- Joined
- Dec 26, 2010
- Messages
- 475
hello guys, i need help ^^ i want my spell (Masenko) to damage and explodes when it hits a unit.
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+Rep
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Gohan Masenko
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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 Masenko
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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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Masenko_LoopIndex[1] Equal to 0
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Then - Actions
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Trigger - Turn on Gohan Masenko Loop <gen>
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Else - Actions
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Set Masenko_LoopIndex[1] = (Masenko_LoopIndex[1] + 1)
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Set Masenko_LoopIndex[2] = (Masenko_LoopIndex[2] + 1)
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-------- ----------------------------------------------------------------------------------------------- --------
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Set Masenko_Caster[Masenko_LoopIndex[2]] = (Casting unit)
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Set Masenko_LeakPoint[0] = (Position of Masenko_Caster[Masenko_LoopIndex[2]])
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Set Masenko_LeakPoint[1] = (Target point of ability being cast)
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Set Masenko_Angle[Masenko_LoopIndex[2]] = (Angle from Masenko_LeakPoint[0] to Masenko_LeakPoint[1])
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Set Masenko_LeakPoint[2] = (Masenko_LeakPoint[0] offset by 50.00 towards Masenko_Angle[Masenko_LoopIndex[2]] degrees)
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Set Masenko_Speed[Masenko_LoopIndex[2]] = 50.00
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Set Masenko_MaxDistance[Masenko_LoopIndex[2]] = 1500.00
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Set Masenko_CurDistance[Masenko_LoopIndex[2]] = 0.00
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Set Masenko_Active[Masenko_LoopIndex[2]] = True
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Set Masenko_Damage[Masenko_LoopIndex[2]] = (200.00 x (Real((Level of (Ability being cast) for Masenko_Caster[Masenko_LoopIndex[2]]))))
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Set Masenko_LeakPoint[10] = (Masenko_LeakPoint[0] offset by 50.00 towards (Angle from Masenko_LeakPoint[0] to Masenko_LeakPoint[1]) degrees)
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Unit - Create 1 Vertical Explosion Orange for (Owner of Masenko_Caster[Masenko_LoopIndex[2]]) at Masenko_LeakPoint[2] facing Masenko_Angle[Masenko_LoopIndex[2]] degrees
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Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
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Unit - Create 1 Light Glow Yellow for (Owner of Masenko_Caster[Masenko_LoopIndex[2]]) at Masenko_LeakPoint[2] facing Masenko_LeakPoint[0]
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Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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Unit - Create 1 Masenko Missile Dummy for (Owner of Masenko_Caster[Masenko_LoopIndex[2]]) at Masenko_LeakPoint[0] facing Masenko_Angle[Masenko_LoopIndex[2]] degrees
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Set Masenko_Dummy[Masenko_LoopIndex[2]] = (Last created unit)
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Custom script: set udg_Masenko_DamagedUnits[udg_Masenko_LoopIndex[2]] = CreateGroup()
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Custom script: call RemoveLocation (udg_Masenko_LeakPoint[0])
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Custom script: call RemoveLocation (udg_Masenko_LeakPoint[1])
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Custom script: call RemoveLocation (udg_Masenko_LeakPoint[2])
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Gohan Masenko Loop
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Events
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Time - Every 0.04 seconds of game time
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Conditions
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Actions
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-------- DON'T CHANGE SOMETHING BELOW THIS LINE! --------
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-------- --------------------------------------------------------------------------------------------------------------------- --------
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For each (Integer Masenko_LoopIndex[3]) from 1 to Masenko_LoopIndex[2], do (Actions)
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Loop - 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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Masenko_Active[Masenko_LoopIndex[3]] 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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Masenko_CurDistance[Masenko_LoopIndex[3]] Less than Masenko_MaxDistance[Masenko_LoopIndex[3]]
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Then - Actions
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Set Masenko_LeakPoint[0] = (Position of Masenko_Dummy[Masenko_LoopIndex[3]])
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Set Masenko_LeakPoint[1] = (Masenko_LeakPoint[0] offset by Masenko_Speed[Masenko_LoopIndex[3]] towards Masenko_Angle[Masenko_LoopIndex[3]] degrees)
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Special Effect - Create a special effect at Masenko_LeakPoint[1] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Move Masenko_Dummy[Masenko_LoopIndex[3]] instantly to Masenko_LeakPoint[1], facing Masenko_Angle[Masenko_LoopIndex[3]] degrees
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Set Masenko_CurDistance[Masenko_LoopIndex[3]] = (Masenko_CurDistance[Masenko_LoopIndex[3]] + Masenko_Speed[Masenko_LoopIndex[3]])
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Set Masenko_TempGroup = (Units within 200.00 of Masenko_LeakPoint[1] matching ((((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Masenko_Caster[Masenko_LoopIndex[3]])) Equal to False)) and (((Matching unit) is in Masenko_DamagedUnits[
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Unit Group - Pick every unit in Masenko_TempGroup and do (Actions)
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Loop - Actions
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Unit Group - Add (Picked unit) to Masenko_DamagedUnits[Masenko_LoopIndex[3]]
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Unit - Cause Masenko_Caster[Masenko_LoopIndex[3]] to damage (Picked unit), dealing Masenko_Damage[Masenko_LoopIndex[3]] damage of attack type Spells and damage type Normal
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Custom script: call DestroyGroup (udg_Masenko_TempGroup)
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Custom script: call RemoveLocation(udg_Masenko_LeakPoint[0])
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Custom script: call RemoveLocation(udg_Masenko_LeakPoint[1])
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Else - Actions
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Unit - Create 1 HellzoneGrenadePiccolo_Explosion for (Owner of Masenko_Caster[Masenko_LoopIndex[2]]) at (Position of Masenko_Dummy[Masenko_LoopIndex[3]]) facing Default building facing degrees
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Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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Unit - Add a 0.01 second Generic expiration timer to Masenko_Dummy[Masenko_LoopIndex[3]]
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Unit - Remove Masenko_Dummy[Masenko_LoopIndex[3]] from the game
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Set Masenko_LoopIndex[1] = (Masenko_LoopIndex[1] - 1)
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Set Masenko_Active[Masenko_LoopIndex[3]] = False
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Custom script: call DestroyGroup (udg_Masenko_DamagedUnits[udg_Masenko_LoopIndex[3]])
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Special Effect - Create a special effect at (Position of Masenko_Dummy[Masenko_LoopIndex[3]]) using war3mapImported\Explosion.mdx
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at (Position of Masenko_Dummy[Masenko_LoopIndex[3]]) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
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Special Effect - Destroy (Last created special effect)
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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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Masenko_LoopIndex[1] Equal to 0
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Then - Actions
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Set Masenko_LoopIndex[2] = 0
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Trigger - Turn off (This trigger)
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Else - Actions
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