- Joined
- May 20, 2009
- Messages
- 822
So, I'm using this and I was wondering how I make something like dealing damage only happen AFTER the unit using the spell lands on the target unit/point.
This is what I got:
Am I anywhere near right with this?
This is what I got:
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Leap Strike Start
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Events
- Unit - A unit Starts the effect of an ability
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Ability being cast) Equal to Leap Strike
- (Unit-type of (Triggering unit)) Equal to Grandmaster of Arms
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Then - Actions
- Set LeapStrikeMaxIndex = (LeapStrikeMaxIndex + 1)
- Set LeapStrikeCaster[LeapStrikeMaxIndex] = (Triggering unit)
- Set LeapStrikeTarget[LeapStrikeMaxIndex] = (Target unit of ability being cast)
- Set LeapStrikePoint[LeapStrikeMaxIndex] = (Position of (Target unit of ability being cast))
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Leap Strike Calc
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Events
- Time - Every 0.10 seconds of game time
- Conditions
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Actions
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For each (Integer LeapStrikeInit) from 1 to LeapStrikeMaxIndex, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- LeapStrikeVariablesSet[LeapStrikeInit] Equal to 0
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Then - Actions
- Set JDA_JumpHigh_Distance = 0.30
- Set JDA_DestroyTrees_Dash = False
- Set JDA_TargetPoint = LeapStrikePoint[LeapStrikeInit]
- Set JDA_Unit = LeapStrikeCaster[LeapStrikeInit]
- Set JDA_Speed = 50.00
- Set JDA_Animation = none
- Set JDA_SpecialEffect = none
- Set JDA_AnimationSpeed = 0.60
- Set LeapStrikeVariablesSet[LeapStrikeInit] = 1
- Trigger - Run Jump System 1 <gen> (checking conditions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Current flying height of LeapStrikeCaster[LeapStrikeInit]) Less than or equal to 5.00
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Then - Actions
- Unit - Cause LeapStrikeCaster[LeapStrikeInit] to damage LeapStrikeTarget[LeapStrikeInit], dealing (Random real number between 10.00 and 20.00) damage of attack type Normal and damage type Normal
- Else - Actions
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If - Conditions
- Set LeapStrikeCaster[LeapStrikeInit] = LeapStrikeCaster[LeapStrikeMaxIndex]
- Set LeapStrikeCaster[LeapStrikeMaxIndex] = No unit
- Set LeapStrikeTarget[LeapStrikeInit] = LeapStrikeTarget[LeapStrikeMaxIndex]
- Set LeapStrikeTarget[LeapStrikeMaxIndex] = No unit
- Set LeapStrikePoint[LeapStrikeInit] = LeapStrikePoint[LeapStrikeMaxIndex]
- Custom script: set udg_LeapStrikePoint[udg_LeapStrikeMaxIndex] = null
- Set LeapStrikeVariablesSet[LeapStrikeInit] = LeapStrikeVariablesSet[LeapStrikeMaxIndex]
- Set LeapStrikeVariablesSet[LeapStrikeMaxIndex] = 0
- Set LeapStrikeMaxIndex = (LeapStrikeMaxIndex - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer LeapStrikeInit) from 1 to LeapStrikeMaxIndex, do (Actions)
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Events
Am I anywhere near right with this?