- Joined
- Dec 27, 2006
- Messages
- 34
The spell does not work properly, it's suppose to create 10 crystals, or ice shards, and place them in a circle around the target, then its suppose to wait and do the 2nd special effects part which does basically the whole inner circle with trap frost up special effects. then its suppose to remove the crystals and the traps special effects at the same time, as soon as the special effects for the traps finish. However, it just creates 10 crystals, waits, SOMETIMES makes the 2nd part, i have no clue why but sometimes it wont do the 2nd part at all and in the same game later after using the spell a few times it starts doing the 2nd part with no other edits to it, and then it removes the 2nd parts special effects, waits for some amount of time im not sure why, then finally removes the crystals.
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Frost Bite
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to FrostBite
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Actions
- Game - Display to (All players) the text: should work
- Set FBDamage = (((Real((Level of FrostBite for (Triggering unit)))) x 150.00) + (Real((Intelligence of IceWardenCaster (Include bonuses)))))
- Set FrostBitePoint = (Target point of ability being cast)
- Set FrostBiteTarget = (Target unit of ability being cast)
- Set FrostBiteOff[(Integer A)] = (Position of FrostBiteTarget)
- Set FrostBiteCaster = (Casting unit)
- Set FBSFKPart2 = False
- Set FBDESTROYSFX = False
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For each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
- Set FrostBiteOff[(Integer A)] = (FrostBitePoint offset by -300.00 towards (36.00 x ((Real((Integer A))) - 1.00)) degrees)
- Special Effect - Create a special effect at FrostBiteOff[(Integer A)] using Doodads\Icecrown\Rocks\Icecrown_Crystal\Icecrown_Crystal3.mdl
- Set FrostBiteSFX[(Integer A)] = (Last created special effect)
- Unit - Create 1 Frost Bite Dummy for (Owner of FrostBiteCaster) at FrostBiteOff[(Integer A)] facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Set FrostBiteOff[(Integer A)] = (FrostBitePoint offset by 300.00 towards (36.00 x ((Real((Integer A))) - 1.00)) degrees)
- Unit - Order (Last created unit) to Human Archmage - Blizzard FrostBiteOff[(Integer A)]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Integer A) Equal to 10
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Then - Actions
- Game - Display to (All players) the text: 10
- Set FBSFKPart2 = True
- Wait 1.00 seconds
- Else - Actions
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If - Conditions
- Special Effect - Destroy FrostBiteSFX[(Integer A)]
- Game - Display to (All players) the text: destroyed crystals
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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
- FBSFKPart2 Equal to True
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Then - Actions
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For each (Integer A) from 1 to 90, do (Actions)
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Loop - Actions
- Set FrostBitePoint2[(Integer A)] = (FrostBitePoint offset by -100.00 towards (4.00 x ((Real((Integer A))) - 1.00)) degrees)
- Set FrostBitePoint3[(Integer A)] = (FrostBitePoint offset by -200.00 towards (4.00 x ((Real((Integer A))) - 1.00)) degrees)
- Set FrostBiteOff[(Integer A)] = (FrostBitePoint offset by -300.00 towards (4.00 x ((Real((Integer A))) - 1.00)) degrees)
- Special Effect - Create a special effect at FrostBitePoint2[(Integer A)] using Doodads\Cinematic\FrostTrapUp\FrostTrapUp.mdl
- Set FBP2SFX[(Integer A)] = (Last created special effect)
- Special Effect - Create a special effect at FrostBitePoint3[(Integer A)] using Doodads\Cinematic\FrostTrapUp\FrostTrapUp.mdl
- Set FBP3SFX[(Integer A)] = (Last created special effect)
- Special Effect - Create a special effect at FrostBiteOff[(Integer A)] using Doodads\Cinematic\FrostTrapUp\FrostTrapUp.mdl
- Set FBP4SFX[(Integer A)] = (Last created special effect)
- Set FrostBitePoint2[(Integer A)] = (FrostBitePoint offset by 100.00 towards (4.00 x ((Real((Integer A))) - 1.00)) degrees)
- Set FrostBitePoint3[(Integer A)] = (FrostBitePoint offset by 200.00 towards (4.00 x ((Real((Integer A))) - 1.00)) degrees)
- Set FrostBiteOff[(Integer A)] = (FrostBitePoint offset by 300.00 towards (4.00 x ((Real((Integer A))) - 1.00)) degrees)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Integer A) Equal to 90
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Then - Actions
- Game - Display to (All players) the text: 90
- Set FBDESTROYSFX = True
- Wait 1.00 seconds
- Else - Actions
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If - Conditions
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Loop - Actions
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For each (Integer A) from 1 to 90, do (Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- FBDESTROYSFX Equal to True
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Then - Actions
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For each (Integer A) from 1 to 100, do (Actions)
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Loop - Actions
- Special Effect - Destroy FBP2SFX[(Integer A)]
- Special Effect - Destroy FBP3SFX[(Integer A)]
- Special Effect - Destroy FBP4SFX[(Integer A)]
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Loop - Actions
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For each (Integer A) from 1 to 100, do (Actions)
- Else - Actions
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If - Conditions
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Events