I need helps on my spell!

felnix

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