- Joined
- Dec 13, 2018
- Messages
- 2,368
Alright so this is gonna be a long one. There's only a couple of triggers that you need to focus on, but I will post everything further down. So basically what happens is that I have a spell that creates three rotating orbs around the caster. The orbs has lightnings from the orb to the caster. This works fine, but as soon as I cast one of the other abilities the caster has one of the lightnings disappears from the orb, and won't appear the next times I cast the orb spell. Here's a video to show what I mean:
The orb spell and the other spell that messes up the orb spell doesn't share any variables, but they do use the same lightning type. Surely that shouldn't matter?
Here's the orb spell (Yeah there's a lot of triggers but not all of them are necessary to look at):
Mainly look at the triggers named "Cast Wheel of Darkness" and "Set Dummy Locations at Hero" in the first spell and "Shadow Grip" and "Shadow Grip Move Beam" in the second spell.
Here's the other spell that messes up the orb spell:
The orb spell and the other spell that messes up the orb spell doesn't share any variables, but they do use the same lightning type. Surely that shouldn't matter?
Here's the orb spell (Yeah there's a lot of triggers but not all of them are necessary to look at):
Mainly look at the triggers named "Cast Wheel of Darkness" and "Set Dummy Locations at Hero" in the first spell and "Shadow Grip" and "Shadow Grip Move Beam" in the second spell.
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Cast Wheel of Darkness
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Wheel of Darkness
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Actions
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-------- ---- --------
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-------- Configuration --------
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-------- ---- --------
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Set BH_Damage = 75.00
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Set BH_AoE = 200.00
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Set BH_RotateSpeed = 5.00
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Set BH_OffsetDistance = 350.00
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Set BH_Duration = 30.01
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Set BH_HealFrequency = 5.00
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Set BH_HealAmount = 50.00
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-------- ---- --------
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-------- This only sets the mode the first time the spell is used. The mode can be changed through triggers or items another time. --------
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-------- ---- --------
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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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(Execution count of (This trigger)) Equal to 1
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Then - Actions
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Set Mode = True
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Else - Actions
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-------- ---- --------
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-------- "BH_KillDurationIncrease" and "BH_MovementSpeedCloserToHero" should not both be positive values at the same time. One of them should be 0 as they are different modes. --------
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-------- ---- --------
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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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Mode Equal to True
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Then - Actions
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Set BH_KillDurationIncrease = 0.00
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Set BH_MovementSpeedCloserToHero = 0.12
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Else - Actions
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Set BH_KillDurationIncrease = 1.00
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Set BH_MovementSpeedCloserToHero = 0.00
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-------- ---- --------
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-------- Initiate --------
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-------- ---- --------
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Set TempLocation = (Position of Hero)
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If (BH_KillDurationIncrease Greater than 0.00) then do (Unit - For Hero, Ability Wheel of Darkness , Disable ability: True, Hide UI: False) else do (Do nothing)
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Sound - Play SiphonManaLoop <gen> at 100.00% volume, attached to Hero
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Set BlackHoleSound = (Last played sound)
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-------- Create Dummies 1-3 --------
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Unit - Create 1 Generic Dummy for Player 1 (Red) at TempLocation facing 0.00 degrees
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Set BlackHoleDummy[1] = (Last created unit)
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Unit - Create 1 Generic Dummy for Player 1 (Red) at TempLocation facing 120.00 degrees
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Set BlackHoleDummy[2] = (Last created unit)
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Unit - Create 1 Generic Dummy for Player 1 (Red) at TempLocation facing 240.00 degrees
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Set BlackHoleDummy[3] = (Last created unit)
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Set BlackHolePoint[1] = (TempLocation offset by BH_OffsetDistance towards (Facing of BlackHoleDummy[1]) degrees)
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Set BlackHolePoint[2] = (TempLocation offset by BH_OffsetDistance towards (Facing of BlackHoleDummy[2]) degrees)
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Set BlackHolePoint[3] = (TempLocation offset by BH_OffsetDistance towards (Facing of BlackHoleDummy[3]) degrees)
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-------- Create Dummies 4-6 --------
