Ice Spell

THE_X

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hmm well i did have another spell like this but i just selected a unit type within range of that unit of type of the unit added into the event and thats how i use to detect it but i wanted to be a little more accurate
 

PooBucket

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i really like this spell do you care if i put the channeling verision in the spell fourms im gonna change it up a bit but iv been out of ideas an i wanna put some spell ideas out there :)

Sure! You helped make it for me, you can do whatever you want with it.
>No, it will just reset< that doesn't work for all the add on events does it? like take damage add on event.
 

THE_X

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oh i see what u mean yea it wont add on because it only adds each unit once
 

PooBucket

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Btw, one thing, wouldn't I have to put in many If - Then - Else for Owner of Triggering Unit Equal to Player 1, If - Then - Else for Owner of Triggering Unit Equal to Player 2 etc. for Ice Spiral Start?
 

THE_X

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no it starts no matter who uses it its MPI so only 1 unit per player can use it correctly
 

PooBucket

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I seee... so only one unit can use it for a player rite? Lucky me, cause it's a hero ability ^^.
 

PooBucket

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K, thx very very very very very very very very very very very very very very much!

And about the e-mail confirmation Larcenist, I don't have an e-mail from The Helper about confirming the e-mail stuff. I think I must've deleted it? I use MSN.
 

PooBucket

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I've just finished putting it in my WE (The Ice Spiral) but one part of the trigger won't allow me to enable it. Can you please tell me which part I need to fix up? I don't understand why it won't be enabled cause it looks exactly the same as THE_X's. Here it is.

Code:
[SPOILER]Ice Spiral
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in Ice_Spirals_Casters and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Ice_Spiral_Offset[(Player number of (Owner of (Triggering unit)))] Less than 500.00
                    Then - Actions
                        Set Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] = (Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] + 2.00)
                        Set Point = (Ice_Spiral_Point_2[(Player number of (Owner of (Picked unit)))] offset by Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] towards Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] degrees)
                        Unit - Create 1 Ice Spiral Dummy for (Owner of (Picked unit)) at Point facing ((Facing of Ice_Spiral_Unit[(Player number of (Owner of (Picked unit)))]) - 110.00) degrees
                        Set Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] = (Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] - 5.00)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Owner of (Picked unit)) Equal to Player 1 (Red)
                            Then - Actions
                                Trigger - Add to Free Ice Spiral Player 1 <gen> the event (Unit - A unit comes within 150.00 of (Last created unit))
                            Else - Actions
                    Else - Actions
                        Unit - Kill Ice_Spiral_Dummy2[(Player number of (Owner of (Picked unit)))]
                        Unit Group - Remove (Picked unit) from Ice_Spirals_Casters
                        Custom script:   call RemoveLocation (udg_Ice_Spiral_Point_2[GetConvertedPlayerID(GetOwningPlayer(GetEnumUnit()))))))[/SPOILER]
 

THE_X

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what do you mean enable it?

do you have a trigger named <Free Ice Spiral Player 1>
 

PooBucket

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Yes I do, I'll show all of those trigers for you k?

Code:
End Ice Spiral 1
    Events
        Unit - A unit Dies
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Triggering unit)) Equal to Ice Spiral Dummy 2
            Then - Actions
                Set Ice_Spirals = (Units owned by (Owner of (Triggering unit)) of type Ice Spiral Dummy)
                Unit Group - Pick every unit in Ice_Spirals and do (Actions)
                    Loop - Actions
                        Unit - Remove (Picked unit) from the game
                        Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
                        Special Effect - Destroy (Last created special effect)
                        Set Ice_Spiral_Group = (Units within 100.00 of (Position of (Picked unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an ally of (Owner of (Triggering unit))) Equal to False)))
                        Unit Group - Pick every unit in Ice_Spirals_Damage and do (Actions)
                            Loop - Actions
                                Unit - Cause Ice_Spiral_Caster[(Player number of (Owner of (Triggering unit)))] to damage (Picked unit), dealing (20.00 x (Real((Level of Ice Spiral  for (Casting unit))))) damage of attack type Spells and damage type Normal
            Else - Actions
        Custom script:   call DestroyGroup (udg_Ice_Spirals)
        Custom script:   call DestroyGroup (udg_Ice_Spirals_Damage)

