The title
The hashtable exists, it just does nothing
Edited: I copied the wrong thing, it was the right hash table, i just copy pasted it wrong... Also
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Warp Dagger Cast
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Warp Dagger
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Actions
- Set Temp_unit[0] = (Casting unit)
- Set Temp_player[0] = (Owner of Temp_unit[0])
- Set Temp_integer[0] = (Level of Warp Dagger for Temp_unit[0])
- Set Temp_point[0] = (Position of (Casting unit))
- Set Temp_point[1] = (Target point of ability being cast)
- Set Temp_real[0] = (Angle from Temp_point[0] to Temp_point[1])
- Set Temp_point[2] = (Temp_point[0] offset by 100.00 towards Temp_real[0] degrees)
- Unit - Create 1 Warp Dagger Missile for Temp_player[0] at Temp_point[2] facing Temp_real[0] degrees
- Unit Group - Add (Last created unit) to WarpDaggerGroup
- Hashtable - Save Handle Of(Temp_unit[0]) as 0 of (Key (Last created unit)) in WarpDaggerHashtable
- Game - Display to (All players) the text: (Name of (Load 0 of (Key (Last created unit)) in WarpDaggerHashtable))
- Game - Display to (All players) the text: (String((Key (Last created unit))))
- Hashtable - Save Handle OfTemp_player[0] as 0 of (Key (Last created unit)) in WarpDaggerHashtable
- Hashtable - Save Handle OfTemp_point[2] as 0 of (Key (Last created unit)) in WarpDaggerHashtable
- Hashtable - Save Temp_integer[0] as 0 of (Key (Last created unit)) in WarpDaggerHashtable
- Hashtable - Save Temp_real[0] as 0 of (Key (Last created unit)) in WarpDaggerHashtable
- Hashtable - Save (700.00 + (100.00 x (Real(Temp_integer[0])))) as 1 of (Key (Last created unit)) in WarpDaggerHashtable
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Events
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Warp Dagger Move
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Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
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Unit Group - Pick every unit in WarpDaggerGroup and do (Actions)
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Loop - Actions
- Set Missile = (Picked unit)
- Set MissileHandle = (Picked unit)
- Set MissilePosition = (Load 0 of (Key (Picked unit)) in WarpDaggerHashtable)
- Set Caster = (Load 0 of (Key (Picked unit)) in WarpDaggerHashtable)
- Game - Display to (All players) the text: (Name of (Load 0 of (Key (Picked unit)) in WarpDaggerHashtable))
- Game - Display to (All players) the text: (Name of Caster)
- Set Owner = (Load 0 of (Key (Picked unit)) in WarpDaggerHashtable)
- Set SpellLevel = (Load 0 of (Key (Picked unit)) from WarpDaggerHashtable)
- Set Angle = (Load 0 of (Key (Picked unit)) from WarpDaggerHashtable)
- Set DistanceToGo = (Load 1 of (Key (Picked unit)) from WarpDaggerHashtable)
- Set Temp_point[0] = (MissilePosition offset by 20.00 towards Angle degrees)
- Unit - Move Missile instantly to Temp_point[0], facing Angle degrees
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Unit Group - Pick every unit in (Random 1 units from (Units within 70.00 of Temp_point[0])) 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
- ((Picked unit) is A structure) Equal to False
- (Picked unit) Not equal to No unit
- ((Picked unit) is alive) Equal to True
- ((Picked unit) is Magic Immune) Equal to False
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Then - Actions
- Game - Display to (All players) the text: hit
- Set Target = (Picked unit)
- Set Temp_point[0] = (Position of Caster)
- Set Temp_point[1] = (Position of Target)
- Set Temp_real[2] = (Angle from Temp_point[0] to Temp_point[1])
- Unit - Move Caster instantly to Temp_point[2], facing Angle degrees
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Target belongs to an enemy of Owner) Equal to True
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Then - Actions
- Unit - Cause Caster to damage Target, dealing (30.00 + (60.00 x (Real(SpellLevel)))) damage of attack type Spells and damage type Enhanced
- Else - Actions
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If - Conditions
- Unit - Kill Missile
- Unit Group - Remove Missile from WarpDaggerGroup
- Hashtable - Clear all child hashtables of child (Key MissileHandle) in WarpDaggerHashtable
- Skip remaining actions
- 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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Loop - Actions
- Set DistanceToGo = (DistanceToGo - 20.00)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- DistanceToGo Less than or equal to 0.00
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Then - Actions
- Unit - Kill Missile
- Unit Group - Remove Missile from WarpDaggerGroup
- Hashtable - Clear all child hashtables of child (Key MissileHandle) in WarpDaggerHashtable
- Skip remaining actions
- Game - Display to (All players) the text: done
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Else - Actions
- Hashtable - Save DistanceToGo as 1 of (Key MissileHandle) in WarpDaggerHashtable
- Hashtable - Save Handle OfTemp_point[0] as 0 of (Key MissileHandle) in WarpDaggerHashtable
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If - Conditions
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Loop - Actions
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Events
The hashtable exists, it just does nothing
Edited: I copied the wrong thing, it was the right hash table, i just copy pasted it wrong... Also
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