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Unit - Create 1 Black Hole for Player 1 (Red) at BlackHolePoint[1] facing 0.00 degrees
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Set BlackHoleDummy[4] = (Last created unit)
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Unit - Create 1 Black Hole for Player 1 (Red) at BlackHolePoint[2] facing 0.00 degrees
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Set BlackHoleDummy[5] = (Last created unit)
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Unit - Create 1 Black Hole for Player 1 (Red) at BlackHolePoint[3] facing 0.00 degrees
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Set BlackHoleDummy[6] = (Last created unit)
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-------- ---- --------
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-------- Lightning --------
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-------- ---- --------
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-------- 1 --------
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Set LP1[1] = BlackHolePoint[1]
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Set LP1[2] = (Position of Hero)
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Custom script: set udg_BHL[1] = AddLightningEx("DRAM", true , GetLocationX(udg_LP1[1]), GetLocationY(udg_LP1[1]), GetLocationZ(udg_LP1[1]) + 70, GetLocationX(udg_LP1[2]), GetLocationY(udg_LP1[2]), GetLocationZ(udg_LP1[2]) + 70)
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Lightning - Change color of BHL[1] to (1.00 0.00 1.00) with 1.00 alpha
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-------- 2 --------
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Set LP2[1] = BlackHolePoint[2]
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Set LP2[2] = (Position of Hero)
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Custom script: set udg_BHL[2] = AddLightningEx("DRAM", true , GetLocationX(udg_LP2[1]), GetLocationY(udg_LP2[1]), GetLocationZ(udg_LP2[1]) + 70, GetLocationX(udg_LP2[2]), GetLocationY(udg_LP2[2]), GetLocationZ(udg_LP2[2]) + 70)
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Lightning - Change color of BHL[2] to (1.00 0.00 1.00) with 1.00 alpha
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-------- 3 --------
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Set LP3[1] = BlackHolePoint[3]
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Set LP3[2] = (Position of Hero)
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Custom script: set udg_BHL[3] = AddLightningEx("DRAM", true , GetLocationX(udg_LP3[1]), GetLocationY(udg_LP3[1]), GetLocationZ(udg_LP3[1]) + 70, GetLocationX(udg_LP3[2]), GetLocationY(udg_LP3[2]), GetLocationZ(udg_LP3[2]) + 70)
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Lightning - Change color of BHL[3] to (1.00 0.00 1.00) with 1.00 alpha
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-------- ---- --------
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-------- Periodic Stuff and Timer --------
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-------- ---- --------
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Trigger - Turn on Wheel of Darkness Damage <gen>
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Trigger - Turn on Set Dummy Locations at Hero <gen>
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Countdown Timer - Start BlackHoleTimer as a One-shot timer that will expire in BH_Duration seconds
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Countdown Timer - Start BlackHoleHealTimer as a One-shot timer that will expire in BH_HealFrequency seconds
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-------- ---- --------
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-------- Remove Leaks --------
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-------- ---- --------
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Custom script: call RemoveLocation (udg_TempLocation)
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Custom script: call RemoveLocation (udg_BlackHolePoint[1])
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Custom script: call RemoveLocation (udg_BlackHolePoint[2])
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Custom script: call RemoveLocation (udg_BlackHolePoint[3])
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Custom script: call RemoveLocation (udg_LP1[1])
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Custom script: call RemoveLocation (udg_LP1[2])
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Custom script: call RemoveLocation (udg_LP2[1])
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Custom script: call RemoveLocation (udg_LP2[2])
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Custom script: call RemoveLocation (udg_LP3[1])
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Custom script: call RemoveLocation (udg_LP3[2])
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Set Dummy Locations at Hero
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Events
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Time - Every 0.01 seconds of game time
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Conditions
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Actions
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-------- Dummy 1 --------
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Set TempLocation = (Position of Hero)
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Custom script: call SetUnitY(udg_BlackHoleDummy[1], GetLocationY(udg_TempLocation))
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Custom script: call SetUnitX(udg_BlackHoleDummy[1], GetLocationX(udg_TempLocation))
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-------- Dummy 2 --------
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Custom script: call SetUnitY(udg_BlackHoleDummy[2], GetLocationY(udg_TempLocation))
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Custom script: call SetUnitX(udg_BlackHoleDummy[2], GetLocationX(udg_TempLocation))
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-------- Dummy 3 --------
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Custom script: call SetUnitY(udg_BlackHoleDummy[3], GetLocationY(udg_TempLocation))
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Custom script: call SetUnitX(udg_BlackHoleDummy[3], GetLocationX(udg_TempLocation))
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-------- ---- --------
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-------- Offset Dummies --------
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-------- ---- --------
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Set BlackHolePoint[1] = (TempLocation offset by (BH_OffsetDistance - BH_MovementSpeedCloserToHero) towards ((Facing of BlackHoleDummy[1]) + BH_RotateSpeed) degrees)
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Set BlackHolePoint[2] = (TempLocation offset by (BH_OffsetDistance - BH_MovementSpeedCloserToHero) towards ((Facing of BlackHoleDummy[2]) + BH_RotateSpeed) degrees)
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Set BlackHolePoint[3] = (TempLocation offset by (BH_OffsetDistance - BH_MovementSpeedCloserToHero) towards ((Facing of BlackHoleDummy[3]) + BH_RotateSpeed) degrees)
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Set BH_OffsetDistance = (BH_OffsetDistance - BH_MovementSpeedCloserToHero)
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-------- ---- --------
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-------- Rotate Dummies --------
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-------- ---- --------
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Unit - Make BlackHoleDummy[1] face BlackHolePoint[1] over 0.00 seconds
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Unit - Make BlackHoleDummy[2] face BlackHolePoint[2] over 0.00 seconds
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Unit - Make BlackHoleDummy[3] face BlackHolePoint[3] over 0.00 seconds
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-------- ---- --------
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-------- Set Black Hole Location --------
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-------- ---- --------
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-------- Dummy 4 --------
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Custom script: call SetUnitY(udg_BlackHoleDummy[4], GetLocationY(udg_BlackHolePoint[1]))
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Custom script: call SetUnitX(udg_BlackHoleDummy[4], GetLocationX(udg_BlackHolePoint[1]))
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-------- Dummy 5 --------
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Custom script: call SetUnitY(udg_BlackHoleDummy[5], GetLocationY(udg_BlackHolePoint[2]))
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Custom script: call SetUnitX(udg_BlackHoleDummy[5], GetLocationX(udg_BlackHolePoint[2]))
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-------- Dummy 6 --------
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Custom script: call SetUnitY(udg_BlackHoleDummy[6], GetLocationY(udg_BlackHolePoint[3]))
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Custom script: call SetUnitX(udg_BlackHoleDummy[6], GetLocationX(udg_BlackHolePoint[3]))
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-------- ---- --------
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-------- Move Lightning --------
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-------- ---- --------
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-------- 1 --------
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Set LP1[1] = BlackHolePoint[1]
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Set LP1[2] = (Position of Hero)
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Custom script: call MoveLightningEx(udg_BHL[1], true , GetLocationX(udg_LP1[1]), GetLocationY(udg_LP1[1]), GetLocationZ(udg_LP1[1]) + 70, GetLocationX(udg_LP1[2]), GetLocationY(udg_LP1[2]), GetLocationZ(udg_LP1[2]) + 70)
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-------- 2 --------
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Set LP2[1] = BlackHolePoint[2]
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Set LP2[2] = (Position of Hero)
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Custom script: call MoveLightningEx(udg_BHL[2], true , GetLocationX(udg_LP2[1]), GetLocationY(udg_LP2[1]), GetLocationZ(udg_LP2[1]) + 70, GetLocationX(udg_LP2[2]), GetLocationY(udg_LP2[2]), GetLocationZ(udg_LP2[2]) + 70)
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-------- 3 --------
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Set LP3[1] = BlackHolePoint[3]
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Set LP3[2] = (Position of Hero)
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Custom script: call MoveLightningEx(udg_BHL[3], true , GetLocationX(udg_LP3[1]), GetLocationY(udg_LP3[1]), GetLocationZ(udg_LP3[1]) + 70, GetLocationX(udg_LP3[2]), GetLocationY(udg_LP3[2]), GetLocationZ(udg_LP3[2]) + 70)
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-------- ---- --------
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-------- Clear Leaks --------
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-------- ---- --------
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Custom script: call RemoveLocation (udg_TempLocation)
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Custom script: call RemoveLocation (udg_BlackHolePoint[1])
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Custom script: call RemoveLocation (udg_BlackHolePoint[2])
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Custom script: call RemoveLocation (udg_BlackHolePoint[3])
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Custom script: call RemoveLocation (udg_LP1[1])
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Custom script: call RemoveLocation (udg_LP1[2])
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Custom script: call RemoveLocation (udg_LP2[1])
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Custom script: call RemoveLocation (udg_LP2[2])
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Custom script: call RemoveLocation (udg_LP3[1])
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Custom script: call RemoveLocation (udg_LP3[2])
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Wheel of Darkness Damage
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Events
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Time - Every 0.50 seconds of game time
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Conditions
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Actions
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-------- ---- --------
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-------- Group 1 --------
