Need help with many different custom spells.

Haxxors

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Hey there, this is going to be a long post with a lot of different triggers that need fixed/looked at/reviewed etc. Any help, even with just 1 trigger would be greatly appreciated.

Some of these triggers don't work entirely, some have only certain parts that work, and some work but need checked for leaks/MUI thank you.

And so the list begins.

First Ability - Blessing : The Priest blesses himself and his allies. There is a 20% chance when cast that the Priest will heal himself to full and become invulnerable for 7 seconds. Also The Priest will also heal all of his allies within 400 of him for 2.5 x his intellect.

I modified it, and now this spell no longer works. The blessing spell that the Dummy Casts is just Inner fire that only gives 99999 armor. The heal part of the spell works, but the invuln chance does not.

Here is the trigger -

Trigger:
  • Blessing
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Blessing
    • Actions
      • Set UnitVarCaster12 = (Triggering unit)
      • Set TempLoc49 = (Position of UnitVarCaster12)
      • Set BlessingOwner[(Player number of (Owner of (Triggering unit)))] = (Casting unit)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Random integer number between 1 and 100) Less than or equal to (<=) 20
          • Then - Actions
            • Unit - Set life of UnitVarCaster12 to 100.00%
            • Unit - Create 1 Dummy Missile for (Owner of BlessingOwner[(Player number of (Owner of (Triggering unit)))]) at TempLoc49 facing Default building facing (270.0) degrees
            • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
            • Unit - Add Blessing Buff to (Last created unit)
            • Unit - Order (Last created unit) to Human Priest - Inner Fire UnitVarCaster12
          • Else - Actions
      • Unit - Set life of UnitVarCaster12 to ((Life of UnitVarCaster12) + (2.00 x (Real((Intelligence of UnitVarCaster12 (Exclude bonuses))))))
      • Unit - Remove Negative buffs from UnitVarCaster12
      • Set GroupVar13 = (Units within 400.00 of TempLoc49 matching ((((Owner of (Matching unit)) is an ally of (Owner of UnitVarCaster12)) Equal to (==) True) and (((Matching unit) is alive) Equal to (==) True)))
      • Unit Group - Pick every unit in GroupVar13 and do (Actions)
        • Loop - Actions
          • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + ((Real((Intelligence of UnitVarCaster12 (Exclude bonuses)))) x 2.50))
          • Floating Text - Create floating text that reads ((String((Integer((Real(((Intelligence of UnitVarCaster12 (Include bonuses)) x 2))))))) + !) above (Target unit of ability being cast) with Z offset 0.00, using font size 10.00, color (50.00%, 33.00%, 80.00%), and 0.00% transparency
          • Set BlessingFloatingText[3] = (Last created floating text)
          • Floating Text - Show (Last created floating text) for (All players)
          • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
          • Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
          • Floating Text - Destroy BlessingFloatingText[3]
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\FaerieDragonMissile\FaerieDragonMissile.mdl
          • Special Effect - Destroy (Last created special effect)
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Transmute\GoldBottleMissile.mdl
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_TempLoc49)
      • Custom script: call DestroyGroup (udg_GroupVar13)



Second Ability - Heal : The Priest Heals the target for 2 x (25 + the intelligence of the priest x the level of heal the priest has).

The animation goes off but no damage is healed. Also the floating text works, but it says "50" no matter what.

Here is the new trigger -

Trigger:
  • Heal
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Heal
    • Actions
      • Set HealCaster = (Triggering unit)
      • Set HealTarget[12] = (Target unit of ability being cast)
      • Set HealValue[12] = ((2.00 x (25.00 + (Real((Intelligence of HealCaster (Include bonuses)))))) x (Real((Level of Fireball for HealCaster))))
      • Set HealTargetLoc = (Position of HealTarget[12])
      • Unit - Set life of HealTarget[12] to ((Life of HealTarget[12]) + HealValue[12])
      • Floating Text - Create floating text that reads (String((2 x (25 + ((Intelligence of HealCaster (Include bonuses)) x (Level of Fireball for HealCaster)))))) at HealTargetLoc with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Set HealFloatingText[3] = (Last created floating text)
      • Floating Text - Show (Last created floating text) for (All players)
      • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
      • Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Custom script: call RemoveLocation (udg_HealTargetLoc)




Third Ability - Holy Shield : The priest makes all of his allies invulnerable for 7 seconds. When the 7 seconds is up all of the priests allies are healed for 200 and become vulnerable again.

