Dragon doesn't move?

Ryuu

I am back with Chocolate (:
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My code in
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          • <div class="bbCodeBlock-content"><div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_1">
    • <li class="lastopen"><span class="default">hitsu shikai</span>
    • <ul>
    • <li class="open"><span class="events">Events</span>
    • <ul>
    • <li class="lasttree"><span class="unit">Unit - A unit Starts the effect of an ability</span></li>
    • </ul>
    • </li>
    • <li class="open"><span class="conditions">Conditions</span>
    • <ul>
    • <li class="lasttree"><span class="default">(Ability being cast) Equal to Soten ni zase, Hyorinmaru! (Hitsugaya)</span></li>
    • </ul>
    • </li>
    • <li class="lastopen"><span class="actions">Actions</span>
    • <ul>
    • <li class="open"><span class="if">If (All Conditions are True) then do (Then Actions) else do (Else Actions)</span>
    • <ul>
    • <li class="open"><span class="if">If - Conditions</span>
    • <ul>
    • <li class="lasttree"><span class="default">hitsu_shikai_caster_count Equal to 8000</span></li>
    • </ul>
    • </li>
    • <li class="open"><span class="ifthen">Then - Actions</span>
    • <ul>
    • <li class="lasttree"><span class="set">Set hitsu_shikai_caster_count = 1</span></li>
    • </ul>
    • </li>
    • <li class="lastopen"><span class="ifelse">Else - Actions</span>
    • <ul>
    • <li class="lasttree"><span class="set">Set hitsu_shikai_caster_count = (hitsu_shikai_caster_count + 1)</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="tree"><span class="set">Set hitsu_shikai_caster[hitsu_shikai_caster_count] = (Triggering unit)</span></li>
    • <li class="tree"><span class="set">Set hitsu_shikai_target[hitsu_shikai_caster_count] = (Target unit of ability being cast)</span></li>
    • <li class="tree"><span class="sound">Sound - Play SotenNisaseHyorinmaru &amp;lt;gen&amp;gt; at 100.00% volume, attached to hitsu_shikai_caster[hitsu_shikai_caster_count]</span></li>
    • <li class="tree"><span class="unit">Unit - Set hitsu_shikai_caster[hitsu_shikai_caster_count] acquisition range to 0.00</span></li>
    • <li class="lasttree"><span class="set">Set hitsu_shikai_casterUpCheck[hitsu_shikai_caster_count] = True</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </div></div>
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_2">
    • <li class="lastopen"><span class="default">hitsu shikai caster up</span>
    • <ul>
    • <li class="open"><span class="events">Events</span>
    • <ul>
    • <li class="lasttree"><span class="default">Time - Every 0.01 seconds of game time</span></li>
    • </ul>
    • </li>
    • <li class="tree"><span class="conditions">Conditions</span></li>
    • <li class="lastopen"><span class="actions">Actions</span>
    • <ul>
    • <li class="lastopen"><span class="foreach">For each (Integer A) from 1 to hitsu_shikai_caster_count, do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="lastopen"><span class="if">If (All Conditions are True) then do (Then Actions) else do (Else Actions)</span>
    • <ul>
    • <li class="open"><span class="if">If - Conditions</span>
    • <ul>
    • <li class="lastopen"><span class="and">And - All (Conditions) are true</span>
    • <ul>
    • <li class="lastopen"><span class="conditions">Conditions</span>
    • <ul>
    • <li class="tree"><span class="default">hitsu_shikai_casterUpCheck[(Integer A)] Equal to True</span></li>
    • <li class="lasttree"><span class="default">(Unit-type of hitsu_shikai_caster[(Integer A)]) Equal to Hitsugaya Toshiro</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="open"><span class="ifthen">Then - Actions</span>
    • <ul>
    • <li class="tree"><span class="animation">Animation - Change hitsu_shikai_caster[(Integer A)] flying height to ((Current flying height of hitsu_shikai_caster[(Integer A)]) + 5.00) at 0.00</span></li>
    • <li class="lastopen"><span class="if">If (All Conditions are True) then do (Then Actions) else do (Else Actions)</span>
    • <ul>
    • <li class="open"><span class="if">If - Conditions</span>
    • <ul>
    • <li class="lasttree"><span class="default">(Current flying height of hitsu_shikai_caster[(Integer A)]) Greater than or equal to 500.00</span></li>
    • </ul>
    • </li>