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-------- ---- --------
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Set TempLocation = (Position of BlackHoleDummy[4])
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Set BlackHoleGroup[1] = (Units within BH_AoE of TempLocation matching (((Matching unit) belongs to an enemy of Player 1 (Red)) Equal to True))
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Unit Group - Pick every unit in BlackHoleGroup[1] and 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
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((Picked unit) is A structure) Equal to False
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((Picked unit) is Mechanical) Equal to False
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((Picked unit) is Magic Immune) Equal to False
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((Picked unit) is invulnerable) Equal to False
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Then - Actions
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Unit - Cause Hero to damage (Picked unit), dealing BH_Damage damage of attack type Spells and damage type Magic
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Else - Actions
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Custom script: call DestroyGroup (udg_BlackHoleGroup[1])
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Custom script: call RemoveLocation (udg_TempLocation)
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-------- ---- --------
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-------- Group 2 --------
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-------- ---- --------
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Set TempLocation = (Position of BlackHoleDummy[5])
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Set BlackHoleGroup[2] = (Units within BH_AoE of TempLocation matching (((Matching unit) belongs to an enemy of Player 1 (Red)) Equal to True))
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Unit Group - Pick every unit in BlackHoleGroup[2] and 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
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((Picked unit) is A structure) Equal to False
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((Picked unit) is Mechanical) Equal to False
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((Picked unit) is Magic Immune) Equal to False
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((Picked unit) is invulnerable) Equal to False
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Then - Actions
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Unit - Cause Hero to damage (Picked unit), dealing BH_Damage damage of attack type Spells and damage type Magic
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Else - Actions
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Custom script: call DestroyGroup (udg_BlackHoleGroup[2])
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Custom script: call RemoveLocation (udg_TempLocation)
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-------- ---- --------
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-------- Group 3 --------
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-------- ---- --------
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Set TempLocation = (Position of BlackHoleDummy[6])
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Set BlackHoleGroup[3] = (Units within BH_AoE of TempLocation matching (((Matching unit) belongs to an enemy of Player 1 (Red)) Equal to True))
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Unit Group - Pick every unit in BlackHoleGroup[3] and 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
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((Picked unit) is A structure) Equal to False
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((Picked unit) is Mechanical) Equal to False
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((Picked unit) is Magic Immune) Equal to False
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((Picked unit) is invulnerable) Equal to False
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Then - Actions
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Unit - Cause Hero to damage (Picked unit), dealing BH_Damage damage of attack type Spells and damage type Magic
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Else - Actions
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Custom script: call DestroyGroup (udg_BlackHoleGroup[3])
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Custom script: call RemoveLocation (udg_TempLocation)
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Wheel of Darkness Timer Expires
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Events
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Time - BlackHoleTimer expires
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Conditions
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Actions
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Trigger - Run Disable Wheel of Darkness <gen> (checking conditions)
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Hero Dies Disable Spell
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Events
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Unit - A unit Dies
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Conditions
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(Triggering unit) Equal to Hero
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Actions
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Trigger - Run Disable Wheel of Darkness <gen> (checking conditions)
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Disable Wheel of Darkness
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Events
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Conditions
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Actions
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Unit - Remove BlackHoleDummy[1] from the game
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Unit - Remove BlackHoleDummy[2] from the game
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Unit - Remove BlackHoleDummy[3] from the game
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Unit - Kill BlackHoleDummy[4]
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Unit - Kill BlackHoleDummy[5]
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Unit - Kill BlackHoleDummy[6]
