ShadourazeR
New Member
- Reaction score
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I'm working on a custom skills AoS, and I didn't have problems to figure out how to make the normal spells, but when I tried to give ultimates, it just didn't work... it works correctly, but the ability never goes to the unit. See the triggers:
Normal Spells :thup:
Now,
Ultimate Spells :thdown: (What's wrong?)
So? :banghead:
Normal Spells :thup:
Trigger:
- Arcane Bolt
- Events
- Unit - A unit Finishes casting an ability
- Conditions
- (Ability being cast) Equal to Storm Bolt (Choose)
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] Less than 6
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Owner of (Triggering unit)) Food used) Greater than Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)]
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] Equal to 0
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Damage[(Player number of (Owner of (Triggering unit)))] Less than 2
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Ability_Number[(Player number of (Owner of (Triggering unit)))] Less than 3
- Then - Actions
- Set Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] = (Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] + 1)
- Set Ability_Number[(Player number of (Owner of (Triggering unit)))] = (Ability_Number[(Player number of (Owner of (Triggering unit)))] + 1)
- Wait 0.01 game-time seconds
- Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Add Arcane Bolt to (Picked unit))
- Set Damage[(Player number of (Owner of (Triggering unit)))] = (Damage[(Player number of (Owner of (Triggering unit)))] + 1)
- Player - Add (0 - Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)]) to (Owner of (Triggering unit)) Food used
- Else - Actions
- Game - Display to (All players) the text: You already have th...
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- Game - Display to (All players) the text: You already have tw...
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- Set Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] = (Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] + 1)
- Wait 0.01 game-time seconds
- Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Set level of Arcane Bolt for (Picked unit) to Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)])
- Player - Add (0 - Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)]) to (Owner of (Triggering unit)) Food used
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- Game - Display to (All players) the text: Not enough ability ...
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- Game - Display to (All players) the text: This ability was al...
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Now,
Ultimate Spells :thdown: (What's wrong?)
Trigger:
- Frost Army
- Events
- Unit - A unit Finishes casting an ability
- Conditions
- (Ability being cast) Equal to Frost Army (Choose)
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] Less than 3
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Owner of (Triggering unit)) Food used) Greater than Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)]
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] Equal to 0
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Ultimate[(Player number of (Owner of (Triggering unit)))] Less than 1
- Then - Actions
- Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Hero level of (Picked unit)) Greater than or equal to 6
- Then - Actions
- Set Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] = (Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] + 1)
- Set Ultimate[(Player number of (Owner of (Triggering unit)))] = (Ultimate[(Player number of (Owner of (Triggering unit)))] + 1)
- Wait 0.01 game-time seconds
- Unit - Add Frost Army (Ultimate) to (Picked unit)
- Player - Add (0 - Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)]) to (Owner of (Triggering unit)) Food used
- Else - Actions
- Game - Display to (All players) the text: You need to be of a...
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
- Else - Actions
- Game - Display to (All players) the text: You already have an...
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Hero level of (Picked unit)) Greater than or equal to ((Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] x 6) + 6)
- Then - Actions
- Set Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] = (Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] + 1)
- Wait 0.01 game-time seconds
- Unit - Set level of Frost Army (Ultimate) for (Picked unit) to Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)]
- Player - Add (0 - Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)]) to (Owner of (Triggering unit)) Food used
- Else - Actions
- Game - Display to (All players) the text: You need to be of a...
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- Game - Display to (All players) the text: Not enough ability ...
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- Game - Display to (All players) the text: This ability was al...
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
So? :banghead: