- Joined
- Sep 9, 2006
- Messages
- 92
If you've played WoW Arena lately as an enhance shaman you've noticed that when you use a shock spell the abilities are literally removed from the "ability bar" thing for 6 seconds. I was trying to replicate that system, but its not working properly; maybe they use a different way than i'm trying. Here's my triggers:
Edit: Perhaps their system switches the unit out with another unit without the spells..?
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Earth Shock
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Earth Shock
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Actions
- Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing (270.0) degrees
- Unit - Add Silence Dummy (2 seconds) to (Last created unit)
- Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
- Unit - Order (Last created unit) to Neutral Dark Ranger - Silence (Position of (Target unit 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
- AllCounter[11] Equal to 0
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Then - Actions
- Trigger - Turn on ES Periodic <gen>
- Else - Actions
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If - Conditions
- Set AllCounter[11] = (AllCounter[11] + 1)
- Set AllCounter[12] = (AllCounter[12] + 1)
- Set ES_Caster[AllCounter[12]] = (Triggering unit)
- Set ES_Timer[AllCounter[12]] = 60
- Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (60.00 + (Real((Agility of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Normal
- Set ES_Level[AllCounter[12]] = (Level of Earth Shock for (Triggering unit))
- Unit - Remove Earth Shock from (Triggering unit)
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Events
- ES Periodic
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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 A) from 1 to AllCounter[12], do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ES_Timer[(Integer A)] Greater than 0
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Then - Actions
- Set ES_Timer[(Integer A)] = (ES_Timer[(Integer A)] - 1)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ES_Level[(Integer A)] Greater than 0
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Then - Actions
- Unit - Add Earth Shock to ES_Caster[(Integer A)]
- Unit - Set level of Earth Shock for ES_Caster[(Integer A)] to ES_Level[(Integer A)]
- 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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If - Conditions
- AllCounter[11] Equal to 0
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Then - Actions
- Set AllCounter[12] = 0
- Trigger - Turn off (This trigger)
- 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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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
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For each (Integer A) from 1 to AllCounter[12], do (Actions)
Edit: Perhaps their system switches the unit out with another unit without the spells..?