- Joined
- May 16, 2020
- Messages
- 660
Hi guys,
This might be a problem on my side, but I don't find the mistake. I'm trying to re-create Dota's Sprout ability in MUI Nature's Prophet.
For some reason this part of the trigger (this is within the trigger at the very bottom) does not re-assign the created trees to the new values:
***
This might be a problem on my side, but I don't find the mistake. I'm trying to re-create Dota's Sprout ability in MUI Nature's Prophet.
For some reason this part of the trigger (this is within the trigger at the very bottom) does not re-assign the created trees to the new values:
-
For each (Integer SA_Integer2) from 1 to 8, do (Actions)
-
Loop - Actions
- Hashtable - Save Handle Of(Load SA_Integer2 of SA_Index in SA_Hashtable.) as SA_Integer2 of SA_Integer in SA_Hashtable.
-
Loop - Actions
***
-
Sprout Config
-
Events
- Map initialization
- Conditions
-
Actions
- Hashtable - Create a hashtable
- Set VariableSet SA_Hashtable = (Last created hashtable)
-
Events
-
Sprout
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Sprout
-
Actions
- Set VariableSet SA_Index = (SA_Index + 1)
- Set VariableSet SA_Caster = (Triggering unit)
- Set VariableSet SA_Counter[SA_Index] = 0
- Set VariableSet SA_CounterMax[SA_Index] = (20 + (10 x (Level of Sprout for SA_Caster)))
- -------- --------
- Set VariableSet SA_Point[1] = (Position of (Target unit of ability being cast))
-
For each (Integer SA_Integer2) from 1 to 8, do (Actions)
-
Loop - Actions
- Set VariableSet SA_Point[2] = (SA_Point[1] offset by 150.00 towards (45.00 x (Real(SA_Integer2))) degrees.)
- -------- --------
- Destructible - Create a Summer Tree Wall at SA_Point[2] facing (Random angle) with scale 1.00 and variation 0
- Hashtable - Save Handle Of(Last created destructible) as SA_Integer2 of SA_Index in SA_Hashtable.
- Custom script: call RemoveLocation (udg_SA_Point[2])
-
Loop - Actions
- -------- --------
- Unit - Create 1 Vision Dummy (500/500 True Sight Flying Vision) for (Owner of SA_Caster) at SA_Point[1] facing Default building facing degrees
- Unit - Add a (2.00 + (Real((Level of Sprout for SA_Caster)))) second Generic expiration timer to (Last created unit)
- -------- --------
- Custom script: call RemoveLocation (udg_SA_Point[1])
- -------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- SA_Index Equal to 1
-
Then - Actions
- Game - Display to (All players) the text: ON
- Countdown Timer - Start SA_Timer as a Repeating timer that will expire in 0.10 seconds
- Trigger - Turn on Sprout Loop <gen>
- Else - Actions
-
If - Conditions
-
Events
-
Sprout Loop
-
Events
- Time - SA_Timer expires
- Conditions
-
Actions
-
For each (Integer SA_Integer) from 1 to SA_Index, do (Actions)
-
Loop - Actions
- Set VariableSet SA_Counter[SA_Integer] = (SA_Counter[SA_Integer] + 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- SA_Counter[SA_Integer] Greater than or equal to SA_CounterMax[SA_Integer]
-
Then - Actions
-
For each (Integer SA_Integer2) from 1 to 8, do (Actions)
-
Loop - Actions
- Destructible - Remove (Load SA_Integer2 of SA_Integer in SA_Hashtable.)
-
Loop - Actions
- -------- --------
- Set VariableSet SA_Counter[SA_Integer] = SA_Counter[SA_Index]
- Set VariableSet SA_CounterMax[SA_Integer] = SA_CounterMax[SA_Index]
-
For each (Integer SA_Integer2) from 1 to 8, do (Actions)
-
Loop - Actions
- Hashtable - Save Handle Of(Load SA_Integer2 of SA_Index in SA_Hashtable.) as SA_Integer2 of SA_Integer in SA_Hashtable.
-
Loop - Actions
- -------- --------
- Set VariableSet SA_Index = (SA_Index - 1)
- Set VariableSet SA_Integer = (SA_Integer - 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- SA_Index Equal to 0
-
Then - Actions
- Game - Display to (All players) the text: OFF
- Countdown Timer - Pause SA_Timer
- Trigger - Turn off (This trigger)
- Else - Actions
-
If - Conditions
-
For each (Integer SA_Integer2) from 1 to 8, do (Actions)
- Else - Actions
-
If - Conditions
-
Loop - Actions
-
For each (Integer SA_Integer) from 1 to SA_Index, do (Actions)
-
Events