Code:
Ice Spiral
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in Ice_Spirals_Casters and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Ice_Spiral_Offset[(Player number of (Owner of (Triggering unit)))] Less than 500.00
                    Then - Actions
                        Set Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] = (Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] + 2.00)
                        Set Point = (Ice_Spiral_Point_2[(Player number of (Owner of (Picked unit)))] offset by Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] towards Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] degrees)
                        Unit - Create 1 Ice Spiral Dummy for (Owner of (Picked unit)) at Point facing ((Facing of Ice_Spiral_Unit[(Player number of (Owner of (Picked unit)))]) - 110.00) degrees
                        Set Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] = (Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] - 5.00)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Owner of (Picked unit)) Equal to Player 1 (Red)
                            Then - Actions
                                Trigger - Add to Free Ice Spiral Player 1 <gen> the event (Unit - A unit comes within 150.00 of (Last created unit))
                            Else - Actions
                    Else - Actions
                        Unit - Kill Ice_Spiral_Dummy2[(Player number of (Owner of (Picked unit)))]
                        Unit Group - Remove (Picked unit) from Ice_Spirals_Casters
                        Custom script:   call RemoveLocation (udg_Ice_Spiral_Point_2[GetConvertedPlayerID(GetOwningPlayer(GetEnumUnit()))))))

Code:
Ice Spiral Start
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Ice Spiral 
    Actions
        Set Ice_Spiral_Point_2[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
        Set Ice_Spiral_Caster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
        Unit Group - Remove all units from Ice_Spiral_Freeze[(Player number of (Owner of (Triggering unit)))]
        Set Point = ((Position of (Triggering unit)) offset by 5.00 towards 270.00 degrees)
        Unit Group - Add (Triggering unit) to Ice_Spirals_Casters
        Unit - Create 1 Ice Spiral Dummy for (Owner of (Triggering unit)) at Point facing 160.00 degrees
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Owner of (Triggering unit)) Equal to Player 1 (Red)
            Then - Actions
                Trigger - Add to Free Ice Spiral Player 1 <gen> the event (Unit - A unit comes within 150.00 of (Last created unit))
            Else - Actions
        Set Ice_Spiral_Dummy2[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
        Unit - Create 1 Ice Spiral Dummy 2 for (Owner of (Triggering unit)) at Point facing 160.00 degrees
        Set Ice_Spiral_Dummy2[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
        Set Ice_Spiral_Angle[(Player number of (Owner of (Triggering unit)))] = 230.00
        Set Ice_Spiral_Offset[(Player number of (Owner of (Triggering unit)))] = 5.00
        Custom script:   call RemoveLocation (udg_Point)
Code:
Free Ice Spiral Player 1
    Events
    Conditions
        And - All (Conditions) are true
            Conditions
                ((Triggering unit) belongs to an enemy of Player 1 (Red)) Equal to True
                ((Triggering unit) is in Ice_Spiral_Freeze[1]) Equal to False
                ((Triggering unit) is A structure) Equal to False
                ((Triggering unit) is Magic Immune) Equal to False
    Actions
        Set Point = (Position of (Triggering unit))
        Unit - Create 1 Ice Spiral for Player 1 (Red) at Point facing Default building facing degrees
        Unit - Add Ice Spiral Freeze  to (Last created unit)
        Unit - Set level of Ice Spiral Freeze  for (Last created unit) to (Level of Ice Spiral  for (Random unit from (Units owned by Player 1 (Red) of type Winter Equinox)))
        Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Triggering unit)
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        Custom script:   call RemoveLocation (udg_Point)
        Unit Group - Add (Triggering unit) to Ice_Spiral_Freeze[1]
 

