I've make the chain skill (like healing wave in normal game but I've created my own one), there is problem that it doesn't work well at all. I need someone to check it because I've checked so many times and now feel some headache. Maybe someone with great skill at Hastable may help me, thank.
The first trigger works fine but second one is the problem. If you've seen anything wrong, tell me or ask me (will take a little long time to reply).
+rep to all those helpful replying. Thank again.
Trigger:
- Frost Wave Hastable
- Events
- Map initialization
- Conditions
- Actions
- Hashtable - Create a hashtable
- Set Skill_FrostWaveHastable = (Last created hashtable)
- Events
Trigger:
- Frost Wave 1
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Unit-type of (Triggering unit)) Not equal to Dummy
- Actions
- Set Skill_FrostWavePoint = (Position of (Casting unit))
- Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Skill_FrostWavePoint facing Default building facing degrees
- Hashtable - Save Handle Of(Casting unit) as 0 of (Key (Last created unit)) in Skill_FrostWaveHastable
- -------- This is for number of bouncing (I set bouncing number = level of skill) --------
- Hashtable - Save (Level of Frost Wave for (Triggering unit)) as 1 of (Key (Last created unit)) in Skill_FrostWaveHastable
- Hashtable - Save Handle Of(Casting unit) as 2 of (Key (Last created unit)) in Skill_FrostWaveHastable
- Unit Group - Add (Last created unit) to Skill_FrostWaveGroup
- Custom script: call RemoveLocation (udg_Skill_FrostWavePoint)
- Events
Trigger:
- Frost Wave 2
- Events
- Game - GDD_Event becomes Equal to 0.00
- Conditions
- Actions
- Unit Group - Pick every unit in Skill_FrostWaveGroup and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Load 1 of (Key (Picked unit)) from Skill_FrostWaveHastable) Greater than 0
- GDD_DamageSource Equal to (Load 2 of (Key (Picked unit)) in Skill_FrostWaveHastable)
- Then - Actions
- Set Skill_FrostWaveDamagedPoint = (Position of GDD_DamagedUnit)
- Unit - Create 1 Dummy for (Owner of (Load 0 of (Key (Picked unit)) in Skill_FrostWaveHastable)) at Skill_FrostWaveDamagedPoint facing Default building facing degrees
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Unit - Add Frost Wave to (Last created unit)
- Unit - Set level of Frost Wave for (Last created unit) to (Level of Frost Wave for (Load 0 of (Key (Picked unit)) in Skill_FrostWaveHastable))
- Set Skill_FrostWaveGroup = (Units within 700.00 of Skill_FrostWaveDamagedPoint matching ((((Matching unit) belongs to an enemy of (Owner of (Load 0 of (Key (Picked unit)) in Skill_FrostWaveHastable))) Equal to True) and (((Matching unit) is Magic Immune) Not equal to True)))
- Unit - Order (Last created unit) to Neutral - Firebolt (Random unit from Skill_FrostWaveGroup)
- Hashtable - Save ((Load 1 of (Key (Picked unit)) from Skill_FrostWaveHastable) - 1) as 1 of (Key (Picked unit)) in Skill_FrostWaveHastable
- Hashtable - Save Handle Of(Last created unit) as 2 of (Key (Picked unit)) in Skill_FrostWaveHastable
- Custom script: call RemoveLocation (udg_Skill_FrostWaveDamagedPoint)
- Custom script: call DestroyGroup (udg_Skill_FrostWaveGroup)
- Else - Actions
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Skill_FrostWaveHastable
- Unit Group - Remove (Picked unit) from Skill_FrostWaveGroup
- Unit - Remove (Picked unit) from the game
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Unit Group - Pick every unit in Skill_FrostWaveGroup and do (Actions)
- Events
The first trigger works fine but second one is the problem. If you've seen anything wrong, tell me or ask me (will take a little long time to reply).
+rep to all those helpful replying. Thank again.