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Sound - Stop BlackHoleSound After fading
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Lightning - Destroy BHL[1]
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Lightning - Destroy BHL[2]
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Lightning - Destroy BHL[3]
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Countdown Timer - Pause BlackHoleHealTimer
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Unit - For Hero, Ability Wheel of Darkness , Disable ability: False, Hide UI: False
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If ((BH_MovementSpeedCloserToHero Greater than 0.00) and ((Hero is alive) Equal to True)) then do (Wait 1.00 seconds) else do (Do nothing)
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Trigger - Turn off Wheel of Darkness Damage <gen>
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Trigger - Turn off Set Dummy Locations at Hero <gen>
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Wheel of Darkness Heal Timer
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Events
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Time - BlackHoleHealTimer expires
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Conditions
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Actions
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Unit - Set life of Hero to ((Life of Hero) + BH_HealAmount)
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Set RandomAngle = (Random real number between 45.00 and 135.00)
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Set TempLocation = (Position of Hero)
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Floating Text - Create floating text that reads (|cff00ff00+ + ((String((Integer(BH_HealAmount)))) + |r)) at TempLocation with Z offset 75.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Custom script: call RemoveLocation(udg_TempLocation)
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Floating Text - Set the velocity of (Last created floating text) to 120.00 towards RandomAngle degrees
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
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Countdown Timer - Start BlackHoleHealTimer as a One-shot timer that will expire in BH_HealFrequency seconds
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Wheel of Darkness Dummy Remover
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Events
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Unit - A unit Dies
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(Triggering unit) Equal to BlackHoleDummy[4]
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(Triggering unit) Equal to BlackHoleDummy[5]
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(Triggering unit) Equal to BlackHoleDummy[6]
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Actions
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Wait 2.00 seconds
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Unit - Remove (Triggering unit) from the game
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Unit Killed By Wheel of Darkness
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Events
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Unit - A unit Dies
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Conditions
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Or - Any (Conditions) are true
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Conditions
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((Triggering unit) is in BlackHoleGroup[1]) Equal to True
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((Triggering unit) is in BlackHoleGroup[2]) Equal to True
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((Triggering unit) is in BlackHoleGroup[3]) Equal to True
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Actions
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Set BlackHoleTimeRemaining = ((Remaining time for BlackHoleTimer) + BH_KillDurationIncrease)
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Countdown Timer - Start BlackHoleTimer as a One-shot timer that will expire in BlackHoleTimeRemaining seconds
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Weapon and Armor Type
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Events
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Game - DamageModifierEvent becomes Equal to 1.00
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(DamageEventTarget is in BlackHoleGroup[1]) Equal to True
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(DamageEventTarget is in BlackHoleGroup[2]) Equal to True
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(DamageEventTarget is in BlackHoleGroup[3]) Equal to True
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Actions
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Set DamageEventWeaponT = WEAPON_TYPE_WM_BASH
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Set DamageEventArmorT = ARMOR_TYPE_ETHEREAL
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Here's the other spell that messes up the orb spell:
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Shadow Grip
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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((Ability being cast) Equal to Shadow Grip LvL 1 ) or (((Ability being cast) Equal to Shadow Grip LvL 2 ) or ((Ability being cast) Equal to Shadow Grip LvL 3 ))
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Actions
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Countdown Timer - Start LightningTimer as a One-shot timer that will expire in 5.00 seconds
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Camera - Shake the camera for Player 1 (Red) with magnitude 2.00
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Set Caster = (Triggering unit)
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Set Target = (Target unit of ability being cast)
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Set Point = (Position of Caster)
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Set Point2 = (Position of Target)
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Sound - Play LoopingSound at 100.00% volume, located at Point with Z offset 0.00
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Set LoopingSound = (Last played sound)
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Unit - Create 1 ShadowGripDummyNEW for Player 1 (Red) at Point2 facing Default building facing degrees