    • <li class="open"><span class="ifthen">Then - Actions</span>
    • <ul>
    • <li class="tree"><span class="set">Set hitsu_shikai_casterUpCheck[(Integer A)] = False</span></li>
    • <li class="tree"><span class="set">Set hitsu_shikai_caster_loc = (Position of hitsu_shikai_caster[(Integer A)])</span></li>
    • <li class="tree"><span class="unit">Unit - Create 1 hitsu_shikai_dragon for (Owner of hitsu_shikai_caster[(Integer A)]) at hitsu_shikai_caster_loc facing Default building facing degrees</span></li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_hitsu_shikai_caster_loc)</span></li>
    • <li class="tree"><span class="set">Set hitsu_shikai_dragon[(Integer A)] = (Last created unit)</span></li>
    • <li class="tree"><span class="animation">Animation - Change hitsu_shikai_dragon[(Integer A)] flying height to (Current flying height of hitsu_shikai_caster[(Integer A)]) at 0.00</span></li>
    • <li class="tree"><span class="unit">Unit - Make hitsu_shikai_dragon[(Integer A)] face hitsu_shikai_target[(Integer A)] over 0.00 seconds</span></li>
    • <li class="tree"><span class="set">Set hitsu_shikai_dragon_loc = (Position of hitsu_shikai_dragon[(Integer A)])</span></li>
    • <li class="tree"><span class="set">Set hitsu_shikai_target_loc = (Position of hitsu_shikai_target[(Integer A)])</span></li>
    • <li class="tree"><span class="set">Set hitsu_shikai_dragon_periodicM[(Integer A)] = ((Distance between hitsu_shikai_dragon_loc and hitsu_shikai_target_loc) / 500.00)</span></li>
    • <li class="lasttree"><span class="set">Set hitsu_shikai_casterDownCheck[(Integer A)] = True</span></li>
    • </ul>
    • </li>
    • <li class="lasttree"><span class="ifelse">Else - Actions</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="lasttree"><span class="ifelse">Else - Actions</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </div></div>
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_3">
    • <li class="lastopen"><span class="default">hitsu shikai caster down</span>
    • <ul>
    • <li class="open"><span class="events">Events</span>
    • <ul>
    • <li class="lasttree"><span class="default">Time - Every 0.01 seconds of game time</span></li>
    • </ul>
    • </li>
    • <li class="tree"><span class="conditions">Conditions</span></li>
    • <li class="lastopen"><span class="actions">Actions</span>
    • <ul>
    • <li class="lastopen"><span class="foreach">For each (Integer A) from 1 to hitsu_shikai_caster_count, do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="lastopen"><span class="if">If (All Conditions are True) then do (Then Actions) else do (Else Actions)</span>
    • <ul>
    • <li class="open"><span class="if">If - Conditions</span>
    • <ul>
    • <li class="lastopen"><span class="and">And - All (Conditions) are true</span>
    • <ul>
    • <li class="lastopen"><span class="conditions">Conditions</span>
    • <ul>
    • <li class="tree"><span class="default">hitsu_shikai_casterDownCheck[(Integer A)] Equal to True</span></li>
    • <li class="tree"><span class="default">(Unit-type of hitsu_shikai_caster[(Integer A)]) Equal to Hitsugaya Toshiro</span></li>
    • <li class="lasttree"><span class="default">(Unit-type of hitsu_shikai_dragon[(Integer A)]) Equal to hitsu_shikai_dragon</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="open"><span class="ifthen">Then - Actions</span>
    • <ul>
    • <li class="tree"><span class="animation">Animation - Change hitsu_shikai_caster[(Integer A)] flying height to ((Current flying height of hitsu_shikai_caster[(Integer A)]) - 5.00) at 0.00</span></li>
    • <li class="tree"><span class="animation">Animation - Change hitsu_shikai_dragon[(Integer A)] flying height to ((Current flying height of hitsu_shikai_caster[(Integer A)]) - 5.00) at 0.00</span></li>
    • <li class="tree"><span class="set">Set hitsu_shikai_dragon_Dloc = (hitsu_shikai_dragon_loc offset by hitsu_shikai_dragon_periodicM[(Integer A)] towards (Angle from hitsu_shikai_dragon_loc to hitsu_shikai_target_loc) degrees)</span></li>
    • <li class="tree"><span class="unit">Unit - Move hitsu_shikai_dragon[(Integer A)] instantly to hitsu_shikai_dragon_Dloc</span></li>
    • <li class="tree"><span class="default">call RemoveLocation(udg_hitsu_shikai_dragon_loc)</span></li>
    • <li class="tree"><span class="set">Set hitsu_shikai_dragon_loc = Position of hitsu_shikai_dragon[(Integer A)]</span></li>