The dummy ability is just like the one in the first blessing which increases armor by 99999, this ability does not work and needs fixed.

Trigger:
  • Holy Shield
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to (==) Holy Shield
    • Actions
      • Set HolyShieldCaster = (Casting unit)
      • Set HolyShieldCasterLoc = (Position of HolyShieldCaster)
      • Set HolyShieldGroup = (Units within 1000.00 of HolyShieldCasterLoc matching (((Matching unit) belongs to an ally of (Owner of HolyShieldCaster)) Equal to (==) True))
      • Unit - Create 1 Dummy Missile for (Owner of HolyShieldCaster) at HolyShieldCasterLoc facing Default building facing (270.0) degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Holy Shield Invuln to (Last created unit)
      • Unit - Order (Last created unit) to Undead Necromancer - Cripple DTTarget[(Player number of (Owner of (Triggering unit)))]
      • Unit Group - Pick every unit in HolyShieldGroup and do (Actions)
        • Loop - Actions
          • Unit - Make (Picked unit) Invulnerable
      • Trigger - Run Holy Shield dissipate <gen> (ignoring conditions)


Trigger:
  • Holy Shield dissipate
    • Events
    • Conditions
    • Actions
      • Special Effect - Destroy Sfx4
      • Special Effect - Destroy Sfx3
      • Unit Group - Pick every unit in HolyShieldGroup and do (Actions)
        • Loop - Actions
          • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 200.00)
      • Custom script: call DestroyGroup (udg_HolyShieldGroup)
      • Custom script: call RemoveLocation (udg_HolyShieldCasterLoc)
      • Trigger - Turn off (This trigger)



Fourth Ability - Holy Storm : The Paladin let's loose a storm of holy energy, dealing AoE damage to enemies, and healing allies for 150.

This one works fine, just needs checked for MUI/Leaks

Trigger:
  • Holy Storm
    • Holy Storm
      • Events
        • Unit - A unit Begins channeling an ability
      • Conditions
        • (Ability being cast) Equal to (==) Holy Storm
      • Actions
        • Set HolyStormCaster = (Triggering unit)
        • Set HolyStormLoc = (Position of (Triggering unit))
        • Set HolyStormGroup = (Units within 900.00 of HolyStormLoc matching (((Matching unit) belongs to an ally of (Owner of (Casting unit))) Equal to (==) True))
        • Set HolyStormEnemyGroup = (Units within 300.00 of HolyStormLoc matching (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to (==) True))
        • Set HolyStormDamage[12] = (125.00 x (Real((Level of Holy Storm for HolyStormCaster))))
        • Special Effect - Create a special effect attached to the overhead of HolyStormCaster using Abilities\Spells\Items\AIda\AIdaCaster.mdl
        • Special Effect - Destroy Sfx7
        • Unit Group - Pick every unit in HolyStormEnemyGroup and do (Actions)
          • Loop - Actions
            • Unit - Cause HolyStormCaster to damage (Picked unit), dealing HolyStormDamage[12] damage of attack type Normal and damage type Normal
        • Unit Group - Pick every unit in HolyStormGroup and do (Actions)
          • Loop - Actions
            • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 150.00)
            • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\Heal\HealTarget.mdl
            • Special Effect - Destroy (Last created special effect)
        • Custom script: call RemoveLocation (udg_HolyStormLoc)
        • Custom script: call DestroyGroup (udg_HolyStormGroup)
        • Custom script: call DestroyGroup (udg_HolyStormEnemyGroup)



Fifth Ability - Taunting Blow : The Warrior hits the target with a taunting strike, dealing 50 x the level of taunting blow to the target, and forcing all enemy units within 500 of the warrior to attack him.

This ability seems to work fine, although the SFX seems fairly slow. Just needs checked for MUI/Leaks I believe.

