- Joined
- Oct 3, 2024
- Messages
- 4
Is my first time posting here, i'm not speak english so if i write something bad is for it.
I try to make a spell that summons an orb that orbits the caster and deals damage to units it hits, it's my first spell and I don't know if there's something wrong with it or if it can be improved in some way. I know it's not MUI but I don't want to get involved with that at the moment.
I try to make a spell that summons an orb that orbits the caster and deals damage to units it hits, it's my first spell and I don't know if there's something wrong with it or if it can be improved in some way. I know it's not MUI but I don't want to get involved with that at the moment.
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Frost Orb
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Acontecimientos
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Unidad - A unit Inicia el efecto de una habilidad
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Condiciones
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(Ability being cast) Igual a Frost Orb
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Acciones
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Set FO_Caster = (Triggering unit)
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Set FO_PosCaster = (Position of FO_Caster)
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Set FO_OrbCant = ((Level of (Ability being cast) for FO_Caster) + 1)
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For each (Integer A) from 1 to FO_OrbCant, do (Actions)
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Bucle: Acciones
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Set FO_Angle[(Integer A)] = ((Integer A) x (360 / FO_OrbCant))
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Set FO_PosDummy[(Integer A)] = ((Position of FO_Caster) offset by 300.00 towards (Real(FO_Angle[(Integer A)])) degrees)
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Unidad - Create 1 Dummy Esfera for (Owner of FO_Caster) at FO_PosDummy[(Integer A)] facing ((Real(FO_Angle[(Integer A)])) + 90.00) degrees
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Set FO_Dummy[(Integer A)] = (Last created unit)
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Unidad - Add a 5.00 second Genérico expiration timer to FO_Dummy[(Integer A)]
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Custom script: call RemoveLocation(udg_FO_PosCaster)
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For each (Integer A) from 1 to FO_OrbCant, do (Actions)
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Bucle: Acciones
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Custom script: call RemoveLocation(udg_FO_PosDummy[bj_forLoopAIndex])
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Detonador - Turn on Frost Orb Loop <gen>
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Frost Orb Loop
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Acontecimientos
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Tiempo - Every 0.05 seconds of game time
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Condiciones
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Acciones
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For each (Integer A) from 1 to FO_OrbCant, do (Actions)
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Bucle: Acciones
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Si: Condiciones
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FO_Angle[(Integer A)] Igual a 360
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Entonces: Acciones
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Set FO_Angle[(Integer A)] = 0
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Otros: Acciones
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Set FO_Time = (FO_Time + 0.05)
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Set FO_PosCaster = (Position of FO_Caster)
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For each (Integer A) from 1 to FO_OrbCant, do (Actions)
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Bucle: Acciones
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Set FO_Angle[(Integer A)] = (FO_Angle[(Integer A)] + 10)
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Set FO_PosDummy[(Integer A)] = ((Position of FO_Caster) offset by 300.00 towards (Real(FO_Angle[(Integer A)])) degrees)
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Unidad - Move FO_Dummy[(Integer A)] instantly to FO_PosDummy[(Integer A)], facing ((Real(FO_Angle[(Integer A)])) + 90.00) degrees
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Set FO_Damaged = (Units within 50.00 of FO_PosDummy[(Integer A)] matching ((((Matching unit) is Una estructura) Igual a False) and ((((Matching unit) is alive) Igual a True) and (((Matching unit) belongs to an enemy of (Owner of FO_Caster)) Igual a True))))
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Custom script: set bj_wantDestroyGroup = true
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Grupo de unidad - Pick every unit in FO_Damaged and do (Actions)
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Bucle: Acciones
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Unidad - Cause FO_Caster to damage (Picked unit), dealing 10.00 damage of attack type Conjuros and damage type Normal
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Custom script: call RemoveLocation(udg_FO_PosCaster)
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For each (Integer A) from 1 to FO_OrbCant, do (Actions)
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Bucle: Acciones
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Custom script: call RemoveLocation(udg_FO_PosDummy[bj_forLoopAIndex])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Si: Condiciones
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FO_Time Igual a 5.00
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Entonces: Acciones
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Set FO_Time = 0.00
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Detonador - Turn off (This trigger)
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Otros: Acciones
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