Tempint] to damage (Picked unit), dealing 350.00 damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Untitled trigger 002 has the event "a unit takes damage". Then it causes damage itself (later on in the actions). That is most likely the problem. You would basically do "Trigger - Disable (this trigger)" before "Unit - Cause CH_Caster[Tempint] to damage..." and then put "Trigger - Enable (this trigger)" after it. I'm assuming that is the problem.
But overall that spell has leaks and stuff, I'm not sure if you'd want to use that.
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