- Joined
- Jan 20, 2011
- Messages
- 492
Hi Hivers, I'm currently working on a simple trigger that creates a dummy and casts forked lightning based on your agility, however for some reason my loop if/el/then statement seems to trigger all the time, even when not meeting conditions (so I assume). My character has 10 agility, but seems to trigger all 10 loops, meaning it should only trigger the first loop. Can anyone see the problem?
(Ignore the game display actions I was using that to try figure out what was wrong)
Any help on the matter would be appreciated
(Ignore the game display actions I was using that to try figure out what was wrong)
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Artifact Sword Scorn
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Events
- Game - DamageEvent becomes Equal to 1.00
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Conditions
- IsDamageSpell Equal to False
- (Random integer number between 1 and 3) Equal to 1
- (DamageEventSource has an item of type |c00FF7F00Winters Scorn|r) Equal to True
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Actions
- Set abilityloc = (Position of DamageEventSource)
- Unit - Create 1 Dummy Unit for (Owner of DamageEventSource) at abilityloc facing Default building facing degrees
- Set abilitydummy = (Last created unit)
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For each (Integer A) from 1 to 10, 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
- (Agility of DamageEventSource (Include bonuses)) Greater than abilityarklightningagility[(abilityarklightningagility[(Integer A)] - 1)]
- (Agility of DamageEventSource (Include bonuses)) Less than or equal to abilityarklightningagility[(Integer A)]
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Then - Actions
- Game - Display to (All players) the text: (String(abilityarklightningagility[((Integer A) - 1)]))
- Game - Display to (All players) the text: (String((Agility of DamageEventSource (Include bonuses))))
- Game - Display to (All players) the text: (String(abilityarklightningagility[(Integer A)]))
- Unit - Add abilityarklightning[(Integer A)] to abilitydummy
- 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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Loop - Actions
- Unit - Add a 0.25 second Generic expiration timer to abilitydummy
- Unit - Order abilitydummy to Neutral Naga Sea Witch - Forked Lightning DamageEventTarget
- Custom script: call RemoveLocation(udg_abilityloc)
- Set abilitydummy = No unit
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Events
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Ability Setup
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Events
- Map initialization
- Conditions
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Actions
- Set abilityarklightning[1] = Ark Lightning (1-20)
- Set abilityarklightning[2] = Ark Lightning (21-40)
- Set abilityarklightning[3] = Ark Lightning (41-60)
- Set abilityarklightning[4] = Ark Lightning (61-80)
- Set abilityarklightning[5] = Ark Lightning (81-100)
- Set abilityarklightning[6] = Ark Lightning (101-120)
- Set abilityarklightning[7] = Ark Lightning (121-140)
- Set abilityarklightning[8] = Ark Lightning (141-160)
- Set abilityarklightning[9] = Ark Lightning (161-180)
- Set abilityarklightning[10] = Ark Lightning (181-200)
- Set abilityarklightningagility[0] = 0
- Set abilityarklightningagility[1] = 20
- Set abilityarklightningagility[2] = 40
- Set abilityarklightningagility[3] = 60
- Set abilityarklightningagility[4] = 80
- Set abilityarklightningagility[5] = 100
- Set abilityarklightningagility[6] = 120
- Set abilityarklightningagility[7] = 140
- Set abilityarklightningagility[8] = 160
- Set abilityarklightningagility[9] = 180
- Set abilityarklightningagility[10] = 200
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Events
Any help on the matter would be appreciated
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