CuteCumber
Member
- Reaction score
- 4
Description: Thundera dashes towards his facing direction, leaving a path of lightning and an image. Thundera's dash will deal damage along his path. After 2 seconds, his image will merge with him, dealing damage along its path too.
The thing is, it fires wrongly after the first cast. And the lightning effect does not appear.
The thing is, it fires wrongly after the first cast. And the lightning effect does not appear.
Trigger:
- Thunder Dash
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to (==) Thunder Dash
- Actions
- Set TDCaster[1] = (Triggering unit)
- Set TDCasterPoint[1] = (Position of TDCaster[1])
- Set TDAngle[1] = (Facing of TDCaster[1])
- Set TDDistance[1] = 0.00
- Set TDN[1] = 800.00
- Unit - Turn collision for TDCaster[1] Off
- Unit - Pause TDCaster[1]
- Unit - Create 1 Thundera's Image for (Owner of TDCaster[1]) at TDCasterPoint[1] facing TDAngle[1] degrees
- Set TDCaster[2] = (Last created unit)
- Set TDCasterPoint[2] = (Position of TDCaster[2])
- Animation - Change TDCaster[2]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
- Lightning - Create a Chain Lightning - Primary lightning effect from source TDCasterPoint[1] to target TDCasterPoint[2]
- Sound - Play LightningBolt <gen> at 100.00% volume, located at TDCasterPoint[1] with Z offset 0.00
- Trigger - Turn on Thunder Dash 1 Effect <gen>
- Events
Trigger:
- Thunder Dash Timer
- Events
- Time - Every 0.01 seconds of game time
- Conditions
- Actions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TDTimer Equal to (==) 2.00
- Then - Actions
- Set TDTimer = 0.00
- Set TDCasterPoint[1] = (Position of TDCaster[1])
- Set TDCasterPoint[2] = (Position of TDCaster[2])
- Set TDAngle[2] = (Angle from TDCasterPoint[2] to TDCasterPoint[1])
- Set TDN[2] = (Distance between TDCasterPoint[2] and TDCasterPoint[1])
- Unit - Turn collision for TDCaster[2] Off
- Unit - Pause TDCaster[2]
- Trigger - Turn off (This trigger)
- Trigger - Turn on Thunder Dash 2 Effect <gen>
- Else - Actions
- Set TDTimer = (TDTimer + 0.01)
- Set TDCasterPoint[1] = (Position of TDCaster[1])
- Lightning - Move TDLightning to source TDCasterPoint[1] and target TDCasterPoint[2]
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Thunder Dash 1 Effect
- Events
- Time - Every 0.01 seconds of game time
- Conditions
- Actions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TDDistance[1] Greater than or equal to (>=) TDN[1]
- Then - Actions
- Unit - Turn collision for TDCaster[1] On
- Unit - Unpause TDCaster[1]
- Custom script: call RemoveLocation(udg_TDCasterPoint[1])
- Trigger - Turn off (This trigger)
- Trigger - Turn on Thunder Dash Timer <gen>
- Else - Actions
- Set TDCasterPoint[1] = (Position of TDCaster[1])
- Set TDMove[1] = (TDCasterPoint[1] offset by 50.00 towards TDAngle[1] degrees)
- Set TDDistance[1] = (TDDistance[1] + 50.00)
- Unit - Move TDCaster[1] instantly to TDMove[1]
- Lightning - Move TDLightning to source TDCasterPoint[1] and target TDCasterPoint[2]
- Unit Group - Pick every unit in (Units within 200.00 of TDCasterPoint[1] matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and (((Matching unit) belongs to an enemy of (Owner of TDCaster[1])) Equal to (==) True)))) and do (Actions)
- Loop - Actions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Picked unit) is in TDGroup[1]) Not equal to (!=) True
- Then - Actions
- Set TDPickedUnitPoint[1] = (Position of (Picked unit))
- Unit Group - Add (Picked unit) to TDGroup[1]
- Unit - Cause TDCaster[1] to damage (Picked unit), dealing (40.00 x (Real((Level of Thunder Dash for TDCaster[1])))) damage of attack type Spells and damage type Normal
- Special Effect - Create a special effect at TDPickedUnitPoint[1] using Abilities\Weapons\Bolt\BoltImpact.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation(udg_TDPickedUnitPoint[1])
- Else - Actions
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Custom script: call RemoveLocation(udg_TDCasterPoint[1])
- Custom script: call RemoveLocation(udg_TDMove[1])
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Thunder Dash 2 Effect
- Events
- Time - Every 0.01 seconds of game time
- Conditions
- Actions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- TDN[2] Less than (<) 50.00
- Then - Actions
- Unit - Remove TDCaster[2] from the game
- Custom script: call RemoveLocation(udg_TDCasterPoint[1])
- Custom script: call RemoveLocation(udg_TDCasterPoint[2])
- Trigger - Turn off (This trigger)
- Else - Actions
- Set TDCasterPoint[2] = (Position of TDCaster[2])
- Set TDMove[2] = (TDCasterPoint[2] offset by 50.00 towards TDAngle[2] degrees)
- Unit - Move TDCaster[2] instantly to TDMove[2]
- Lightning - Move TDLightning to source TDCasterPoint[1] and target TDCasterPoint[2]
- Unit Group - Pick every unit in (Units within 200.00 of TDCasterPoint[2] matching ((((Matching unit) is A structure) Equal to (==) False) and ((((Matching unit) is alive) Equal to (==) True) and (((Matching unit) belongs to an enemy of (Owner of TDCaster[1])) Equal to (==) True)))) and do (Actions)
- Loop - Actions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Picked unit) is in TDGroup[2]) Not equal to (!=) True
- Then - Actions
- Set TDPickedUnitPoint[2] = (Position of (Picked unit))
- Unit Group - Add (Picked unit) to TDGroup[2]
- Unit - Cause TDCaster[1] to damage (Picked unit), dealing (40.00 x (Real((Level of Thunder Dash for TDCaster[1])))) damage of attack type Spells and damage type Normal
- Special Effect - Create a special effect at TDPickedUnitPoint[2] using Abilities\Weapons\Bolt\BoltImpact.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation(udg_TDPickedUnitPoint[2])
- Else - Actions
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Custom script: call RemoveLocation(udg_TDCasterPoint[1])
- Custom script: call RemoveLocation(udg_TDCasterPoint[2])
- Custom script: call RemoveLocation(udg_TDMove[2])
- If - Conditions
- Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events