- Joined
- Oct 26, 2008
- Messages
- 387
So a couple of years back i was more noob than i am now and tried to make a spell! Was a total fail!
I decided to use my over the years experience to do that spell properly, MUI, leakless etc etc.
But here is the thing.
The spell is being cast alright, and the first time it is cast, it is executed perfectly! Now the second time it is cast, it is not! Nor any next time!
The thing that fails is the dummy units casting a spell on the triggering unit.
PS: I have checked for mistakes or bugs in the indexing procces, the flaw isnt there.
I decided to use my over the years experience to do that spell properly, MUI, leakless etc etc.
But here is the thing.
The spell is being cast alright, and the first time it is cast, it is executed perfectly! Now the second time it is cast, it is not! Nor any next time!
The thing that fails is the dummy units casting a spell on the triggering unit.
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Deaths Healing Grasp
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Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Deaths Healing Grasp
-
Actions
- Set Index = (Index + 1)
- Set TriggeringUnit[Index] = (Triggering unit)
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
- Set ofpoint[2] = (Position of TriggeringUnit[Index])
- Set Real = (Real + 30.00)
- Set ofpoint[3] = ((Position of TriggeringUnit[Index]) offset by 600.00 towards Real degrees)
- Special Effect - Create a special effect at ofpoint[3] using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Create 1 Death Knight Dummy Unit for Neutral Passive at ofpoint[3] facing (Angle from (Position of (Last created unit)) to ofpoint[2]) degrees
- Unit Group - Add (Last created unit) to unitgroup[Index]
- Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
- Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
- Unit - Make (Last created unit) face TriggeringUnit[Index] over 0.00 seconds
- Custom script: call RemoveLocation (udg_ofpoint[2])
- Custom script: call RemoveLocation (udg_ofpoint[3])
-
Loop - Actions
- Wait 1.00 seconds
- Set Index2 = (Index2 + 1)
-
Unit Group - Pick every unit in unitgroup[Index2] and do (Actions)
-
Loop - Actions
- Unit - Order (Picked unit) to Undead Death Knight - Death Coil TriggeringUnit[Index2]
-
Loop - Actions
- Custom script: call DestroyGroup(udg_unitgroup[udg_Index2])
- Wait 2.00 seconds
- Set Index3 = (Index3 + 1)
- Set Real = 0.00
-
For each (Integer B) from 1 to 12, do (Actions)
-
Loop - Actions
- Set Real = (Real + 30.00)
- Set ofpoint[1] = ((Position of TriggeringUnit[Index3]) offset by 600.00 towards Real degrees)
- Special Effect - Create a special effect at ofpoint[1] using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation (udg_ofpoint[1])
-
Loop - Actions
-
Events
-
Unit Group - Pick every unit in unitgroup[Index2] and do (Actions)
-
Loop - Actions
- Unit - Order (Picked unit) to Undead Death Knight - Death Coil TriggeringUnit[Index2]
-
Loop - Actions
- Set Index = (Index + 1)
- Unit - Create 1 Death Knight Dummy Unit for Neutral Passive at ofpoint[3] facing (Angle from (Position of (Last created unit)) to ofpoint[2]) degrees
- Unit Group - Add (Last created unit) to unitgroup[Index]
- Wait 1.00 seconds
-
Set Index2 = (Index2 + 1)
-
Unit Group - Pick every unit in unitgroup[Index2] and do (Actions)
-
Loop - Actions
- Unit - Order (Picked unit) to Undead Death Knight - Death Coil TriggeringUnit[Index2]
-
Loop - Actions
-
Unit Group - Pick every unit in unitgroup[Index2] and do (Actions)