PooBucket

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Code:
Ice Spiral
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in Ice_Spirals_Casters and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Ice_Spiral_Offset[(Player number of (Owner of (Triggering unit)))] Less than 500.00
                    Then - Actions
                        Set Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] = (Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] + 2.00)
                        Set Point = (Ice_Spiral_Point_2[(Player number of (Owner of (Picked unit)))] offset by Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] towards Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] degrees)
                        [B]Unit - Create 1 Ice Spiral Dummy for (Owner of (Picked unit)) at Point facing ((Facing of Ice_Spiral_Unit[(Player number of (Owner of (Picked unit)))]) - 110.00) degrees[/B]
                        Set Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] = (Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] - 5.00)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Owner of (Picked unit)) Equal to Player 1 (Red)
                            Then - Actions
                                Trigger - Add to Free Ice Spiral Player 1 <gen> the event (Unit - A unit comes within 150.00 of (Last created unit))
                            Else - Actions
                    Else - Actions
                        Unit - Kill Ice_Spiral_Dummy2[(Player number of (Owner of (Picked unit)))]
                        Unit Group - Remove (Picked unit) from Ice_Spirals_Casters
                        [B]Custom script:   call RemoveLocation (udg_Ice_Spiral_Point_2[GetConvertedPlayerID
[/B]

When I try to enable it (at the top of the trigger comment there's enabled and initally on), it always appeared with this: Attempted to use a non-index variable. With all this random crap. I've highlighted that bit. It's the one with creating an ice spiral dummy.

Second pice of annoying crap was the custom script (highlighted), it won't allow it because it seems incorrect. It says: Expected a name.

Other than those two bits, there are no problems with the trigger. Please help.
 

Samael88

Evil always finds a way
Reaction score
181
Code:
Custom script:   call RemoveLocation (udg_Ice_Spiral_Point_2[GetConvertedPlayerID

This line is incomplete. you have missed the bracket at the end of it.
try writing it like below.

Code:
Custom script:   call RemoveLocation(udg_Ice_Spiral_Point_2[GetConvertedPlayerID])

Edit: Oh, and you may want to clear Point to. then it is this "call RemoveLocation(udg_Point)"
 

PooBucket

New Member
Reaction score
12
Code:
Ice Spiral
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in Ice_Spirals_Casters and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Ice_Spiral_Offset[(Player number of (Owner of (Triggering unit)))] Less than 500.00
                    Then - Actions
                        Set Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] = (Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] + 2.00)
                        Set Point = (Ice_Spiral_Point_2[(Player number of (Owner of (Picked unit)))] offset by Ice_Spiral_Offset[(Player number of (Owner of (Picked unit)))] towards Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] degrees)
                        [U]Unit - Create 1 Ice Spiral Dummy for (Owner of (Picked unit)) at Point facing ((Facing of Ice_Spiral_Unit[(Player number of (Owner of (Picked unit)))]) - 110.00) degrees[/U]
                        Set Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] = (Ice_Spiral_Angle[(Player number of (Owner of (Picked unit)))] - 5.00)
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Owner of (Picked unit)) Equal to Player 1 (Red)
                            Then - Actions
                                Trigger - Add to Free Ice Spiral Player 1 <gen> the event (Unit - A unit comes within 150.00 of (Last created unit))
                            Else - Actions
                    Else - Actions
                        Unit - Kill Ice_Spiral_Dummy2[(Player number of (Owner of (Picked unit)))]
                        Unit Group - Remove (Picked unit) from Ice_Spirals_Casters
                        Custom script:   call RemoveLocation (udg_Ice_Spiral_Point_2[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))])

Okay, I've fixed the last line cause I forgot to put in the end part. Anyways, the only problem is with the underlined line. This is what it says when I try to enable it: Line 235: Attempt to index a non-array variable. Anyone please help me?
 

THE_X

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49
did you make shure that, that variable is an array because its telling you its not
 
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