I've already posted this trigger a few weeks ago, and the problem was because it wasn't MUI, now this one is MUI and it still does not deal damage.This is my first time trying to make a spell MUI though.
My problem is at the Laser Damage Trigger.
Can someone please check this:
Don't mind the leaks, I'll fix them later.
My problem is at the Laser Damage Trigger.
Can someone please check this:
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Laser Init
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Laser
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Actions
- Set L_Index = (L_Index + 1)
- Set DummyCaster_Index = (DummyCaster_Index + 1)
- Set DummyExpl_Index = (DummyExpl_Index + 1)
- Set LCaster[L_Index] = (Casting unit)
- Set CasterPosition[L_Index] = (Position of LCaster[L_Index])
- Set DummyLoc[DummyCaster_Index] = (CasterPosition[L_Index] offset by (0.00, 60.00))
- Set LTarget[L_Index] = (Target point of ability being cast)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- L_Index Equal to 1
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Then - Actions
- Trigger - Turn on Laser Loop <gen>
- Else - Actions
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If - Conditions
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Events
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Laser Loop
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Events
- Time - Every 0.10 seconds of game time
- Conditions
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Actions
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For each (Integer Laser_Loop_Integer) from 1 to L_Index, do (Actions)
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Loop - Actions
- Unit - Create 1 Spell Breaker for (Owner of LCaster[L_Index]) at DummyLoc[DummyCaster_Index] facing Default building facing degrees
- Set Dummy[DummyCaster_Index] = (Last created unit)
- Unit - Add a 2.00 second Generic expiration timer to Dummy[DummyCaster_Index]
- Unit - Create 1 Explosion Dummy for (Owner of LCaster[L_Index]) at LTarget[L_Index] facing Default building facing degrees
- Set Dummy[DummyExpl_Index] = (Last created unit)
- Unit - Add a 2.00 second Generic expiration timer to Dummy[DummyExpl_Index]
- Unit - Order Dummy[DummyCaster_Index] to Neutral - Firebolt Dummy[DummyExpl_Index]
- Trigger - Turn on Laser Damage <gen>
- Set LCaster[Laser_Loop_Integer] = LCaster[L_Index]
- Set LTarget[Laser_Loop_Integer] = LTarget[L_Index]
- Set L_Index = (L_Index - 1)
- Set Laser_Loop_Integer = (Laser_Loop_Integer - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Laser_Loop_Integer Equal to 0
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Then - Actions
- Custom script: call RemoveLocation (udg_CasterPosition[udg_L_Index])
- Custom script: call RemoveLocation (udg_DummyLoc[udg_DummyCaster_Index])
- Custom script: call RemoveLocation (udg_LTarget[udg_L_Index])
- Custom script: call DestroyGroup (udg_LaserDmgGrp[udg_L_Index])
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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Loop - Actions
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For each (Integer Laser_Loop_Integer) from 1 to L_Index, do (Actions)
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Events
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Laser Damage
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Events
- Time - Every 0.56 seconds of game time
- Conditions
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Actions
- Unit - Order Dummy[DummyExpl_Index] to Human Mountain King - Thunder Clap
- Set LaserDmgGrp[L_Index] = (Units within 600.00 of LTarget[L_Index] matching ((((Triggering unit) is A structure) Equal to False) and ((((Triggering unit) is alive) Equal to True) and (((Triggering unit) belongs to an enemy of (Owner of LCaster[L_Index])) Equal to True))))
- Unit Group - Pick every unit in LaserDmgGrp[L_Index] and do (Unit - Cause LCaster[L_Index] to damage (Picked unit), dealing ((300.00 x (Real((Level of Laser for LCaster[L_Index])))) + 0.00) damage of attack type Spells and damage type Universal)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Laser for LCaster[L_Index]) Equal to 3
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Then - Actions
- Unit Group - Pick every unit in LaserDmgGrp[L_Index] and do (Unit - Cause LCaster[L_Index] to damage (Picked unit), dealing (6.00 x (Real((Level of LCaster[L_Index])))) damage of attack type Spells and damage type Universal)
- Else - Actions
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If - Conditions
- Trigger - Turn off (This trigger)
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Events
Don't mind the leaks, I'll fix them later.
Last edited: