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I need it so that, 3 units takes damage respectively, 1 by 1 and showing the special effect.
I want this so that damage can be variable and not static, e.g. damage is reduced as defense increases.
I tried editing the map in the link to my wanting, but it isn't working, it wont hit all of the units that are near to each other, i mean by all, as in 4-8, it mostly hits 1-2 units only...
Error occured because you were picking all units in group instead of chosing just one and refer action to that one only.
Here is your fixed map, don't use waits and spell isn't MUI. If you will have problems with making it MUI make sure you tell me that.
Game - Display to (All players) the text: (String((Custom value of MB_targ)))
Loop
Events
Time - Every 0.35 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_targetsnum Greater than 0
Then - Actions
Set MB_TempPoint = (Position of MB_targ)
Set MB_TempGroup = (Units within 500.00 of MB_TempPoint matching (((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) belongs to an enemy of (Owner of MB_prev)) Equal to True))) and (((Matching unit) is in
Heh sorry ;D
Did small mistake at the cast trigger. Fixed spell for you. However, don't you want to make it MUI?, since it will bug it someone casts it before all other instances are finished.
I wouldn't mind if you do it, but I can try doing it myself, if it wont work, I'll ask for your help
Edit:
Ok, this is what I did to make it MUI:
Chain Mana Burn
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Chain Mana Burn
Actions
Set MB_Caster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
Set MB_Target[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
Set MB_Level[(Player number of (Owner of (Triggering unit)))] = (Level of Chain Mana Burn for (Triggering unit))
Set MB_TargetNumber[(Player number of (Owner of (Triggering unit)))] = (2 + MB_Level[(Player number of (Owner of (Triggering unit)))])
Trigger - Turn on Loop <gen>
Loop
Events
Time - Every 0.75 seconds of game time
Conditions
Actions
For each (Integer IntegerLightning) from 1 to 10, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TargetNumber[IntegerLightning] Greater than 0
Then - Actions
Unit Group - Add MB_Target[IntegerLightning] to MB_AllTargets[IntegerLightning]
Unit - Cause MB_Caster[IntegerLightning] to damage MB_Target[IntegerLightning], dealing 200.00 damage of attack type Normal and damage type Normal
Game - Display to (All players) the text: (String((Custom value of MB_Target[IntegerLightning])))
Set MB_TempPoint = (Position of MB_Target[IntegerLightning])
Special Effect - Create a special effect at MB_TempPoint using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Set MB_TargetNumber[IntegerLightning] = (MB_TargetNumber[IntegerLightning] - 1)
Set MB_TempGroup = (Units within 500.00 of MB_TempPoint matching (((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A structure) Not equal to True) and (((Matching unit) belongs to an enemy of (Owner of MB_Caster[IntegerLightning])) Equal to True))) and (((M
Set MB_Target[IntegerLightning] = (Random unit from MB_TempGroup)
and so on... does my triggers not make the spell less efficient and/or buggy? As in, making the trigger run many times even if it is not needed. If so, help me improve it. Also, these messages are there just for testing, they'll be removed when this is made into a fully perfect MUI.
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