- Joined
- Jul 22, 2015
- Messages
- 224
I went to make the ultimate spell drop from air to ground like nuke, but somehow the missile stuck on ground. Anyone can solve this problem??
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KissingNuke
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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 Kissing Dance Nuke
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Actions
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Set Level = (Level of (Ability being cast) for (Triggering unit))
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Set HeroAttribute = (Agility of (Triggering unit) (Include bonuses))
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Set HeroLevel = (Hero level of (Triggering unit))
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Set HeroBaseDamage = (Base Damage of (Triggering unit) for weapon index 1)
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Set HeroTrait = Physical[(Custom value of DamageEventSource)]
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Set HeroAllinOne = ((HeroTrait + HeroLevel) + (HeroAttribute + HeroBaseDamage))
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Set SongOfPearlBonus = (SongOfPearlDamageMultiplier[SongOfPearlLevel[(Custom value of (Triggering unit))]] x (Max life of (Triggering unit)))
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Set Ranko[0] = (Ranko[0] + 1)
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Set Ranko_Caster[Ranko[0]] = (Triggering unit)
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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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((Triggering unit) has buff SongOfPearlBuff) Equal to True
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Then - Actions
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Set Ranko_Damage[Ranko[0]] = ((SongOfPearlBonus + Ranko_B3Damage[Level]) + (Ranko_M3Damage[Level] x (Real(HeroAllinOne))))
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Else - Actions
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Set Ranko_Damage[Ranko[0]] = (Ranko_B3Damage[Level] + (Ranko_M3Damage[Level] x (Real(HeroAllinOne))))
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Set Ranko_Delay[Ranko[0]] = 0.00
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Set Ranko_Delay_2[Ranko[0]] = 1.50
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Set Ranko_Stage[Ranko[0]] = 7
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Set Ranko_Angle[Ranko[0]] = (Facing of Ranko_Caster[Ranko[0]])
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Custom script: set udg_RankoGroup[udg_Ranko[0]] = CreateGroup()
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Custom script: set udg_Ranko_Group[udg_Ranko[0]] = null
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Set Ranko_Point[Ranko[0]] = (Target point of ability being cast)
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Unit - Create 1 Rocket Ranko for (Owner of Ranko_Caster[Ranko[0]]) at Ranko_Point[Ranko[0]] facing Ranko_Angle[Ranko[0]] degrees
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Animation - Change (Last created unit) flying height to 1.00 at 0.00
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Unit Group - Add (Last created unit) to RankoGroup[Ranko[0]]
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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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Ranko[0] Equal to 1
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Then - Actions
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Trigger - Turn on RankoAbility <gen>
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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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Ranko_Stage[Ranko[1]] Equal to 7
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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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(Current order of Ranko_Caster[Ranko[1]]) Equal to (Order(clusterrockets))
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(Ranko_Caster[Ranko[1]] is alive) 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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Ranko_Delay[Ranko[1]] Less than Ranko_Delay_2[Ranko[1]]
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Then - Actions
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Set Ranko_Delay[Ranko[1]] = (Ranko_Delay[Ranko[1]] + 0.03)
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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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Ranko_Delay[Ranko[1]] Equal to 0.45
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Then - Actions
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Animation - Play Ranko_Caster[Ranko[1]]'s spell four animation
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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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Ranko_Delay[Ranko[1]] Equal to 0.90
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Then - Actions
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Animation - Play Ranko_Caster[Ranko[1]]'s spell three animation
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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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Ranko_Delay[Ranko[1]] Equal to 1.33
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Then - Actions
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Animation - Play Ranko_Caster[Ranko[1]]'s spell two animation
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Else - Actions
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Else - Actions
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Animation - Reset Ranko_Caster[Ranko[1]]'s animation
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Set Ranko_Delay[Ranko[1]] = 0.00
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Set Ranko_Delay_2[Ranko[1]] = 1200.00
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Set Ranko_Angle[Ranko[1]] = 1200.00
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Unit Group - Pick every unit in RankoGroup[Ranko[1]] and do (Actions)
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Loop - Actions
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Animation - Change (Picked unit) flying height to 1200.00 at 0.00
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Set Ranko_Stage[Ranko[1]] = 8
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Else - Actions
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Set Ranko_Stage[Ranko[1]] = 0
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Unit Group - Pick every unit in RankoGroup[Ranko[1]] and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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Unit Group - Remove all units from RankoGroup[Ranko[1]]
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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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Ranko_Stage[Ranko[1]] Equal to 8
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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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Ranko_Delay[Ranko[1]] Less than Ranko_Delay_2[Ranko[1]]
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Then - Actions
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Set Ranko_Delay[Ranko[1]] = (Ranko_Delay[Ranko[1]] + 100.00)
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Set Ranko_Angle[Ranko[1]] = (Ranko_Angle[Ranko[1]] - 100.00)
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Unit Group - Pick every unit in RankoGroup[Ranko[1]] and do (Actions)
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Loop - Actions
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Animation - Change (Picked unit) flying height to Ranko_Angle[Ranko[1]] at 0.00
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Else - Actions
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Set Ranko_Stage[Ranko[1]] = 0
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Set GenericGroup = (Units within 900.00 of Ranko_Point[Ranko[1]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Ranko_Caster[Ranko[1]])) Equal to True)))
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Unit Group - Pick every unit in GenericGroup and do (Actions)
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Loop - Actions
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Set CheckingPhysicalSpell = True
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Unit - Cause Ranko_Caster[Ranko[1]] to damage (Picked unit), dealing Ranko_Damage[Ranko[1]] damage of attack type Chaos and damage type Normal
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Set CheckingPhysicalSpell = False
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Special Effect - Create a special effect at Ranko_Point[Ranko[1]] using war3mapImported\NuclearExplosion.mdx
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Special Effect - Set Scale of (Last created special effect) to 2.00
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Special Effect - Destroy (Last created special effect)
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Unit Group - Pick every unit in RankoGroup[Ranko[1]] and do (Actions)
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Loop - Actions
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Unit - Kill (Picked unit)
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Unit Group - Remove all units from RankoGroup[Ranko[1]]
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Custom script: call DestroyGroup(udg_GenericGroup)
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Else - Actions
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