- Joined
- Jun 26, 2020
- Messages
- 1,853
I made 2 triggers for a spell:
In resume, what's wrong?
Edit, ok I think the problem is in the trigger, so I will share you, but is a disaster, I hope this won't be a problem for you.
- Custom script: set udg_Temp_Sound=CreateSound("Abilities\\Spells\\Undead\\Possession\\PossessionMissileLaunch1.wav", false, true, true, 10, 10, "DefaultEAXON")
- Sound - Play Temp_Sound at 100.00% volume, attached to (Last created unit)
- Sound - Destroy Temp_Sound
- Custom script: set udg_Temp_Sound=CreateSound("Abilities\\Spells\\Undead\\Possession\\PossessionMissileHit1.wav", false, true, true, 10, 10, "DefaultEAXON")
- Sound - Play Temp_Sound at 100.00% volume, attached to (Load Atemp_Int3 of 5 in Dark_Summoning_datos)
- Sound - Destroy Temp_Sound
In resume, what's wrong?
Edit, ok I think the problem is in the trigger, so I will share you, but is a disaster, I hope this won't be a problem for you.
-
Dark Summoning
-
Events
- Unit - A unit starts the effect of an ability
-
Conditions
- ((Ability being cast) Equal to Dark Summoning (mio)) or ((Ability being cast) Equal to Dark Summoning (Hero))
-
Actions
- Custom script: local group g
- Custom script: set g=CreateGroup()
- -------- Select heros --------
- Set Locacion_Variable[41] = (Target point of ability being cast)
- Set Grupo_Unidad_Variable[21] = (Random 5 units from (Units within 700.00 of Locacion_Variable[41] matching ((((Matching unit) is A hero) Equal to True) and (((Matching unit) belongs to an ally of (Owner of (Triggering unit))) Equal to True))))
- Custom script: loop
- Custom script: set udg_Atemp_Unit2=FirstOfGroup(udg_Grupo_Unidad_Variable[21])
- Custom script: exitwhen udg_Atemp_Unit2==null
- Custom script: if (IsUnitInGroup(udg_Atemp_Unit2,udg_Dark_Summoning_Heros)==false) then
- Custom script: set udg_Atemp_Int3=GetHandleIdBJ(udg_Atemp_Unit2)
- Special Effect - Create a special effect attached to the origin of Atemp_Unit2 using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
- Hashtable - Save Handle Of(Last created special effect) as Atemp_Int3 of 3 in Dark_Summoning_datos
- Custom script: call GroupAddUnitSimple(udg_Atemp_Unit2,g)
- Unit Group - Add Atemp_Unit2 to Dark_Summoning_Heros
- Custom script: endif
- Unit Group - Remove Atemp_Unit2 from Grupo_Unidad_Variable[21]
- Custom script: endloop
- Custom script: call DestroyGroup(udg_Grupo_Unidad_Variable[21])
- Custom script: call RemoveLocation(udg_Locacion_Variable[41])
- -------- Wait --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Ability being cast) Equal to Dark Summoning (mio)
-
Then - Actions
- Set Temp_Real = (7.00 - (2.00 x (Real((Level of Dark Summoning (mio) for (Triggering unit))))))
-
Else - Actions
- Set Temp_Real = (6.00 - (Real((Level of Dark Summoning (Hero) for (Triggering unit)))))
-
If - Conditions
- Wait Temp_Real seconds
- -------- Send Heros --------
- Custom script: loop
- Custom script: set udg_Atemp_Unit2=FirstOfGroup(g)
- Custom script: exitwhen udg_Atemp_Unit2==null
- Set Temp_Loc = (Position of Atemp_Unit2)
- Unit - Create 1 Essence for (Owner of Atemp_Unit2) at Temp_Loc facing Temp_Loc2
- Custom script: call RemoveLocation(udg_Temp_Loc)
- Custom script: set udg_Temp_Sound=CreateSound("Abilities\\Spells\\Undead\\Possession\\PossessionMissileLaunch1.wav", false, true, true, 10, 10, "DefaultEAXON")
- Sound - Play Temp_Sound at 100.00% volume, attached to (Last created unit)
- Sound - Destroy Temp_Sound
- Set Atemp_Int3 = (Key (Last created unit))
- -------- Jump System --------
- Set JDA_Unit = (Last created unit)
- Custom script: call DestroyEffectBJ(LoadEffectHandleBJ(GetHandleIdBJ(udg_Atemp_Unit2),3, udg_Dark_Summoning_datos))
- Custom script: call RemoveSavedHandle(udg_Dark_Summoning_datos,3,udg_Atemp_Int3)
- If (((Owner of (Triggering unit)) is in Grupo_Draeneanos) Equal to True) then do (Set Temp_Loc2 = (Random point in Draeneanos)) else do (Set Temp_Loc2 = (Random point in Demonios))
- Set JDA_TargetPoint = Temp_Loc2
- Special Effect - Create a special effect at Temp_Loc2 using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
- Hashtable - Save Handle Of(Last created special effect) as Atemp_Int3 of 3 in Dark_Summoning_datos
- Set JDA_Speed = 30.00
- Set JDA_SpecialEffect = <Cadena vacÃa>
- Set JDA_Animation = <Cadena vacÃa>
- Set JDA_AnimationSpeed = 1.00
- Set JDA_JumpHigh_Distance = 0.00
- Set JDA_DestroyTrees_Dash = False
- Trigger - Run Jump System 1 <gen> (checking conditions)
- Hashtable - Save Handle OfAtemp_Unit2 as Atemp_Int3 of 5 in Dark_Summoning_datos
- Unit - Hide Atemp_Unit2
- Unit - Pause Atemp_Unit2
- Custom script: call GroupRemoveUnitSimple(udg_Atemp_Unit2,g)
- Unit Group - Remove Atemp_Unit2 from Dark_Summoning_Heros
- Custom script: endloop
- Custom script: set udg_Temp_Loc2=null
- Custom script: call DestroyGroup(g)
- Custom script: set g=null
-
Events
-
Dark Summoning llego
-
Events
- Game - Nojump_event becomes Igual a 1.00
-
Conditions
- (Unit-type of Nojump_Unit) Igual a Essence
-
Actions
- Custom script: set udg_Atemp_Int3=GetHandleIdBJ(udg_Nojump_Unit)
- Set Temp_Loc = (Position of Nojump_Unit)
- Unit - Move (Load Atemp_Int3 of 5 in Dark_Summoning_datos) instantly to Temp_Loc
- Custom script: call RemoveLocation(udg_Temp_Loc)
- Unit - Remove Nojump_Unit from the game
- Unit - Unhide (Load Atemp_Int3 of 5 in Dark_Summoning_datos)
- Unit - Unpause (Load Atemp_Int3 of 5 in Dark_Summoning_datos)
- Special Effect - Destroy (Load Atemp_Int3 of 3 in Dark_Summoning_datos)
- Custom script: set udg_Temp_Sound=CreateSound("Abilities\\Spells\\Undead\\Possession\\PossessionMissileHit1.wav", false, true, true, 10, 10, "DefaultEAXON")
- Sound - Play Temp_Sound at 100.00% volume, attached to (Load Atemp_Int3 of 5 in Dark_Summoning_datos)
- Sound - Destroy Temp_Sound
- Custom script: call RemoveSavedHandle(udg_Dark_Summoning_datos,3,udg_Atemp_Int3)
- Custom script: call RemoveSavedHandle(udg_Dark_Summoning_datos,5,udg_Atemp_Int3)
-
Events
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