Spell

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May 11, 2012
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  • Claw Smash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Claw Smash
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • Set Damage[1] = 500.00
          • Set Damage[2] = 1000.00
          • Set Damage[3] = 1500.00
          • Set Damage[4] = 2000.00
          • Set Damage[5] = ((Real((Level of Claw Smash for (Triggering unit)))) x ((Real((Strength of (Triggering unit) (Include bonuses)))) x (50.00 / 10.00)))
          • Set TempInteger = (Level of Claw Smash for (Triggering unit))
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
            • Then - Actions
              • Unit Group - Pick every unit in (Units within 450.00 of (Position of (Triggering unit))) and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
                    • Then - Actions
                      • Special Effect - Create a special effect attached to the origin of (Triggering unit) using war3mapImported\s_Shockwave.mdx
                    • Else - Actions
                      • Unit - Cause (Triggering unit) to damage (Picked unit), dealing Damage[TempInteger] damage of attack type Spells and damage type Normal
            • Else - Actions
Why it doesn't cause any damage to enemies?
 
You put the all of the trigger actions in the else actions of the first if than else
this is how your trigger should look
  • Claw Smash
  • Events
  • Unit - A unit Starts the effect of an ability
  • Conditions
  • (Ability being cast) Equal to Claw Smash
  • Actions
  • Set Damage[1] = 500.00
  • Set Damage[2] = 1000.00
  • Set Damage[3] = 1500.00
  • Set Damage[4] = 2000.00
  • Set Damage[5] = ((Real((Level of Claw Smash for (Triggering unit)))) x ((Real((Strength of (Triggering unit) (Include bonuses)))) x (50.00 / 10.00)))
  • Set TempInteger = (Level of Claw Smash for (Triggering unit))
  • Unit Group - Pick every unit in (Units within 450.00 of (Position of (Triggering unit))) and do (Actions)
  • Loop - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • ((Picked unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
  • Then - Actions
  • Special Effect - Create a special effect attached to the origin of (Triggering unit) using war3mapImported\s_Shockwave.mdx
  • Unit - Cause (Triggering unit) to damage (Picked unit), dealing Damage[TempInteger] damage of attack type Spells and damage type Normal
  • Else - Actions
 
  • Claw Smash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Claw Smash
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • Set Damage[1] = 500.00
          • Set Damage[2] = 1000.00
          • Set Damage[3] = 1500.00
          • Set Damage[4] = 2000.00
          • Set Damage[5] = ((Real((Strength of (Triggering unit) (Include bonuses)))) x (50.00 / 10.00))
          • Set TempInteger = (Level of Claw Smash for (Triggering unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                • Then - Actions
                  • Unit Group - Pick every unit in (Units within 450.00 of (Position of (Triggering unit))) and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (((Picked unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Picked unit) is alive) Equal to True)
                        • Then - Actions
                          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using war3mapImported\s_Shockwave.mdx
                          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing Damage[TempInteger] damage of attack type Spells and damage type Normal
                        • Else - Actions
                • Else - Actions
            • Else - Actions
        • Else - Actions
This is how it looks like now, it should work now
 
  • Claw Smash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Claw Smash
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • Set Damage[1] = 500.00
          • Set Damage[2] = 1000.00
          • Set Damage[3] = 1500.00
          • Set Damage[4] = 2000.00
          • Set Damage[5] = ((Real((Strength of (Triggering unit) (Include bonuses)))) x (50.00 / 10.00))
          • Set TempInteger = (Level of Claw Smash for (Triggering unit))
          • Set TempGroup = (Units within 450.00 of (Position of (Triggering unit)))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                • Then - Actions
                  • Unit Group - Pick every unit in TempGroup and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (((Picked unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Picked unit) is alive) Equal to True)
                        • Then - Actions
                          • Special Effect - Create a special effect at TempPoint using war3mapImported\s_Shockwave.mdx
                          • Special Effect - Destroy (Last created special effect)
                          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing Damage[TempInteger] damage of attack type Spells and damage type Normal
                        • Else - Actions
                          • Custom script: call DestroyGroup(udg_TempGroup)
                • Else - Actions
            • Else - Actions
        • Else - Actions
Is it good now?
 
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