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[Solved] Trigger Check/and Custom script???

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Level 7
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May 18, 2010
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264
  • Fire Fire Explosion
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to (==) |cff6495edFire Explosion|r
    • Actions
      • Set HEROCasterPoint[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
      • Set Hero_WarmwindHP[((Player number of (Owner of (Triggering unit))) + 10)] = ((Level of |cff6495edFire Explosion|r for (Triggering unit)) x 15)
      • Set Hero_WarmwindHP[((Player number of (Owner of (Triggering unit))) + 20)] = 3
  • Fire Fire Explosion Does
    • Events
      • Time - Every 1.33 seconds of game time
    • Conditions
    • Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Hero_WarmwindHP[((Hero_WarmwindHP[21] + Hero_WarmwindHP[22]) + (Hero_WarmwindHP[23] + (Hero_WarmwindHP[24] + (Hero_WarmwindHP[25] + (Hero_WarmwindHP[26] + (Hero_WarmwindHP[27] + Hero_WarmwindHP[28]))))))] Less than or equal to (<=) 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
      • Do Multiple ActionsFor each (Integer A) from 1 to 8, do (Actions)
        • Loop - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Hero_WarmwindHP[((Integer A) + 20)] Greater than or equal to (>=) 1
            • Then - Actions
              • Unit - Cause Heroes[(Integer A)] to damage circular area after 0.00 seconds of radius 400.00 at HEROCasterPoint[(Integer A)], dealing (Real(Hero_WarmwindHP[((Integer A) + 10)])) damage of attack type Spells and damage type Normal
              • Set Hero_WarmwindHP[((Integer A) + 20)] = (Hero_WarmwindHP[((Integer A) + 20)] - 1)
            • Else - Actions
              • Custom script: call RemoveLocation (udg_HEROCasterPoint[(Integer A)]
will Custom script: call RemoveLocation (udg_HEROCasterPoint[(Integer A)] remove the location?
if integer A does loop for 1
will HeroCasterPoint[2] still there after the custom script?
 
Level 7
Joined
May 18, 2010
Messages
264
  • Custom script: call RemoveLocation (udg_HEROCasterPoint[bj_forLoopAIndex]

when it comes to jass check
ERROR fount

Custom script: call RemoveLocation (udg_HeroCasterPoint[bj_forLoopAIndex]) should it be
Custom script: call RemoveLocation (udg_HeroCasterPoint[bj_forLoopAIndex] ??? dosent work eather
Custom script: call RemoveLocation (udg_HEROCasterPoint[bj_forLoopAIndex])
SUCESS
TH:rep as alwais
 
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