Happysmiley
New Member
- Reaction score
- 22
Hi, I'm in a bit of a hurry so I'll be brief about my problem;
First time I cast it, I get the pick every unit in Igni_Rune_GRP special effect. Removing the grp, it won't show up the next time I cast the spell. If I don't remove the grp, move my hero and cast the spell again, this effect shows up at the first place I cast it and the second place.
Here is the trigger, I know it's a bit crude but suggestions to make it more effective are ofc welcome.
Any1 have an idea why this happens? Is it the wait inside the for loop?
First time I cast it, I get the pick every unit in Igni_Rune_GRP special effect. Removing the grp, it won't show up the next time I cast the spell. If I don't remove the grp, move my hero and cast the spell again, this effect shows up at the first place I cast it and the second place.
Here is the trigger, I know it's a bit crude but suggestions to make it more effective are ofc welcome.
Trigger:
- Igni Rune
- Events
- Unit - A unit Begins channeling an ability
- Conditions
- Actions
- Set Temp_Point1 = (Position of (Casting unit))
- Set IGNI_CHANCE = (Random integer number between 1 and 100)
- Set IGNI_DMG_DISP = (((Random integer number between 24 and 31) + (27 x (Level of Igni Rune for (Casting unit)))) + ((((Agility of (Casting unit) (Include bonuses)) + (Strength of (Casting unit) (Include bonuses))) + (Intelligence of (Casting unit) (Include bonuses))) / 3))
- Set IGNI_CRIT_DISP = (IGNI_DMG_DISP x 2)
- Set IGNI_SPAWN = 90.00
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- IGNI_CHANCE Greater than (10 + (((Hero level of (Casting unit)) x 3) / 4))
- Then - Actions
- Set IGNI_DOT_DISP = (EL_DMG_DISP / 5)
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Unit - Create 1 IGNIDUMMY for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 100.00 towards IGNI_SPAWN degrees) facing Default building facing degrees
- Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
- Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Doom\DoomDeath.mdl
- Special Effect - Destroy (Last created special effect)
- Set IGNI_SPAWN = (IGNI_SPAWN + 90.00)
- Unit Group - Add (Last created unit) to Igni_Rune_GRP
- Wait 0.35 seconds
- Loop - Actions
- Unit Group - Pick every unit in Igni_Rune_GRP and do (Actions)
- Loop - Actions
- Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Other\Doom\DoomDeath.mdl
- Loop - Actions
- Special Effect - Destroy (Last created special effect)
- Wait 0.60 seconds
- Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (Real(IGNI_DMG_DISP)) damage of attack type Spells and damage type Fire
- Floating Text - Create floating text that reads (String(IGNI_DMG_DISP)) at (Position of (Target unit of ability being cast)) with Z offset 100.00, using font size 11.00, color (0.00%, 0.00%, 90.00%), and 0.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
- Floating Text - Set the velocity of (Last created floating text) to 160.00 towards (Random real number between 45.00 and 135.00) degrees
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- IGNI_CHANCE Less than or equal to (10 + (((Hero level of (Casting unit)) x 3) / 4))
- Then - Actions
- Set IGNI_DOT_CRIT_DISP = (IGNI_CRIT_DISP / 5)
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Unit - Create 1 IGNIDUMMY for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 100.00 towards IGNI_SPAWN degrees) facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Doom\DoomDeath.mdl
- Special Effect - Destroy (Last created special effect)
- Set IGNI_SPAWN = (IGNI_SPAWN + 90.00)
- Unit Group - Add (Last created unit) to Igni_Rune_GRP
- Wait 0.35 seconds
- Loop - Actions
- Unit Group - Pick every unit in Igni_Rune_GRP and do (Actions)
- Loop - Actions
- Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Other\Doom\DoomDeath.mdl
- Loop - Actions
- Special Effect - Destroy (Last created special effect)
- Wait 0.60 seconds
- Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing (Real(IGNI_CRIT_DISP)) damage of attack type Spells and damage type Fire
- Floating Text - Create floating text that reads ((String(IGNI_CRIT_DISP)) + !) at (Position of (Target unit of ability being cast)) with Z offset 100.00, using font size 13.00, color (0.00%, 0.00%, 90.00%), and 0.00% transparency
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
- Floating Text - Set the velocity of (Last created floating text) to 160.00 towards (Random real number between 45.00 and 135.00) degrees
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Custom script: call RemoveLocation (udg_Temp_Point1)
- Custom script: call DestroyGroup (udg_Igni_Rune_GRP)
- Events
Any1 have an idea why this happens? Is it the wait inside the for loop?