- Joined
- Feb 14, 2008
- Messages
- 289
The spell i am designing is in 2 parts.
1. Building up charges.
2. unleashing charges.
1. The building up charges is supposed to be that when you cast an ability (with no target. like animate dead) it builds up 1 charge. animations and stuff appear on his weapon. Also, the strength of the unleashed charges is based on his stats when he last used his "build up charge" ability.
2. when he attacks and contains charges, he unleashes one charge per attack. It damages the unit he attacks, and all enemies for a small distance for damage based on his strength and intelligence from when he last built up a charge. (as i mentioned) while at the same time healing himself and allies around him for a small distance based on his intelligence from when he last built up a charge.
also, once he runs out of charges the animations on his weapon should disappear.
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now... unfortuntaely it doesnt work. I am not sure why.
Here are the two triggers.
1. Building up charges.
2. unleashing charges.
1. The building up charges is supposed to be that when you cast an ability (with no target. like animate dead) it builds up 1 charge. animations and stuff appear on his weapon. Also, the strength of the unleashed charges is based on his stats when he last used his "build up charge" ability.
2. when he attacks and contains charges, he unleashes one charge per attack. It damages the unit he attacks, and all enemies for a small distance for damage based on his strength and intelligence from when he last built up a charge. (as i mentioned) while at the same time healing himself and allies around him for a small distance based on his intelligence from when he last built up a charge.
also, once he runs out of charges the animations on his weapon should disappear.
___________________________________
now... unfortuntaely it doesnt work. I am not sure why.
Here are the two triggers.
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Marshal Charge
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Events
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Unit - A unit Begins casting an ability
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Conditions
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And - All (Conditions) are true
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Conditions
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(Ability being cast) Equal to Name Pending -1 Grand Marshal
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Judgement_int Less than 3
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Actions
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Set Judgement_caster = (Triggering unit)
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Set Judgement_stat_int[1] = (Strength of Judgement_caster (Include bonuses))
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Set Judgement_stat_int[2] = (Intelligence of Judgement_caster (Include bonuses))
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Set Judgement_stats[1] = (Real(Judgement_stat_int[1]))
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Set Judgement_stats[2] = (Real(Judgement_stat_int[2]))
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Special Effect - Create a special effect attached to the overhead of Judgement_caster using Abilities\Spells\Items\ResourceItems\ResourceEffectTarget.mdl
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Special Effect - Destroy (Last created special effect)
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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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Judgement_int Equal to 0
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Then - Actions
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Special Effect - Create a special effect attached to the overhead of Judgement_caster using Abilities\Spells\Orc\EtherealForm\SpiritWalkerChange.mdl
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Else - Actions
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Do nothing
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Set Judgement_int = (Judgement_int + 1)
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Marshal Judgement Attack
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Events
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Unit - A unit Is attacked
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Conditions
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And - All (Conditions) are true
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Conditions
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(Attacking unit) Equal to Judgement_caster
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Judgement_int Greater than or equal to 1
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Actions
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Set Judgement_target = (Attacked unit)
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Set Judgement_target_point = (Position of Judgement_target)
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Set Judgement_Caster_point = (Position of Judgement_caster)
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Selection - Select (Units within 250.00 of Judgement_target_point matching (((Triggering unit) belongs to an enemy of (Owner of Judgement_caster)) Equal to True)) for Player 1 (Red)
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Set Judgement_unit_group[1] = (Last created unit group)
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Custom script: Call DestroyLocation(udg_Judgement_target_point)
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Selection - Select (Units within 250.00 of Judgement_Caster_point matching (((Triggering unit) belongs to an ally of (Owner of Judgement_caster)) Equal to True)) for Player 1 (Red)
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Set Judgement_unit_group[2] = (Last created unit group)
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Custom script: Call DestroyLocation(udg_Judgement_Caster_point)
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Unit - Cause Judgement_caster to damage Judgement_target, dealing Judgement_stats[1] damage of attack type Spells and damage type Fire
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Special Effect - Create a special effect attached to the origin of Judgement_target using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Unit Group - Pick every unit in Judgement_unit_group[2] and do (Actions)
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Loop - Actions
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Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + (Judgement_stats[2] / 2.00))
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\Heal\HealTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call DestroyGroup(udg_Judgement_unit_group[2])
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Unit Group - Pick every unit in Judgement_unit_group[1] and do (Actions)
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Loop - Actions
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Unit - Cause Judgement_caster to damage (Picked unit), dealing (Judgement_stats[2] / 2.00) damage of attack type Spells and damage type Fire
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\Heal\HealTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call DestroyGroup(udg_Judgement_unit_group[1])
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Set Judgement_int = (Judgement_int - 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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Judgement_int Equal to 0
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Then - Actions
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Special Effect - Destroy Judgement_specialE
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Else - Actions
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Do nothing
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