Trigger:
  • Taunting Blow
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) Taunting Blow
    • Actions
      • Set TauntingBlowCaster = (Triggering unit)
      • Set TauntingBlowCasterLoc = (Position of (Triggering unit))
      • Set TauntingBlowTarget[12] = (Target unit of ability being cast)
      • Set TauntingBlowDamageReal[12] = (50.00 x (Real((Level of Taunting Blow for TauntingBlowCaster))))
      • Set TauntingBlowTaunt = (Units within 500.00 of TauntingBlowCasterLoc matching (((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to (==) True))
      • Special Effect - Create a special effect attached to the head of TauntingBlowTarget[12] using Abilities\Spells\Orc\Devour\DevourEffectArt.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Cause TauntingBlowCaster to damage TauntingBlowTarget[12], dealing TauntingBlowDamageReal[12] damage of attack type Normal and damage type Normal
      • Unit Group - Pick every unit in TauntingBlowTaunt and do (Actions)
        • Loop - Actions
          • Unit Group - Order TauntingBlowTaunt to Attack TauntingBlowCaster
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Other\HowlOfTerror\HowlCaster.mdl
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_TauntingBlowCasterLoc)
      • Custom script: call DestroyGroup (udg_TauntingBlowTaunt)



Sixth Ability - Mark of Fire : The Mage marks his target with fire, dealing 2 x the level of Mark of Fire x the intelligence of the mage, to its target every second for 12 seconds.

This trigger just doesn't work, and I have no idea how to make it work lol.

Trigger:
  • Mark of Fire
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Mark Of Fire
    • Actions
      • Set MarkOfFireCaster = (Triggering unit)
      • Set MarkOfFireCaster = (Target unit of ability being cast)
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Unit - Cause MarkOfFireCaster to damage MarkOfFireTarget, dealing (((Real((Level of Mark Of Fire for MarkOfFireCaster))) x 2.00) x (Real((Intelligence of MarkOfFireCaster (Include bonuses))))) damage of attack type Spells and damage type Fire
          • Wait 1.00 game-time seconds




Seventh Ability - Holocaust : The Mage enacts a holocaust of fire around a target unit, dealing 150 x the level of holocaust damage to units within 300 of the target.

This spell works very weirdly. Sometimes it doesn't work. Sometimes it doesnt work. This one needs some work.

Trigger:
  • Holocaust
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
      • (Ability being cast) Equal to Holocaust
    • Actions
      • Set HolocaustCaster = (Triggering unit)
      • Set HolocaustTarget[12] = (Target unit of ability being cast)
      • Set HolocaustTargetLoc = (Position of HolocaustTarget[12])
      • Set HolocaustGroup = (Units within 300.00 of HolocaustTargetLoc matching (((Matching unit) belongs to an ally of (Owner of HolocaustTarget[12])) Equal to True))
      • Set HolocaustDamage[12] = (150.00 x (Real((Level of Holocaust for HolocaustCaster))))
      • Special Effect - Create a special effect attached to the origin of HolocaustTarget[12] using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit Group - Pick every unit in HolocaustGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause HolocaustCaster to damage circular area after 2.00 seconds of radius 300.00 at HolocaustTargetLoc, dealing HolocaustDamage[12] damage of attack type Normal and damage type Normal
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
          • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_HolocaustTargetLoc)
      • Custom script: call DestroyGroup (udg_HolocaustGroup)




Eigth Ability - Lacerate : The Berserker lacerates the target dealing 1.5 x the level of lacerate x the strength of the berserker, every second for 12 seconds.

This one works fairly well, but I know something is wrong with it.
Trigger:
  • Lacerate
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Lacerate
    • Actions
      • Set LacerateCaster = (Triggering unit)
      • Set LacerateTarget[12] = (Target unit of ability being cast)
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Unit - Cause LacerateCaster to damage LacerateTarget[12], dealing (((Real((Level of Lacerate for LacerateCaster))) x 1.50) x (Real((Strength of LacerateCaster (Include bonuses))))) damage of attack type Spells and damage type Fire
          • Wait 1.00 game-time seconds




Ninth Ability - Slash : The Berserker slashes at his target, dealing damage. The Berserker does more damage if the target is affected by Lacerate.

The regular hit works fine, however, i dont think it is doing the extra damage when the target has lacerate.