    • <li class="lastopen"><span class="if">If (All Conditions are True) then do (Then Actions) else do (Else Actions)</span>
    • <ul>
    • <li class="open"><span class="if">If - Conditions</span>
    • <ul>
    • <li class="lasttree"><span class="default">(Current flying height of hitsu_shikai_dragon[(Integer A)]) Less than or equal to 0.00</span></li>
    • </ul>
    • </li>
    • <li class="open"><span class="ifthen">Then - Actions</span>
    • <ul>
    • <li class="tree"><span class="set">Set hitsu_shikai_casterDownCheck[(Integer A)] = False</span></li>
    • <li class="tree"><span class="unit">Unit - Kill hitsu_shikai_dragon[(Integer A)]</span></li>
    • <li class="tree"><span class="unit">Unit - Set hitsu_shikai_caster[hitsu_shikai_caster_count] acquisition range to (Default acquisition range of hitsu_shikai_caster[(Integer A)])</span></li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_hitsu_shikai_dragon_Dloc)</span></li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_hitsu_shikai_dragon_loc)</span></li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_hitsu_shikai_caster_loc)</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_hitsu_shikai_target_loc)</span></li>
    • </ul>
    • </li>
    • <li class="lasttree"><span class="ifelse">Else - Actions</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="lasttree"><span class="ifelse">Else - Actions</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </div></div></div>
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    • The same code in
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
      • <div class="bbCodeBlock-title">
        • Code:
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      • <div class="bbCodeBlock-content" dir="ltr">
        • <pre class="bbCodeCode" dir="ltr" data-xf-init="code-block" data-lang=""><code> tags:
    • [SPOILER][CODE]hitsu shikai
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Soten ni zase, Hyorinmaru! (Hitsugaya)
      • Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • hitsu_shikai_caster_count Equal to 8000
          • Then - Actions
            • Set hitsu_shikai_caster_count = 1
          • Else - Actions
            • Set hitsu_shikai_caster_count = (hitsu_shikai_caster_count + 1)
        • Set hitsu_shikai_caster[hitsu_shikai_caster_count] = (Triggering unit)
        • Set hitsu_shikai_target[hitsu_shikai_caster_count] = (Target unit of ability being cast)
        • Sound - Play SotenNisaseHyorinmaru &lt;gen&gt; at 100.00% volume, attached to hitsu_shikai_caster[hitsu_shikai_caster_count]
        • Unit - Set hitsu_shikai_caster[hitsu_shikai_caster_count] acquisition range to 0.00
        • Set hitsu_shikai_casterUpCheck[hitsu_shikai_caster_count] = True</code></pre>
      • </div>
    • </div>
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
      • <div class="bbCodeBlock-title">
        • Code:
      • </div>
      • <div class="bbCodeBlock-content" dir="ltr">
        • <pre class="bbCodeCode" dir="ltr" data-xf-init="code-block" data-lang=""><code>hitsu shikai caster up
          • Events
            • Time - Every 0.01 seconds of game time
          • Conditions
          • Actions
            • For each (Integer A) from 1 to hitsu_shikai_caster_count, do (Actions)
              • Loop - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • And - All (Conditions) are true
                      • Conditions
                        • hitsu_shikai_casterUpCheck[(Integer A)] Equal to True
                        • (Unit-type of hitsu_shikai_caster[(Integer A)]) Equal to Hitsugaya Toshiro
                  • Then - Actions
                    • Animation - Change hitsu_shikai_caster[(Integer A)] flying height to ((Current flying height of hitsu_shikai_caster[(Integer A)]) + 5.00) at 0.00
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Current flying height of hitsu_shikai_caster[(Integer A)]) Greater than or equal to 500.00
                      • Then - Actions
                        • Set hitsu_shikai_casterUpCheck[(Integer A)] = False
                        • Set hitsu_shikai_caster_loc = (Position of hitsu_shikai_caster[(Integer A)])
                        • Unit - Create 1 hitsu_shikai_dragon for (Owner of hitsu_shikai_caster[(Integer A)]) at hitsu_shikai_caster_loc facing Default building facing degrees