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Set ShadowGripSlowDummy = (Last created unit)
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Unit - Add Slow (Neutral Hostile) to ShadowGripSlowDummy
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Unit - Order ShadowGripSlowDummy to Human Sorceress - Slow Target
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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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(Level of Shadow Grip LvL 1 for Caster) Equal to 1
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Then - Actions
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Unit - Add Spell Vulnerability 1 to Target
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Else - Actions
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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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(Level of Shadow Grip LvL 2 for Caster) Equal to 1
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Then - Actions
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Unit - Add Spell Vulnerability 2 to Target
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Else - Actions
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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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(Level of Shadow Grip LvL 3 for Caster) Equal to 1
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Then - Actions
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Unit - Add Spell Vulnerability 3 to Target
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Else - Actions
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Special Effect - Create a special effect attached to the chest of Target using Singularity II Purple.mdx
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect attached to the chest of Caster using Radiance Psionic.mdx
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Set RadianceCaster = (Last created special effect)
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Special Effect - Create a special effect attached to the chest of Target using Radiance Psionic.mdx
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Set RadianceTarget = (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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(Target is A flying unit) Equal to True
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Then - Actions
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Custom script: set udg_L2 = AddLightningEx("DRAM", true , GetLocationX(udg_Point), GetLocationY(udg_Point), GetLocationZ(udg_Point) + 70, GetLocationX(udg_Point2), GetLocationY(udg_Point2), GetLocationZ(udg_Point2) + 400)
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Else - Actions
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Custom script: set udg_L2 = AddLightningEx("DRAM", true , GetLocationX(udg_Point), GetLocationY(udg_Point), GetLocationZ(udg_Point) + 70, GetLocationX(udg_Point2), GetLocationY(udg_Point2), GetLocationZ(udg_Point2) + 70)
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-
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Custom script: call RemoveLocation (udg_Point)
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Custom script: call RemoveLocation (udg_Point2)
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Lightning - Change color of L2 to (1.00 0.00 1.00) with 1.00 alpha
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Trigger - Turn on Shadow Grip Move beam <gen>
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Trigger - Turn on Shadow Grip Damage <gen>
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Wait 1.00 seconds
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Unit - Remove ShadowGripSlowDummy from the game
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Shadow Grip Move beam
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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Set Point = (Position of Caster)
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Set Point2 = (Position of Target)
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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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(Target is A flying unit) Equal to True
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Then - Actions
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Custom script: call MoveLightningEx(udg_L2, true , GetLocationX(udg_Point), GetLocationY(udg_Point), GetLocationZ(udg_Point) + 70, GetLocationX(udg_Point2), GetLocationY(udg_Point2), GetLocationZ(udg_Point2) + 200)
-
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Else - Actions
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Custom script: call MoveLightningEx(udg_L2, true , GetLocationX(udg_Point), GetLocationY(udg_Point), GetLocationZ(udg_Point) + 70, GetLocationX(udg_Point2), GetLocationY(udg_Point2), GetLocationZ(udg_Point2) + 70)
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-
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Custom script: call RemoveLocation(udg_Point)
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Custom script: call RemoveLocation(udg_Point2)
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-
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Shadow Grip Damage
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Events
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Time - Every 0.50 seconds of game time
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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
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(Level of Shadow Grip LvL 1 for Caster) Equal to 1
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Then - Actions
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Set RandomAngle = (Random real number between 45.00 and 135.00)
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Unit - Cause Caster to damage Target, dealing 20.00 damage of attack type Spells and damage type Magic
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Unit - Set life of Caster to ((Life of Caster) + 10.00)
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Set DamageLocation = (Position of Caster)
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Floating Text - Create floating text that reads |cff00ff00+10|r at DamageLocation with Z offset 75.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Custom script: call RemoveLocation(udg_DamageLocation)
