A
Adamisk
Guest
This isnt really related buuuuuuuut... Id like to know how to produce a spell sole for AoE banishing. That'd be kickass =D
Unit - Cause DarkUnit to damage (Picked unit), dealing [b](450.00 x (Real((Level of Dark Star for DarkUnit))))[/b] damage of attack type Spells and damage type Magic
Unit - Cause DarkUnit to damage (Picked unit), dealing [b](450.00 x (Real((Level of Dark Star for DarkUnit))))[/b] damage of attack type Spells and damage type Magic
Unit - Cause DarkUnit to damage (Picked unit), dealing [b]450[/b] damage of attack type Spells and damage type Magic
Why do people argue instead of just doing it to check...But I obviously want it to deal more damage for each level, that shouldn't be causing any problems.
Dark Star
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Dark Star
Actions
Set DarkUnit = (Triggering unit)
Set DarkCaster = (Position of (Triggering unit))
Special Effect - Create a special effect at DarkCaster using DarkStar.mdx
Set DarkEffect = (Last created special effect)
Set DarkGroup = (Units within 800.00 of DarkCaster matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of DarkUnit)) Equal to True))))
Trigger - Turn on Dark Star 2 <gen>
Dark Star 2
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Random 1 units from DarkGroup) and do (Actions)
Loop - Actions
Unit - Create 1 Dark Star Dummy for Neutral Passive at DarkCaster facing Default building facing degrees
Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Special Effect - Destroy DarkEffect
Unit - Cause DarkUnit to damage (Picked unit), dealing (450.00 x (Real((Level of Dark Star for DarkUnit)))) damage of attack type Spells and damage type Normal
Unit Group - Remove (Picked unit) from DarkGroup
Wait 1.00 seconds
Custom script: call RemoveLocation(udg_DarkCaster)
Custom script: call DestroyGroup (udg_DarkGroup)
Trigger - Turn off (This trigger)
Yes his trigger leaks. You'd have to patch up the leaks 0.o. Thing is though is that... Every .1 seconds of the game is a tad irritating when your trigger should be working as it is...
Not that hard haha. Just some custom scripts that take like 4 seconds to type...
Dark Star 2
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Random 1 units from DarkGroup) and do (Actions)
Loop - Actions
Unit - Create 1 Dark Star Dummy for Neutral Passive at DarkCaster facing Default building facing degrees
Unit - Order (Last created unit) to Human Blood Mage - Banish (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Special Effect - Destroy DarkEffect
Unit - Cause DarkUnit to damage (Picked unit), dealing (450.00 x (Real((Level of Dark Star for DarkUnit)))) damage of attack type Spells and damage type Normal
Unit Group - Remove (Picked unit) from DarkGroup
Unit Group- Add (Picked unit) to TempDarkGroup
custom script Destroy Dark Group
set dark group = Units in 800 range of DarkCaster matching condition Matching Unit not in Temp dark group equal to true.
Wait 1.00 seconds
Custom script: call RemoveLocation(udg_DarkCaster)
Trigger - Turn off (This trigger)