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WTF is the problem?

Discussion in 'World Editor Help Zone' started by supertoinkz, Sep 10, 2010.

  1. supertoinkz

    supertoinkz

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    Okay, let's get this straight.
    Triggers

    • Map Preload
      • Events
        • Time - Elapsed game time is 1.00 seconds
      • Conditions
      • Actions
        • -------- removing dummy spellbook preloader... --------
        • -------- disabling dummy spellbooks... --------
          • Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
            • Loop - Actions
              • Player - Disable Haste Dummy Spellbook for (Player((Integer A)))

    • Haste
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to (==) Haste
      • Actions
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Haste_Size Equal to (==) 0
          • Then - Actions
            • Trigger - Turn on Haste Loop <gen>
          • Else - Actions
        • Set Haste_Size = (Haste_Size + 1)
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Haste_Size Greater than (>) Haste_MaxSize
            • Then - Actions
              • Set Haste_Index[Haste_Size] = Haste_Size
              • Set Haste_MaxSize = Haste_Size
            • Else - Actions
        • Set Temp_Integer = Haste_Index[Haste_Size]
        • Set Haste_Target[Temp_Integer] = (Target unit of ability being cast)
        • Unit - Add Haste Dummy Spellbook to Haste_Target[Temp_Integer]
        • Game - Display to (All players) the text: (String((Current movement speed of Haste_Target[Temp_Integer])))

    • Haste Loop
      • Events
        • Time - Every 0.03 seconds of game time
      • Conditions
      • Actions
        • Do Multiple ActionsFor each (Integer Haste_Loop) from 1 to Haste_Size, do (Actions)
          • Loop - Actions
            • Set Temp_Integer = Haste_Index[Haste_Loop]
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Haste_Target[Temp_Integer] has buff Haste ) Equal to (==) True
                • Then - Actions
                • Else - Actions
                  • Unit - Remove Haste Dummy Spellbook from Haste_Target[Temp_Integer]
                  • Game - Display to (All players) the text: (String((Current movement speed of Haste_Target[Temp_Integer])))
                  • Set Haste_Index[Haste_Loop] = Haste_Index[Haste_Size]
                  • Set Haste_Index[Haste_Size] = Temp_Integer
                  • Set Haste_Size = (Haste_Size - 1)
                  • Set Haste_Loop = (Haste_Loop - 1)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Haste_Size Equal to (==) 0
          • Then - Actions
            • Trigger - Turn off (This trigger)
          • Else - Actions



    Okay, while I'm testing it, the target's movement speed remained the same (270.00). I was thinking it is not a trigger problem but more of the dummy ability problem because I doubt this Elunes Grace (I just changed the effects and added it into a spellbook).

    Oh yeah, the base ability is based on Unholy Frenzy, and the ability is supposed to add 50% movement speed and attack rate.

    Thanks!
    ~supertoinkz


    PS: Yes, the triggering is based on Hanky's indexing tutorial in the Spell section.
     
  2. konjured1103

    konjured1103

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    How about using bloodlust, create dummy unit,
    add bloodlust
    set bloodlust ability based @ casting unit's ability level.
    order dummy to bloodlust caster
     
  3. supertoinkz

    supertoinkz

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    Well, okay -_-.
     
  4. konjured1103

    konjured1103

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    lol, pwnt.