I need helps on my spell!

felnix

New Member
Reaction score
4
I am creating a spell named 'Shadow Spin' for Blademaster. Shadow Spin has 20% chance to trigger Bladestorm(duration 0.25 sec) when Blademaster is attacking. I tried create a dummy to cast Bladestorm, but the animation doesnt show out. Anyone know how to make this spell? No JASS please. Thanks!
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
Trigger:
  • Counter Helix Start
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Counter Helix
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Learning Hero) is in CounterHelix_Check) Not equal to True
        • Then - Actions
          • Unit Group - Add (Learning Hero) to CounterHelix_StartGroup
          • Unit Group - Add (Learning Hero) to CounterHelix_Check
        • Else - Actions

Trigger:
  • Counter Helix
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacking unit) has buff Counter Helix ) Equal to True
      • ((Attacking unit) is in CounterHelix_StartGroup) Equal to True
    • Actions
      • Set CounterHelix_Random = (Random percentage)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CounterHelix_Random Less than or equal to 17.00
        • Then - Actions
          • Set CounterHelix_Counts = (CounterHelix_Counts + 1)
          • Set CounterHelix_Caster[CounterHelix_Counts] = (Attacking unit)
          • Set CounterHelix_CasterLoc = (Position of CounterHelix_Caster[CounterHelix_Counts])
          • Animation - Play CounterHelix_Caster[CounterHelix_Counts]'s spin animation
          • Set CounterHelix_Cooldown[1] = 0.70
          • Set CounterHelix_Cooldown[2] = 0.65
          • Set CounterHelix_Cooldown[3] = 0.60
          • Set CounterHelix_Cooldown[4] = 0.55
          • Set CounterHelix_UnitGroup = (Units within 300.00 of CounterHelix_CasterLoc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of CounterHelix_Caster[CounterHelix_Counts])) Equ
          • Unit Group - Pick every unit in CounterHelix_UnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Cause CounterHelix_Caster[CounterHelix_Counts] to damage (Picked unit), dealing (75.00 + (25.00 x (Real((Level of Counter Helix for CounterHelix_Caster[CounterHelix_Counts]))))) damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
              • Special Effect - Destroy (Last created special effect)
          • Unit - Create 1 Dummy for (Owner of CounterHelix_Caster[CounterHelix_Counts]) at CounterHelix_CasterLoc facing Default building facing degrees
          • Unit - Set the custom value of (Last created unit) to CounterHelix_Counts
          • Unit Group - Add (Last created unit) to CounterHelix_DummyGroup
          • Unit - Add a CounterHelix_Cooldown[(Level of Counter Helix for CounterHelix_Caster[CounterHelix_Counts])] second Generic expiration timer to (Last created unit)
          • Unit Group - Remove CounterHelix_Caster[CounterHelix_Counts] from CounterHelix_StartGroup
          • Custom script: call RemoveLocation (udg_CounterHelix_CasterLoc)
          • Custom script: call DestroyGroup (udg_CounterHelix_UnitGroup)
        • Else - Actions

Trigger:
  • Counter Helix Effects
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is in CounterHelix_DummyGroup) Equal to True
    • Actions
      • Unit Group - Pick every unit in CounterHelix_DummyGroup and do (Actions)
        • Loop - Actions
          • Set CounterHelix_CustomValue = (Custom value of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Dying unit) Equal to (Picked unit)
            • Then - Actions
              • Animation - Play CounterHelix_Caster[CounterHelix_CustomValue]'s stand animation
              • Unit Group - Add CounterHelix_Caster[CounterHelix_CustomValue] to CounterHelix_StartGroup
              • Unit - Remove (Picked unit) from the game
              • Unit Group - Remove (Picked unit) from CounterHelix_DummyGroup
            • Else - Actions
 

felnix

New Member
Reaction score
4
Axe's Counter Helix! o_O This is what I want. Is hard for me to understand how it works when I see the triggers. So there is a cooldown for this Counter Helix(attacking version)? Is it the Counter Helix can't happen more than 1 at the same time?