Here it is -

Trigger:
  • Slash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Slash
    • Actions
      • Set SlashCaster = (Triggering unit)
      • Set SlashTarget[12] = (Target unit of ability being cast)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (SlashTarget[12] has buff Lacerate ) Equal to True
        • Then - Actions
          • Unit - Cause SlashCaster to damage SlashTarget[12], dealing (((Real((Level of Slash for SlashCaster))) x 2.00) x (Real((Strength of SlashCaster (Include bonuses))))) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of SlashTarget[12] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
          • Special Effect - Destroy (Last created special effect)
          • Special Effect - Create a special effect attached to the chest of SlashTarget[12] using Abilities\Weapons\SteamTank\SteamTankImpact.mdl
          • Special Effect - Destroy (Last created special effect)
          • Floating Text - Create floating text that reads ((String((Integer((Real(((Strength of SlashCaster (Include bonuses)) x (2 x (Level of Slash for SlashCaster))))))))) + !) above (Target unit of ability being cast) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
          • Set FloatingTextVar[2] = (Last created floating text)
          • Floating Text - Show (Last created floating text) for (All players)
          • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
          • Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
          • Wait 2.00 game-time seconds
          • Floating Text - Destroy FloatingTextVar[2]
        • Else - Actions
          • Unit - Cause SlashCaster to damage SlashTarget[12], dealing (((Real((Level of Slash for SlashCaster))) x 1.50) x (Real((Strength of SlashCaster (Include bonuses))))) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the chest of (Target unit of ability being cast) using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
          • Special Effect - Destroy (Last created special effect)
          • Floating Text - Create floating text that reads ((String((Integer((Real(((Strength of SlashTarget[12] (Include bonuses)) x (2 x (Level of Slash for SlashCaster))))))))) + !) above SlashTarget[12] with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
          • Set FloatingTextVar[3] = (Last created floating text)
          • Floating Text - Show (Last created floating text) for (All players)
          • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
          • Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
          • Wait 2.00 game-time seconds
          • Floating Text - Destroy FloatingTextVar[3]




Tenth Ability - Backstab : (Note this ability was not custom made by me, only modified) The Rogue warps behind the target dealing extra damage. Can also be used to warp behind an ally.

This one works fine, however the floating text does not work.

Trigger:
  • Backstab
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Backstab
    • Actions
      • Set BSCaster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • Set BSTarget[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
      • Set BSCastLoc[(Player number of (Owner of (Triggering unit)))] = (Position of BSCaster[(Player number of (Triggering player))])
      • Set BSTargLoc[(Player number of (Owner of (Triggering unit)))] = (Position of BSTarget[(Player number of (Owner of (Triggering unit)))])
      • Set BSDamageReal[(Player number of (Owner of (Triggering unit)))] = (((Real((Level of Backstab for BSCaster[1]))) x 2.00) x (Real((Agility of BSCaster[1] (Include bonuses)))))
      • Wait 0.27 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (BSTarget[(Player number of (Owner of (Triggering unit)))] belongs to an enemy of (Owner of BSCaster[(Player number of (Owner of (Triggering unit)))])) Equal to True
        • Then - Actions
          • Unit - Cause BSCaster[(Player number of (Owner of (Triggering unit)))] to damage BSTarget[(Player number of (Owner of (Triggering unit)))], dealing BSDamageReal[(Player number of (Owner of (Triggering unit)))] damage of attack type Hero and damage type Normal
          • Floating Text - Create floating text that reads ((String((Integer((Real(((Agility of BSCaster[1] (Include bonuses)) x (2 x (Level of Backstab for BSCaster[1]))))))))) + !) above (Target unit of ability being cast) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
          • Set BSfloatingText[3] = (Last created floating text)
          • Floating Text - Show (Last created floating text) for (All players)
          • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
          • Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
          • Floating Text - Destroy BSfloatingText[3]
        • Else - Actions
          • Do nothing
      • Special Effect - Create a special effect at BSCastLoc[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Move BSCaster[(Player number of (Owner of (Triggering unit)))] instantly to (BSTargLoc[(Player number of (Owner of (Triggering unit)))] offset by -100.00 towards (Facing of BSTarget[(Player number of (Owner of (Triggering unit)))]) degrees)
      • Set BSCastLoc[(Player number of (Owner of (Triggering unit)))] = (Position of BSCaster[(Player number of (Triggering player))])
      • Special Effect - Create a special effect at BSCastLoc[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (BSTarget[(Player number of (Owner of (Triggering unit)))] belongs to an enemy of (Owner of BSCaster[(Player number of (Owner of (Triggering unit)))])) Equal to True
        • Then - Actions
          • Unit - Order BSCaster[(Player number of (Owner of (Triggering unit)))] to Attack BSTarget[(Player number of (Owner of (Triggering unit)))]
          • Special Effect - Create a special effect attached to the chest of BSTarget[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
          • Do nothing
      • Custom script: call RemoveLocation(udg_BSCastLoc[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
      • Custom script: call RemoveLocation(udg_BSTargLoc[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])




Alrighty thats all. Sorry that was so much lol. Any help at all will be greatly appreciate. Thank you!
 

Hellohihi

New Member
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42
Trigger:
  • Wait 7.00 game-time seconds
    • Unit - Make UnitVarCaster12 Vulnerable
    • Special Effect - Destroy Sfx[12]


May conflict if the spell is recasted by the same player within 7 seconds.

Also try using the trigger Disable Permanance of last created floating text.

Trigger:
  • Floating Text - Show (Last created floating text) for (All players)
    • Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    • Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
    • Wait 2.00 game-time seconds
    • Floating Text - Destroy HealFloatingText[3]


Dont use waits to destroy floating texts, you don't really need to do that.
Just set the expiry time.

If the floating text still does not work, try creating it at the location of the unit instead of creating it on the unit.

Trigger:
  • Wait 7.00 game-time seconds
    • Trigger - Turn on Holy Shield dissipate <gen>


Turning the trigger on does nothing, you need to run it.
 

Haxxors

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I did the floating text at the units location rather than over the unit, but the floating text appears quite a distance away from the units location.
 

Haxxors

New Member
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Bump, I think this long list is kind of intimidating lol :O

again, any help is appreciated.
 

Haxxors

New Member
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I hate to do this again but there's been 56 views and only 2 replys from someone who isnt me.

Bump for help.
 

Haxxors

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third or fourth bump in a row. Hate to do this again, but its on the third page with no other replys..
 

vypur85

Hibernate
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803
First trigger:
Code:
 ...
 Wait 7.00 game-time seconds
 Unit - Make ([B]Triggering unit[/B]) Vulnerable
 [del]Special Effect - Destroy Sfx[12][/del]

For the first trigger, change the variable into Triggering unit instead. It becomes MUI that way. Though, multicast from a single unit may cause unwanted things to happen. Remove the SFX variable. It makes it not MUI, and may bug, causing the effect to stay forever on the unit. If you really want the SFX to appear, I suggest you use a dummy spell which gives buff to the unit for 7 seconds. Then add the wanted SFX into the buff. (Remember, the spell must be able to target invulnerable units).


Second trigger:
Code:
Unit - A unit Stops casting an ability

This event doesn't have the event response 'Target unit ability being cast' and Target point ability being cast'. It only can recognise 'Triggering unit'. Change that to 'Starts the effect of an ability'.


Trigger 3:
Lazy to explain :p. Anyway, it's just the wait that mess up with the trigger. As mentioned, if you really want to show SFX, use a dummy buffing ability instead. Order a dummy to cast it to the targeted units. Also, you should 'Run' trigger instead of just turning it on. (Else the trigger just... turns on).


Fourth:
Not MUI. Waits....

Fifth:
MUI. Just feel weird with the attack once order. I don't think units can be ordered to do something simultaneously (in the loop).


---
Give the opportunity to others to answer :p. I personally prefer you to separate the questions in several threads. Because, as it is now.... it's kinda hard for one to answer at one go. Which is probably why you don't get much response. (Well, there is someone who prefers all-at-one-go-thread.)
 

Haxxors

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I updated the post on all the spells you talked about. They need to be looked at some more.

Also, I posted them all on one thread because I dont think the mods would appreciate me spamming the forum with 10 different posts about my spells.
 
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