Discussion Please Help me with this custom skill .. :s

ExTrainHeartnet

New Member
Edit : P.S. I noticed this is the wrong sections . sorry :( is it possible to transfer this to the World Editor help zone?

Hey all, I'm having a problem with this custom skill I'm making here. Please help .. I'm sure the problem is simple, I just can't seem to figure it out.. Sorry for the long winded report.

Ability Name : Explosive Rounds (AoE Damage Type)
----------------------------------------------------------------------------------------------------------------

How I want the Ability to function :
[ Part 1 of Damage ] : -- Edited Night Elf's Shadow Strike and renamed to Explosive Rounds for this
Deals 150 Damage to Main Target. Deals 50 Damage a few seconds after.

[ Part 2 of Damage ] : -- Edited Human's Flame Strike and given to dummy unit for this.
Deals dps on 350 AoE with Main target as center. 5 dps for those further out within the AoE. 10 dps for those deeper inside the AoE.

[ Part 3 of Damage ] : -- Main Problem Here - I used Unit - Cause Damage Area function.
Deals Damage Equal to ;
(400 + ( Explosive Rounds Skill level * 50 ))

All 3 parts should happen atleast almost simultaneously
---------------------------------------------------------------------------------------------------------------
PROBLEM : Part 3 of the damage seems to only occur occasionally. [ I need it to occur everytime ]
I'll Give credits for anyone who helps me for the map I'm making :)
Here are the Scripts : Click them to see them in full size to read >_<
Trigger A.jpg
Trigger B.jpg
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
We really need some way to tell people that they should never use Damage Circular Area or Do Nothing.
Trigger:
  • Explosive Rounds
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Explosive Rounds
    • Actions
      • Set TempPoint = (Position of (Target unit of ability being cast))
      • -------- Shadow Strike --------
      • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Shadow Strike to (Last created unit)
      • Unit - Set level of Shadow Strike for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
      • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Target unit of ability being cast)
      • -------- Flame Strike --------
      • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Flame Strike to (Last created unit)
      • Unit - Set level of Flame Strike for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
      • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike TempPoint
      • -------- Area Damage --------
      • Set TempUnitGroup = (Units within 350.00 of TempPoint)
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is dead) Equal to False
              • ((Picked unit) is A structure) Equal to False
              • ((Picked unit) is Mechanical) Equal to False
              • ((Picked unit) is Magic Immune) Equal to False
              • ((Picked unit) belongs to an ally of (Owner of (Triggering unit))) Equal to False
            • Then - Actions
              • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (450.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 50.00)) damage of attack type Spells and damage type Normal
            • Else - Actions
      • Custom script: call DestroyGroup (udg_TempUnitGroup)
      • Custom script: call RemoveLocation (udg_TempPoint)
 

ExTrainHeartnet

New Member
We really need some way to tell people that they should never use Damage Circular Area or Do Nothing.
Trigger:
  • Explosive Rounds
    • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
    • (Ability being cast) Equal to Explosive Rounds
    • Actions
    • Set TempPoint = (Position of (Target unit of ability being cast))
    • -------- Shadow Strike --------
    • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
    • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
    • Unit - Add Shadow Strike to (Last created unit)
    • Unit - Set level of Shadow Strike for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
    • Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike (Target unit of ability being cast)
    • -------- Flame Strike --------
    • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at TempPoint facing Default building facing degrees
    • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
    • Unit - Add Flame Strike to (Last created unit)
    • Unit - Set level of Flame Strike for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
    • Unit - Order (Last created unit) to Human Blood Mage - Flame Strike TempPoint
    • -------- Area Damage --------
    • Set TempUnitGroup = (Units within 350.00 of TempPoint)
    • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
    • Loop - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • ((Picked unit) is dead) Equal to False
    • ((Picked unit) is A structure) Equal to False
    • ((Picked unit) is Mechanical) Equal to False
    • ((Picked unit) is Magic Immune) Equal to False
    • ((Picked unit) belongs to an ally of (Owner of (Triggering unit))) Equal to False
    • Then - Actions
    • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (450.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 50.00)) damage of attack type Spells and damage type Normal
    • Else - Actions
    • Custom script: call DestroyGroup (udg_TempUnitGroup)
    • Custom script: call RemoveLocation (udg_TempPoint)
omg o_o i didnt think of this alternative ... thx KaerfNomeKop ! :)
 
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