- Joined
- May 16, 2020
- Messages
- 662
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:
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For each (Integer SA_Integer2) from 1 to 8, do (Actions)
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Loop - Actions
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Hashtable - Save Handle Of(Load SA_Integer2 of SA_Index in SA_Hashtable.) as SA_Integer2 of SA_Integer in SA_Hashtable.
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***
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Sprout Config
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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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Hashtable - Create a hashtable
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Set VariableSet SA_Hashtable = (Last created hashtable)
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Sprout
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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 Sprout
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Actions
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Set VariableSet SA_Index = (SA_Index + 1)
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Set VariableSet SA_Caster = (Triggering unit)
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Set VariableSet SA_Counter[SA_Index] = 0
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Set VariableSet SA_CounterMax[SA_Index] = (20 + (10 x (Level of Sprout for SA_Caster)))
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-------- --------
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Set VariableSet SA_Point[1] = (Position of (Target unit of ability being cast))
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For each (Integer SA_Integer2) from 1 to 8, do (Actions)
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Loop - Actions
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Set VariableSet SA_Point[2] = (SA_Point[1] offset by 150.00 towards (45.00 x (Real(SA_Integer2))) degrees.)
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-------- --------
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Destructible - Create a Summer Tree Wall at SA_Point[2] facing (Random angle) with scale 1.00 and variation 0
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Hashtable - Save Handle Of(Last created destructible) as SA_Integer2 of SA_Index in SA_Hashtable.
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Custom script: call RemoveLocation (udg_SA_Point[2])
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-------- --------
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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
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Unit - Add a (2.00 + (Real((Level of Sprout for SA_Caster)))) second Generic expiration timer to (Last created unit)
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-------- --------
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Custom script: call RemoveLocation (udg_SA_Point[1])
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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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SA_Index Equal to 1
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Then - Actions
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Game - Display to (All players) the text: ON
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Countdown Timer - Start SA_Timer as a Repeating timer that will expire in 0.10 seconds
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Trigger - Turn on Sprout Loop <gen>
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Else - Actions
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Sprout Loop
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Events
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Time - SA_Timer expires
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Conditions
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Actions
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For each (Integer SA_Integer) from 1 to SA_Index, do (Actions)
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Loop - Actions
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Set VariableSet SA_Counter[SA_Integer] = (SA_Counter[SA_Integer] + 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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SA_Counter[SA_Integer] Greater than or equal to SA_CounterMax[SA_Integer]
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Then - Actions
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For each (Integer SA_Integer2) from 1 to 8, do (Actions)
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Loop - Actions
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Destructible - Remove (Load SA_Integer2 of SA_Integer in SA_Hashtable.)
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-------- --------
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Set VariableSet SA_Counter[SA_Integer] = SA_Counter[SA_Index]
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Set VariableSet SA_CounterMax[SA_Integer] = SA_CounterMax[SA_Index]
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For each (Integer SA_Integer2) from 1 to 8, do (Actions)
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Loop - Actions
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Hashtable - Save Handle Of(Load SA_Integer2 of SA_Index in SA_Hashtable.) as SA_Integer2 of SA_Integer in SA_Hashtable.
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-------- --------
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Set VariableSet SA_Index = (SA_Index - 1)
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Set VariableSet SA_Integer = (SA_Integer - 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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SA_Index Equal to 0
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Then - Actions
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Game - Display to (All players) the text: OFF
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Countdown Timer - Pause SA_Timer
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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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