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Floating Text - Set the velocity of (Last created floating text) to 120.00 towards RandomAngle degrees
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
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Else - Actions
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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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(Level of Shadow Grip LvL 2 for Caster) Equal to 1
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Then - Actions
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Set RandomAngle = (Random real number between 45.00 and 135.00)
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Unit - Cause Caster to damage Target, dealing 30.00 damage of attack type Spells and damage type Magic
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Unit - Set life of Caster to ((Life of Caster) + 15.00)
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Set DamageLocation = (Position of Caster)
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Floating Text - Create floating text that reads |cff00ff00+15|r at DamageLocation with Z offset 75.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Custom script: call RemoveLocation(udg_DamageLocation)
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Floating Text - Set the velocity of (Last created floating text) to 120.00 towards RandomAngle degrees
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
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Else - Actions
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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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(Level of Shadow Grip LvL 3 for Caster) Equal to 1
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Then - Actions
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Set RandomAngle = (Random real number between 45.00 and 135.00)
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Unit - Cause Caster to damage Target, dealing 40.00 damage of attack type Spells and damage type Magic
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Unit - Set life of Caster to ((Life of Caster) + 20.00)
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Set DamageLocation = (Position of Caster)
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Floating Text - Create floating text that reads |cff00ff00+20|r at DamageLocation with Z offset 75.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Custom script: call RemoveLocation(udg_DamageLocation)
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Floating Text - Set the velocity of (Last created floating text) to 120.00 towards RandomAngle degrees
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
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Else - Actions
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Shadow Grip Caster Target dies
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Events
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Unit - A unit Dies
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Conditions
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((Triggering unit) Equal to Target) or ((Triggering unit) Equal to Caster)
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Actions
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Trigger - Turn off Shadow Grip Move beam <gen>
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Trigger - Turn off Shadow Grip Damage <gen>
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Lightning - Destroy L2
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Special Effect - Destroy RadianceCaster
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Special Effect - Destroy RadianceTarget
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Camera - Stop swaying/shaking the camera for Player 1 (Red)
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Sound - Destroy LoopingSound
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Unit - Remove Spell Vulnerability 1 from Target
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Unit - Remove Spell Vulnerability 2 from Target
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Unit - Remove Spell Vulnerability 3 from Target
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Set Target = No unit
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Set Caster = No unit
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Custom script: call RemoveLocation(udg_Point)
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Custom script: call RemoveLocation(udg_Point2)
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Shadow Grip Timer Expires
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Events
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Time - LightningTimer expires
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Conditions
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Actions
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Trigger - Turn off Shadow Grip Move beam <gen>
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Trigger - Turn off Shadow Grip Damage <gen>
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Lightning - Destroy L2
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Special Effect - Destroy RadianceCaster
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Special Effect - Destroy RadianceTarget
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Camera - Stop swaying/shaking the camera for Player 1 (Red)
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Unit - Remove Spell Vulnerability 1 from Target
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Unit - Remove Spell Vulnerability 2 from Target
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Unit - Remove Spell Vulnerability 3 from Target
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Unit - Remove Slow buff from Target
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Sound - Destroy LoopingSound
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Set Target = No unit
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Set Caster = No unit
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Custom script: call RemoveLocation(udg_Point)
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Custom script: call RemoveLocation(udg_Point2)
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