Can you guys help me find whats wrong? my spell is supposed to stun (2sec) and reduce armor of every unit within range by 3/6/9/12 (6sec) but after the 6 seconds timer SOME of the affected unit still retains their armor penalty,
Base Spell : Silence
Range : 300 AOE
heres the code
Thank you in advance
Base Spell : Silence
Range : 300 AOE
heres the code
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Collapse Init
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Events
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Map initialization
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Conditions
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Actions
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Player - Disable SC - Spell Book for (Player((Integer A)))
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Collapse Cast
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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 Collapse
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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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Collapse_Has[Collapse_LastRecycled] Equal to True
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Then - Actions
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Set Collapse_Max = (Collapse_Max + 1)
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Set Collapse_Index = Collapse_Max
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Else - Actions
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Set Collapse_Index = Collapse_LastRecycled
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Set Collapse_LastRecycled = Collapse_RecycledList[Collapse_LastRecycled]
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-------- ----------------------------------- --------
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-------- ----------------------------------- --------
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Set Collapse_Caster[Collapse_Index] = (Triggering unit)
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Set Collapse_Point[Collapse_Index] = (Target point of ability being cast)
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-------- ----------------------------------- --------
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-------- ----------------------------------- --------
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Set Collapse_Dummy[Collapse_Index] = Caster Dummy
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Set Collapse_DSpell = Stun Dummy
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-------- ----------------------------------- --------
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-------- ----------------------------------- --------
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Set Collapse_Group = (Units within 300.00 of Collapse_Point[Collapse_Index] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enem
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-------- ----------------------------------- --------
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-------- --------
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Unit - Create 1 SFX Dummy for (Owner of Collapse_Caster[Collapse_Index]) at Collapse_Point[Collapse_Index] facing Collapse_Point[Collapse_Index]
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Animation - Play (Last created unit)'s birth animation
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Animation - Change (Last created unit)'s animation speed to 100.00% of its original speed
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Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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-------- --------
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Unit Group - Pick every unit in Collapse_Group and do (Actions)
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Loop - Actions
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Set Collapse_Picked[Collapse_Index] = (Picked unit)
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-------- --------
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Unit - Create 1 Collapse_Dummy[Collapse_Index] for (Owner of Collapse_Caster[Collapse_Index]) at (Position of Collapse_Picked[Collapse_Index]) facing (Position of Collapse_Picked[Collapse_Index])
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-------- --------
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Unit - Add SC - Spell Book to Collapse_Picked[Collapse_Index] <<Armor Penalty
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Unit - Set level of SC - Spell Book for Collapse_Picked[Collapse_Index] to (Level of Collapse for Collapse_Caster[Collapse_Index])
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-------- --------
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Special Effect - Create a special effect attached to the origin of Collapse_Picked[Collapse_Index] using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
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-------- --------
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Unit - Add Collapse_DSpell to (Last created unit)
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Unit - Set level of Collapse_DSpell for (Last created unit) to (Level of M - 1 - Spacial Collapse (Manifold Paradox) for Collapse_Caster[Collapse_Index])
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Unit - Order (Last created unit) to Mountain King - Storm Bolt Collapse_Picked[Collapse_Index]
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Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
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-------- --------
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Special Effect - Destroy (Last created special effect)
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-------- --------
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Custom script: call DestroyGroup(udg_Collapse_Group)
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Custom script: call RemoveLocation(udg_Collapse_Point[udg_Collapse_Index])
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-------- ----------------------------------- --------
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Set Collapse_Has[Collapse_Index] = True
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Set Collapse_Count = (Collapse_Count + 1)
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Set Collapse_Timer[Collapse_Index] = 6.00
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-------- ----------------------------------- --------
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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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(Collapse Loop <gen> is on) Equal to False
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Then - Actions
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Trigger - Turn on Collapse Loop <gen>
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Else - Actions
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[/COLOR]
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Collapse Loop
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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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For each (Integer Collapse_Integer) from 0 to Collapse_Max, 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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Collapse_Has[Collapse_Integer] Equal to True
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Then - 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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Collapse_Timer[Collapse_Integer] Greater than 0.00
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Then - Actions
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Set Collapse_Timer[Collapse_Integer] = (Collapse_Timer[Collapse_Integer] - 0.03)
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Else - Actions
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Unit - Remove SC - Spell Book from Collapse_Picked[Collapse_Integer]
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-------- ----------------------------------- --------
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Set Collapse_Count = (Collapse_Count - 1)
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Set Collapse_Has[Collapse_Integer] = False
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Set Collapse_RecycledList[Collapse_Integer] = Collapse_LastRecycled
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Set Collapse_LastRecycled = Collapse_Integer
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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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Collapse_Count Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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For each (Integer A) from 0 to Collapse_Max, do (Set Collapse_RecycledList[(Integer A)] = 0)
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Set Collapse_LastRecycled = 0
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Set Collapse_Max = 0
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Else - Actions
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Else - Actions
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[COLOR=#ffffff]
Thank you in advance