- Joined
- Jun 26, 2014
- Messages
- 504
This is basically a "shockwave" that spawns fire(units) in its way. It deals damage equal to the casters AGI; the problem is that it instantly kills all heroes it comes in contact with since it doesn't detect them that they are in group[2] for some reason. Pls help.
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Augmented Demonic Arrow
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Augmented Demonic Arrow
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Actions
- Set SpellADArrowUnit[0] = (Triggering unit)
- Set SpellADArrowPoint[0] = (Position of SpellADArrowUnit[0])
- Set SpellADArrowPoint[3] = (Target point of ability being cast)
- Set SpellADArrowGroup[2] = SpellADArrowGroup[2]
- Unit - Create 1 Demonic Arrow for (Owner of SpellADArrowUnit[0]) at SpellADArrowPoint[0] facing (Facing of SpellADArrowUnit[0]) degrees
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Unit - Make (Last created unit) face SpellADArrowPoint[3] over 0.00 seconds
- Set SpellADArrowUnit[1] = (Last created unit)
- Trigger - Turn on Augmented Demonic Arrow Loop <gen>
- Trigger - Turn on Augmented Demonic Arrow Loop Spawn <gen>
- Custom script: call RemoveLocation (udg_SpellADArrowPoint[0])
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Events
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Augmented Demonic Arrow Loop
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (SpellADArrowUnit[1] is alive) Equal to True
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Then - Actions
- Set SpellADArrowPoint[1] = (Position of SpellADArrowUnit[1])
- Set SpellADArrowPoint[2] = (SpellADArrowPoint[1] offset by 30.00 towards (Facing of SpellADArrowUnit[1]) degrees)
- Unit - Move SpellADArrowUnit[1] instantly to SpellADArrowPoint[2]
- Set SpellADArrowGroup[1] = (Units within 100.00 of SpellADArrowPoint[1] matching (((((Matching unit) is A Hero) Equal to True) and (((Matching unit) is in SpellADArrowGroup[2]) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of SpellADArrowUnit[0])) Equal to True))
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Unit Group - Pick every unit in SpellADArrowGroup[1] and do (Actions)
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Loop - Actions
- Unit Group - Add (Picked unit) to SpellADArrowGroup[2]
- Unit Group - Add all units of SpellADArrowGroup[1] to SpellADArrowGroup[2]
- Unit - Cause SpellADArrowUnit[0] to damage (Picked unit), dealing (300.00 + (2.00 x (Real((Agility of SpellADArrowUnit[0] (Include bonuses)))))) damage of attack type Spells and damage type Normal
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Loop - Actions
- Unit Group - Remove all units from SpellADArrowGroup[1]
- Custom script: call RemoveLocation (udg_SpellADArrowPoint[1])
- Custom script: call RemoveLocation (udg_SpellADArrowPoint[2])
- Custom script: call DestroyGroup (udg_SpellADArrowGroup[1])
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Else - Actions
- Custom script: call RemoveLocation (udg_SpellADArrowPoint[3])
- Trigger - Turn off Augmented Demonic Arrow Loop Spawn <gen>
- Trigger - Turn off (This trigger)
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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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Events
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Augmented Demonic Arrow Loop Spawn
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Events
- Time - Every 0.15 seconds of game time
- Conditions
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Actions
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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 Dancing Flames for SpellADArrowUnit[0]) Greater than 0
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Then - Actions
- Set SpellADArrowPoint[4] = (Position of SpellADArrowUnit[1])
- Unit - Create 1 Demonic Flame for (Owner of SpellADArrowUnit[0]) at SpellADArrowPoint[4] facing Default building facing degrees
- Unit - Add a (2.00 + (5.00 x (Real((Level of Dancing Flames for SpellDFlamesUnit))))) second Generic expiration timer to (Last created unit)
- Custom script: call RemoveLocation (udg_SpellADArrowPoint[4])
- 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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Events