Thanks for the helps!
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
The cooldown is so it cant activate more than once per number. So it cant happen more durring the cooldown .
Eg. Level one it can activate once every 0.70 secs
 

INCINERATE

New Member
Reaction score
12
just saying hex, i always find it a crime when somebody uses someones elses code and doesn't give credit, that counter helix is straight out of the axe/riki pack posted here .. i know cause i put axe in my map :p .. so credit POOP for that code dude
 

felnix

New Member
Reaction score
4
Finally I completed my spell. Thanks to HeX.16 and POOP! Well, we can see the credit in the map. :)
 

Chaos_Knight

New Member
Reaction score
39
Trigger:
  • Counter Helix Start
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Counter Helix
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Learning Hero) is in CounterHelix_Check) Not equal to True
        • Then - Actions
          • Unit Group - Add (Learning Hero) to CounterHelix_StartGroup
          • Unit Group - Add (Learning Hero) to CounterHelix_Check
        • Else - Actions

Trigger:
  • Counter Helix
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Attacking unit) has buff Counter Helix ) Equal to True
      • ((Attacking unit) is in CounterHelix_StartGroup) Equal to True
    • Actions
      • Set CounterHelix_Random = (Random percentage)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CounterHelix_Random Less than or equal to 17.00
        • Then - Actions
          • Set CounterHelix_Counts = (CounterHelix_Counts + 1)
          • Set CounterHelix_Caster[CounterHelix_Counts] = (Attacking unit)
          • Set CounterHelix_CasterLoc = (Position of CounterHelix_Caster[CounterHelix_Counts])
          • Animation - Play CounterHelix_Caster[CounterHelix_Counts]'s spin animation
          • Set CounterHelix_Cooldown[1] = 0.70
          • Set CounterHelix_Cooldown[2] = 0.65
          • Set CounterHelix_Cooldown[3] = 0.60
          • Set CounterHelix_Cooldown[4] = 0.55
          • Set CounterHelix_UnitGroup = (Units within 300.00 of CounterHelix_CasterLoc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of CounterHelix_Caster[CounterHelix_Counts])) Equ
          • Unit Group - Pick every unit in CounterHelix_UnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Cause CounterHelix_Caster[CounterHelix_Counts] to damage (Picked unit), dealing (75.00 + (25.00 x (Real((Level of Counter Helix for CounterHelix_Caster[CounterHelix_Counts]))))) damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
              • Special Effect - Destroy (Last created special effect)
          • Unit - Create 1 Dummy for (Owner of CounterHelix_Caster[CounterHelix_Counts]) at CounterHelix_CasterLoc facing Default building facing degrees
          • Unit - Set the custom value of (Last created unit) to CounterHelix_Counts
          • Unit Group - Add (Last created unit) to CounterHelix_DummyGroup
          • Unit - Add a CounterHelix_Cooldown[(Level of Counter Helix for CounterHelix_Caster[CounterHelix_Counts])] second Generic expiration timer to (Last created unit)
          • Unit Group - Remove CounterHelix_Caster[CounterHelix_Counts] from CounterHelix_StartGroup
          • Custom script: call RemoveLocation (udg_CounterHelix_CasterLoc)
          • Custom script: call DestroyGroup (udg_CounterHelix_UnitGroup)
        • Else - Actions

Trigger:
  • Counter Helix Effects
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Dying unit) is in CounterHelix_DummyGroup) Equal to True
    • Actions
      • Unit Group - Pick every unit in CounterHelix_DummyGroup and do (Actions)
        • Loop - Actions
          • Set CounterHelix_CustomValue = (Custom value of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Dying unit) Equal to (Picked unit)
            • Then - Actions
              • Animation - Play CounterHelix_Caster[CounterHelix_CustomValue]'s stand animation
              • Unit Group - Add CounterHelix_Caster[CounterHelix_CustomValue] to CounterHelix_StartGroup
              • Unit - Remove (Picked unit) from the game
              • Unit Group - Remove (Picked unit) from CounterHelix_DummyGroup
            • Else - Actions

You can help him with it... :mad::(
 
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