                        • Custom script: call RemoveLocation(udg_hitsu_shikai_caster_loc)
                        • Set hitsu_shikai_dragon[(Integer A)] = (Last created unit)
                        • Animation - Change hitsu_shikai_dragon[(Integer A)] flying height to (Current flying height of hitsu_shikai_caster[(Integer A)]) at 0.00
                        • Unit - Make hitsu_shikai_dragon[(Integer A)] face hitsu_shikai_target[(Integer A)] over 0.00 seconds
                        • Set hitsu_shikai_dragon_loc = (Position of hitsu_shikai_dragon[(Integer A)])
                        • Set hitsu_shikai_target_loc = (Position of hitsu_shikai_target[(Integer A)])
                        • Set hitsu_shikai_dragon_periodicM[(Integer A)] = ((Distance between hitsu_shikai_dragon_loc and hitsu_shikai_target_loc) / 500.00)
                        • Set hitsu_shikai_casterDownCheck[(Integer A)] = True
                      • Else - Actions
                  • Else - Actions</code></pre>
      • </div>
    • </div>
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code">
      • <div class="bbCodeBlock-title">
        • Code:
      • </div>
      • <div class="bbCodeBlock-content" dir="ltr">
        • <pre class="bbCodeCode" dir="ltr" data-xf-init="code-block" data-lang=""><code>hitsu shikai caster down
          • Events
            • Time - Every 0.01 seconds of game time
          • Conditions
          • Actions
            • For each (Integer A) from 1 to hitsu_shikai_caster_count, do (Actions)
              • Loop - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • And - All (Conditions) are true
                      • Conditions
                        • hitsu_shikai_casterDownCheck[(Integer A)] Equal to True
                        • (Unit-type of hitsu_shikai_caster[(Integer A)]) Equal to Hitsugaya Toshiro
                        • (Unit-type of hitsu_shikai_dragon[(Integer A)]) Equal to hitsu_shikai_dragon
                  • Then - Actions
                    • Animation - Change hitsu_shikai_caster[(Integer A)] flying height to ((Current flying height of hitsu_shikai_caster[(Integer A)]) - 5.00) at 0.00
                    • Animation - Change hitsu_shikai_dragon[(Integer A)] flying height to ((Current flying height of hitsu_shikai_caster[(Integer A)]) - 5.00) at 0.00
                    • Set hitsu_shikai_dragon_Dloc = (hitsu_shikai_dragon_loc offset by hitsu_shikai_dragon_periodicM[(Integer A)] towards (Angle from hitsu_shikai_dragon_loc to hitsu_shikai_target_loc) degrees)
                    • Unit - Move hitsu_shikai_dragon[(Integer A)] instantly to hitsu_shikai_dragon_Dloc
                    • call RemoveLocation(udg_hitsu_shikai_dragon_loc)
                    • Set hitsu_shikai_dragon_loc = Position of hitsu_shikai_dragon[(Integer A)]
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • (Current flying height of hitsu_shikai_dragon[(Integer A)]) Less than or equal to 0.00
                      • Then - Actions
                        • Set hitsu_shikai_casterDownCheck[(Integer A)] = False
                        • Unit - Kill hitsu_shikai_dragon[(Integer A)]
                        • Unit - Set hitsu_shikai_caster[hitsu_shikai_caster_count] acquisition range to (Default acquisition range of hitsu_shikai_caster[(Integer A)])
                        • Custom script: call RemoveLocation(udg_hitsu_shikai_dragon_Dloc)
                        • Custom script: call RemoveLocation(udg_hitsu_shikai_dragon_loc)
                        • Custom script: call RemoveLocation(udg_hitsu_shikai_caster_loc)
                        • Custom script: call RemoveLocation(udg_hitsu_shikai_target_loc)
                      • Else - Actions
                  • Else - Actions</code></pre>
      • </div>
    • </div>[/SPOILER]
    • (What&#039;s wrong with the spoiler tags?)
    • This is my spell. What&#039;s it is supposed to do, is, once the spell is casted, the caster will rise to 500 flying height, where it will then create a unit. The unit and the caster will then come down together, but the unit will move towards the target while it is coming down.
    • So when the unit reaches 0 flying height, the unit, too reaches 0 flying height and supposedly &#039;crash&#039; into the target.
    • Unfortunately, everything works fine, except that the unit doesn&#039;t move towards the target at all.
    • Please help me ! +rep
 

