- Joined
- Jul 14, 2007
- Messages
- 715
Well i have been trying to code this for a while now, i get it working but i am trying to add conditions in, i have made a different spell like this, but different. I am just editing it for someone and cuztomising as they are new with GUI. But i am still not able to get it working :L It will not run if i put this condition in.
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Combo Counter (Test) for ComboCounterHero[(Integer A)]) Equal to (==) 0
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If - Conditions
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Combo Counter init
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Events
- Unit - A unit Is attacked
- Conditions
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Actions
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Set ComboCounterUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
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Do Multiple ActionsFor each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
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Set ComboCounterHero[(Integer A)] = (Attacking unit)
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Combo Counter (Test) for ComboCounterHero[(Integer A)]) Equal to (==) 0
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Then - Actions
- Set ComboCounterHero[(Integer A)] = No unit
- Set ComboCounterUnit[(Player number of (Owner of (Triggering unit)))] = No unit
- Do nothing
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Else - Actions
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Set ComboCounter[(Integer A)] = ComboCounter[((Integer A) + 1)]
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ComboCounter[(Integer A)] Equal to (==) ((Level of Combo Counter (Test) for ComboCounterHero[(Integer A)]) x 5)
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Then - Actions
- Trigger - Run Combo Counter run <gen> (checking conditions)
- Else - Actions
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Set ComboCounter[(Integer A)] = ComboCounter[((Integer A) + 1)]
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Set ComboCounterHero[(Integer A)] = (Attacking unit)
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Loop - Actions
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Do Multiple ActionsFor each (Integer A) from 1 to 10, do (Actions)
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Set ComboCounterUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
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Events
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Combo Counter run
- Events
- Conditions
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Actions
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Do Multiple ActionsFor each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Combo Counter (Test) for ComboCounterHero[(Integer A)]) Less than (<) 2
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Then - Actions
- Unit - Add Combo Damage (+5) to ComboCounterHero[(Integer A)]
- Unit - Set level of Combo Damage (+5) for ComboCounterHero[(Integer A)] to (Level of Combo Counter (Test) for ComboCounterHero[(Integer A)])
- Special Effect - Create a special effect attached to the origin of ComboCounterUnit[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Items\AIam\AIamTarget.mdl
- Set ComboCounter[(Player number of (Owner of ComboCounterHero[(Integer A)]))] = 0
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Else - Actions
- Unit - Add Combo Damage (+5) to ComboCounterHero[(Integer A)]
- Unit - Set level of Combo Damage (+5) for ComboCounterHero[(Integer A)] to (Level of Combo Counter (Test) for ComboCounterHero[(Integer A)])
- Unit - Add Combo Attack Speed to ComboCounterHero[(Integer A)]
- Unit - Set level of Combo Attack Speed for ComboCounterHero[(Player number of (Owner of (Triggering unit)))] to (Level of Combo Counter (Test) for ComboCounterHero[(Integer A)])
- Special Effect - Create a special effect attached to the origin of ComboCounterUnit[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Items\AIam\AIamTarget.mdl
- Set ComboCounter[(Player number of (Owner of ComboCounterHero[(Integer A)]))] = 0
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Do Multiple ActionsFor each (Integer A) from 1 to 10, do (Actions)