- Joined
- Jul 22, 2015
- Messages
- 66
Help and Hello hive family!, i made a Spell called Excalibur but seem don't work on last phase in unit group if i using more than one unit to casting spell, can someone help me? it already done in mui both stage 1 and 2 are work properly.
Here my GUI triggrer :
Here my GUI triggrer :
-
Excalibur
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Excalibur
-
Actions
- Set ExcaliburInt = (ExcaliburInt + 1)
- Set ExcaliburCaster[ExcaliburInt] = (Triggering unit)
- Sound - Play SaberSpellExcalibur <gen> at 100.00% volume, attached to ExcaliburCaster[ExcaliburInt]
- Set ExcaliburLevel[ExcaliburInt] = (Level of Excalibur for ExcaliburCaster[ExcaliburInt])
- Set ExcaliburDamage[ExcaliburInt] = (ExcaliburBaseDamage[ExcaliburLevel[ExcaliburInt]] + ((Real((((Base Damage of ExcaliburCaster[ExcaliburInt] for weapon index 1) + (Hero level of ExcaliburCaster[ExcaliburInt])) + (Strength of ExcaliburCaster[ExcaliburInt] (Include bonuses))))) x ExcaliburMulti)
- Set ExcaliburAngle[ExcaliburInt] = (Facing of ExcaliburCaster[ExcaliburInt])
- Set CharismaPoint[0] = (Position of ExcaliburCaster[ExcaliburInt])
- Set ExcaliburPhase[ExcaliburInt] = 1
- Unit - Pause ExcaliburCaster[ExcaliburInt]
- Unit - Make ExcaliburCaster[ExcaliburInt] Invulnerable
- Unit - Create 1 Caster for (Owner of ExcaliburCaster[ExcaliburInt]) at CharismaPoint[0] facing ExcaliburAngle[ExcaliburInt] degrees
- Set ExcaliburDummy[ExcaliburInt] = (Last created unit)
- Set ExcaliburDurCon[ExcaliburInt] = 0.00
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ExcaliburInt Equal to 1
-
Then - Actions
- Trigger - Turn on Excalibur2 <gen>
- Else - Actions
-
If - Conditions
- Custom script: call RemoveLocation(udg_CharismaPoint[0])
-
Events
-
For each (Integer ExcaliburInt2) from 1 to ExcaliburInt, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ExcaliburPhase[ExcaliburInt2] Equal to 1
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ExcaliburDurCon[ExcaliburInt2] Greater than or equal to ExcaliburDuration
-
Then - Actions
- Set ExcaliburPhase[ExcaliburInt2] = 2
- Set ExcaliburDurCon[ExcaliburInt2] = 0.00
- Animation - Play ExcaliburCaster[ExcaliburInt2]'s Spell 2 animation
-
Else - Actions
- Set ExcaliburDurCon[ExcaliburInt2] = (ExcaliburDurCon[ExcaliburInt2] + 0.10)
- Set CharismaPoint[0] = (Position of ExcaliburDummy[ExcaliburInt2])
- Set CharismaPoint[1] = (CharismaPoint[0] offset by 150.00 towards ExcaliburAngle[ExcaliburInt2] degrees)
- Unit - Move ExcaliburDummy[ExcaliburInt2] instantly to CharismaPoint[1], facing ExcaliburAngle[ExcaliburInt2] degrees
- Unit - Create 1 Footman for (Owner of ExcaliburCaster[ExcaliburInt2]) at CharismaPoint[1] facing Default building facing degrees
- Unit Group - Add (Last created unit) to ExcaliburPickGroup[ExcaliburInt2]
- Special Effect - Create a special effect at CharismaPoint[1] using war3mapImported\Firebolt Rough Major.mdx
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation(udg_CharismaPoint[0])
- Custom script: call RemoveLocation(udg_CharismaPoint[1])
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ExcaliburPhase[ExcaliburInt2] Equal to 2
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ExcaliburDurCon[ExcaliburInt2] Greater than or equal to ExcaliburDuration
-
Then - Actions
- Set ExcaliburPhase[ExcaliburInt2] = 3
-
Else - Actions
- Set ExcaliburDurCon[ExcaliburInt2] = (ExcaliburDurCon[ExcaliburInt2] + 0.10)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ExcaliburDurCon[ExcaliburInt2] Equal to 0.50
-
Then - Actions
- Special Effect - Create a special effect attached to the chest of ExcaliburCaster[ExcaliburInt2] using war3mapImported\Bondage Red HD.mdx
- Set ExcaliburEffect[ExcaliburInt2] = (Last created special effect)
- Else - Actions
-
If - Conditions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ExcaliburPhase[ExcaliburInt2] Equal to 3
-
Then - Actions
- Special Effect - Destroy ExcaliburEffect[ExcaliburInt2]
- Unit - Kill ExcaliburDummy[ExcaliburInt2]
- Unit - Unpause ExcaliburCaster[ExcaliburInt2]
- Unit - Make ExcaliburCaster[ExcaliburInt2] Vulnerable
-
Unit Group - Pick every unit in ExcaliburPickGroup[ExcaliburInt2] and do (Actions)
-
Loop - Actions
- Set CharismaPoint[2] = (Position of (Picked unit))
- Special Effect - Create a special effect at CharismaPoint[2] using Abilities\Spells\Other\Doom\DoomDeath.mdl
- Special Effect - Set Scale of (Last created special effect) to 2.00
- Special Effect - Destroy (Last created special effect)
- Set ExcaliburDummyGroup[ExcaliburInt2] = (Units within 300.00 of CharismaPoint[2] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of ExcaliburCaster[ExcaliburInt2])) Equal to True)))
-
Unit Group - Pick every unit in ExcaliburDummyGroup[ExcaliburInt2] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Picked unit) is in ExcaliburPickDamage[ExcaliburInt2]) Equal to False
-
Then - Actions
- Unit - Cause ExcaliburCaster[ExcaliburInt2] to damage (Picked unit), dealing ExcaliburDamage[ExcaliburInt2] damage of attack type Chaos and damage type Normal
- Unit Group - Add (Picked unit) to ExcaliburPickDamage[ExcaliburInt2]
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Destructible - Pick every destructible within 300.00 of CharismaPoint[2] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- KillTree Equal to True
-
Then - Actions
- Destructible - Kill (Picked destructible)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- Custom script: call DestroyGroup(udg_ExcaliburDummyGroup[udg_ExcaliburInt2])
- Custom script: call RemoveLocation(udg_CharismaPoint[2])
- Unit - Kill (Picked unit)
-
Loop - Actions
- Unit Group - Remove all units from ExcaliburPickDamage[ExcaliburInt2]
- Set ExcaliburDummy[ExcaliburInt2] = ExcaliburDummy[ExcaliburInt]
- Set ExcaliburDummy[ExcaliburInt] = No unit
- Set ExcaliburCaster[ExcaliburInt2] = ExcaliburCaster[ExcaliburInt]
- Set ExcaliburCaster[ExcaliburInt] = No unit
- Set ExcaliburDurCon[ExcaliburInt2] = ExcaliburDurCon[ExcaliburInt]
- Set ExcaliburPhase[ExcaliburInt2] = ExcaliburPhase[ExcaliburInt]
- Set ExcaliburDamage[ExcaliburInt2] = ExcaliburDamage[ExcaliburInt]
- Set ExcaliburAngle[ExcaliburInt2] = ExcaliburAngle[ExcaliburInt]
- Set ExcaliburInt2 = (ExcaliburInt2 - 1)
- Set ExcaliburInt = (ExcaliburInt - 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ExcaliburInt Equal to 0
-
Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions