- Joined
- Jul 22, 2015
- Messages
- 123
Uhhh.. i want create passive ability that deal AoE damage on impact with some cooldown, and there the problem if i used 2nd unit (for testing MUI or not) the trigger didn't fire, here is my trigger. I'm using Damage Engine 3.8.8.8.
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Help
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Events
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Game - DamageEvent becomes Equal to 1.00
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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 Flail Smack for DamageEventSource) Greater than 0
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IsDamageSpell Equal to False
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Then - Actions
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Trigger - Turn off (This trigger)
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Set PM_Loop = (Custom value of DamageEventSource)
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Set DamageEventAmount = (DamageEventAmount x 2.00)
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Set FlailDamage = (DamageEventAmount x 0.50)
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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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FlailImpact[PM_Loop] Equal to True
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Then - Actions
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Set GenericPoint = (Position of DamageEventTarget)
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Set FlailDex = (FlailDex + 1)
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Set FlailHero[PM_Loop] = DamageEventSource
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Special Effect - Destroy FlailEffect[PM_Loop]
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Set FlailDuration[PM_Loop] = 0.00
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Special Effect - Create a special effect at GenericPoint using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Set GenericGroup = (Units within 275.00 of GenericPoint matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of DamageEventSource)) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit)
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Unit Group - Pick every unit in GenericGroup and do (Actions)
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Loop - Actions
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Unit - Cause FlailHero[PM_Loop] to damage (Picked unit), dealing FlailDamage damage of attack type Hero and damage type Normal
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Set FlailImpact[PM_Loop] = False
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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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FlailDex Equal to 1
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Then - Actions
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Trigger - Turn on Duration <gen>
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Else - Actions
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Custom script: call DestroyGroup(udg_GenericGroup)
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Custom script: call RemoveLocation(udg_GenericPoint)
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Else - Actions
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Trigger - Turn on (This trigger)
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Else - Actions
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Duration
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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For each (Integer Flailndex) from 1 to PM_Loop, do (Actions)
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Loop - Actions
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Set FlailDuration[Flailndex] = (FlailDuration[Flailndex] + 1.00)
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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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FlailDuration[Flailndex] Greater than or equal to FlailDur
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Then - Actions
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Set FlailImpact[Flailndex] = True
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Set PM_Loop = (Custom value of FlailHero[Flailndex])
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Special Effect - Create a special effect attached to the hand,right of FlailHero[Flailndex] using Abilities\Weapons\FarseerMissile\FarseerMissile.mdl
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Set FlailEffect[Flailndex] = (Last created special effect)
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Set FlailEffect[PM_Loop] = FlailEffect[Flailndex]
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Set FlailDex = (FlailDex - 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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FlailDex Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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Set FlailDur = 7.00