Crash! passive ability using damage detect

minikrampan

Ultra Cool Member
Reaction score
28
It's kinda obvious what this does, but its crashing as soon as the hero is attacking something. Why ? :S
Some information about the spell:
A passive spell giving a 20% chance to teleport the hero behind the target and damage it with his agility times abilitylevel that he is attacking with ordinary autoswings.
Trigger:
  • Quick Step
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Quick Step
    • Actions
      • Unit Group - Add (Learning Hero) to quick_step_group


Trigger:
  • unit add
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to unit add2 <gen> the event (Unit - (Triggering unit) Takes damage)

Trigger:
  • unit add2
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Damage source) is in quick_step_group) Equal to True
        • Then - Actions
          • Unit Group - Pick every unit in quick_step_group and do (Actions)
            • Loop - Actions
              • Set quick_step_chance_int = (Random integer number between 1 and 100)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • quick_step_chance_int Less than or equal to 20
                • Then - Actions
                  • Set temp_point = (Position of (Triggering unit))
                  • Set temp_point2 = (temp_point offset by 150.00 towards ((Facing of (Triggering unit)) + 180.00) degrees)
                  • Unit - Move (Picked unit) instantly to temp_point2, facing (Facing of (Triggering unit)) degrees
                  • Unit - Cause (Picked unit) to damage (Triggering unit), dealing ((Real((Level of Quick Step for (Picked unit)))) + (Real((Agility of (Picked unit) (Include bonuses))))) damage of attack type Normal and damage type Normal
                  • Custom script: call RemoveLocation(udg_temp_point)
                  • Custom script: call RemoveLocation(udg_temp_point2)
                • Else - Actions
        • Else - Actions
 

Nexor

...
Reaction score
74
paste a turn off trigger to the first line in the damage part and a turn on to it's end. Your's will cause an infinite loop
 

minikrampan

Ultra Cool Member
Reaction score
28
not working..

this is what it looks like now. Anyone got a solution?
Trigger:
  • unit add2
    • Events
    • Conditions
    • Actions
      • Trigger - Turn off (This trigger)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Damage source) is in quick_step_group) Equal to True
        • Then - Actions
          • Unit Group - Remove (Damage source) from quick_step_group
          • Set quick_step_chance_int = (Random integer number between 1 and 100)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • quick_step_chance_int Less than or equal to 20
            • Then - Actions
              • Set temp_point = (Position of (Triggering unit))
              • Set temp_point2 = (temp_point offset by 150.00 towards ((Facing of (Triggering unit)) + 180.00) degrees)
              • Unit - Move (Damage source) instantly to temp_point2, facing (Facing of (Triggering unit)) degrees
              • Unit - Cause (Damage source) to damage (Triggering unit), dealing ((Real((Level of Quick Step for (Damage source)))) + (Real((Agility of (Damage source) (Include bonuses))))) damage of attack type Normal and damage type Normal
              • Custom script: call RemoveLocation(udg_temp_point)
              • Custom script: call RemoveLocation(udg_temp_point2)
            • Else - Actions
          • Unit Group - Add (Damage source) to quick_step_group
        • Else - Actions
      • Trigger - Turn on (This trigger)
 

Nexor

...
Reaction score
74
Ah I see you are using Picked Unit which is wrong. Picked Unit can be used only in Group functions. Use Damage Source.
 
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