crazyfanatic

New Member
Reaction score
20
in the third trigger you move only the dragon, not the caster, everything else is perfect.

Btw nice trigger ;)
 

Ryuu

I am back with Chocolate (:
Reaction score
64
I don't get it.
I didn't move the caster at all, but I did change its flying height.
 

Moridin

Snow Leopard
Reaction score
144
crazyfanatic misunderstood your explanation slightly.

To make it clearer for all those who read this, what you wanted is:

Caster rises up -> Caster creates dragon -> Caster floats straight down + Dragon floats down towards target enemy -> When caster reaches ground, the dragon reaches the ground thereby "crashing" into the enemy target

Am I right?

If it is that^ Then I see nothing wrong with the triggers...it should work fine. Without waits it also should be MUI, but actually I've got a question.

Without waits, the dragons + casters movement will seem instentaneous for all but the slowest computers (by that I mean predating 1990).....

Anyway, what exactly happens?
 

Summoned

New Member
Reaction score
51
Set hitsu_shikai_dragon_Dloc = (hitsu_shikai_dragon_loc offset by hitsu_shikai_dragon_periodicM[(Integer A)] towards (Angle from hitsu_shikai_dragon_loc to hitsu_shikai_target_loc) degrees)
Unit - Move hitsu_shikai_dragon[(Integer A)] instantly to hitsu_shikai_dragon_Dloc

^^ After this, add:

call RemoveLocation(udg_hitsu_shikai_dragon_loc)
Set hitsu_shikai_dragon_loc = Position of hitsu_shikai_dragon[(Integer A)]


The problem is that you forgot to update the dragon's position. So it only moves forward by something like 20 units, then stays there.
 

Moridin

Snow Leopard
Reaction score
144
^ Smart. Didn't realise that it would stop updating it after the casters flying height goes below 500.
 

Ryuu

I am back with Chocolate (:
Reaction score
64
> Am I right?

Yeah, you're right.

> Without waits, the dragons + casters movement will seem instentaneous for all but the slowest computers (by that I mean predating 1990).....

I don't think any 1990 computer will support Warcraft. :p

> The problem is that you forgot to update the dragon's position. So it only moves forward by something like 20 units, then stays there.

Oh! I'm going to check it out now.
Thanks in advance!

EDIT:
Its working better now, thanks :) +rep to both.
However, there are still problems. For some reason, the dragon doesnt die. As you can see in my third trigger there is the action

Trigger:
  • Unit - Kill hitsu_shikai_dragon[(Integer A)]


but it doesn't die at all.
What is the problem?
+rep.
 

jackall

You can change this now in User CP.
Reaction score
37
if hyourinmaru is unselectable or if you would like him to look like a summon, add an expiration timer
 

Ryuu

I am back with Chocolate (:
Reaction score
64
But what is should the time then? Because I have no way of estimating the time taken for the dragon to move from the caster to a moving target.

Off-topic:
Do you watch bleach? :p
 

jackall

You can change this now in User CP.
Reaction score
37
i have no idea how you could do that but you could use some actions to kill the dragon(you could make a trigger that decreases hyo's hp each time he gets closer to the target, that way he would die when he reaches the target)

Off: yep, i read the manga and watch eps + movies
 

Moridin

Snow Leopard
Reaction score
144
You could check out the time taken for it (hyourinmaru) to travel a distance of....say 500 and then include the expiration time with a little math. Something like:

(Time taken for 500 * (Distance between Caster and Target/500))

should work?
 

Ryuu

I am back with Chocolate (:
Reaction score
64
I'll do that alright, but I want to know.
Why didnt the action work?
 

Moridin

Snow Leopard
Reaction score
144
Well, the only reason I can think of is the condition. Try putting a game-display message there and see if it displays. If it doesn't then there you have your problem.

Btw, I've noticed that you've posted a request for this exact spell in glenphir's thread and I believe that you are wasting their time by asking them to create a spell almost completely finished by yourself.
 

Ryuu

I am back with Chocolate (:
Reaction score
64
Nope, the expiration thing doesn't work.
I'm really very fed up with this spell, to the extent where I wanted to totally abandon it, but as a last resort I thought of getting someone to do it for me. That's why.
 

Moridin

Snow Leopard
Reaction score
144
Right. I've felt that way too :p. I suggest you notify any "to do-ers" in that thread that you've done quite a bit already and maybe post a link to here/the triggers you've done/the map with the spell in it -> So they can fix it instead of making a whole new spell.

It is possible to make a whole new spell, though it will take the maker quite a bit of time.
 
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