BhoszKen13
New Member
- Reaction score
- 0
Can someone look at my triggers? -__- I cant seem to find what's causing it to not execute properly.
the spell is shackleshot in dota.
the spells description:
Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.
The problem is when i cast the spell, nothing happens.
here's the map incase you need it.
the spell is shackleshot in dota.
the spells description:
Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.
The problem is when i cast the spell, nothing happens.
Trigger:
- Shackleshot
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Shackleshot
- Actions
- Set S_Counts = (S_Counts + 1)
- Set S_Caster[S_Counts] = (Triggering unit)
- Set S_Target[S_Counts] = (Target unit of ability being cast)
- Set S_Boolean[S_Counts] = False
- Set TempLoc = (Position of (Triggering unit))
- Unit - Create 1 Shackleshot Missile for (Owner of (Triggering unit)) at TempLoc facing Default building facing degrees
- Unit - Set the custom value of (Last created unit) to S_Counts
- Unit Group - Add (Last created unit) to S_SpellGroup
- Trigger - Turn on Shackleshot Periodic <gen>
- Custom script: call RemoveLocation (udg_TempLoc)
Trigger:
- Shackleshot Periodic
- Events
- Time - Every 0.04 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in S_SpellGroup and do (Actions)
- Loop - Actions
- Set S_CusVal = (Custom value of (Picked unit))
- Set S_DummyLoc = (Position of (Picked unit))
- Set S_TargetLoc = (Position of S_Target[S_CusVal])
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- And - All (Conditions) are true
- Conditions
- (Distance between S_DummyLoc and S_TargetLoc) Greater than or equal to 40.00
- S_Boolean[S_CusVal] Not equal to True
- Then - Actions
- Set S_Angle = (Angle from S_DummyLoc to S_TargetLoc)
- Set S_Movement = (S_DummyLoc offset by 40.00 towards S_Angle degrees)
- Unit - Move (Picked unit) instantly to S_Movement, facing S_Angle degrees
- Set S_AnimateReal[S_CusVal] = (S_AnimateReal[S_CusVal] + 40.00)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- S_AnimateReal[S_CusVal] Greater than or equal to 80.00
- Then - Actions
- Animation - Play (Picked unit)'s birth animation
- Set S_AnimateReal[S_CusVal] = 0.00
- Else - Actions
- Else - Actions
- Set S_CastAngle[S_CusVal] = (Angle from (Position of S_Caster[S_CusVal]) to S_TargetLoc)
- Set S_TargetGroup = (Units within 525.00 of S_DummyLoc matching (((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is A ground unit) Equal to True)) and ((((Matching unit) is Magic Immune) Not equal to True) and (((((Matching unit) is Mechanical) Not eq
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in S_TargetGroup) Greater than 0
- Then - Actions
- Unit Group - Pick every unit in S_TargetGroup and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Picked unit) is A Hero) Equal to True
- Then - Actions
- Unit Group - Add (Picked unit) to S_HeroGroup
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in S_HeroGroup) Equal to 0
- Then - Actions
- Set S_SecTarget = (Random unit from S_TargetGroup)
- Else - Actions
- Set S_SecTarget = (Random unit from S_HeroGroup)
- Set S_Boolean[S_CusVal] = True
- Lightning - Create a Magic Leash lightning effect from source S_TargetLoc to target (Position of S_SecTarget)
- Lightning - Change color of (Last created lightning effect) to (0.00 1.00 0.00) with 1.00 alpha
- Set S_Lightning[S_CusVal] = (Last created lightning effect)
- Unit - Kill (Picked unit)
- Unit - Create 1 Caster Dummy for (Owner of (Picked unit)) at S_TargetLoc facing Default building facing degrees
- Unit - Add Shackleshot Stun to (Last created unit)
- Unit - Set level of Shackleshot Stun for (Last created unit) to (1 + (Level of Shackleshot for S_Caster[S_CusVal]))
- Unit - Order (Last created unit) to Human Mountain King - Storm Bolt S_Target[S_CusVal]
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Unit - Create 1 Caster Dummy for (Owner of (Picked unit)) at S_TargetLoc facing Default building facing degrees
- Unit - Add Shackleshot Stun to (Last created unit)
- Unit - Set level of Shackleshot Stun for (Last created unit) to (1 + (Level of Shackleshot for S_Caster[S_CusVal]))
- Unit - Order (Last created unit) to Human Mountain King - Storm Bolt S_SecTarget
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Else - Actions
- Destructible - Pick every destructible within 525.00 of S_TargetLoc and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- And - All (Conditions) are true
- Conditions
- (Angle from S_TargetLoc to (Position of (Picked destructible))) Greater than or equal to (S_CastAngle[S_CusVal] - 40.00)
- (Angle from S_TargetLoc to (Position of (Picked destructible))) Less than or equal to (S_CastAngle[S_CusVal] + 40.00)
- Then - Actions
- Set S_Boolean[S_CusVal] = True
- Lightning - Create a Magic Leash lightning effect from source S_TargetLoc to target (Position of (Picked destructible))
- Lightning - Change color of (Last created lightning effect) to (0.00 1.00 0.00) with 1.00 alpha
- Set S_Lightning[S_CusVal] = (Last created lightning effect)
- Animation - Play (Picked destructible)'s hit animation
- Unit - Kill (Picked unit)
- Unit - Create 1 Caster Dummy for (Owner of (Picked unit)) at S_TargetLoc facing Default building facing degrees
- Unit - Add Shackleshot Stun to (Last created unit)
- Unit - Set level of Shackleshot Stun for (Last created unit) to (1 + (Level of Shackleshot for S_Caster[S_CusVal]))
- Unit - Order (Last created unit) to Human Mountain King - Storm Bolt S_Target[S_CusVal]
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- S_Boolean[S_CusVal] Not equal to True
- Then - Actions
- Unit - Create 1 Caster Dummy for (Owner of (Picked unit)) at S_TargetLoc facing Default building facing degrees
- Unit - Add Shackleshot Stun to (Last created unit)
- Unit - Order (Last created unit) to Human Mountain King - Storm Bolt S_Target[S_CusVal]
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Unit - Remove (Picked unit) from the game
- Unit Group - Remove (Picked unit) from S_SpellGroup
- Else - Actions
- Custom script: call RemoveLocation (udg_S_TargetLoc)
- Custom script: call RemoveLocation (udg_S_DummyLoc)
- Custom script: call RemoveLocation (udg_S_Movement)
- Custom script: call DestroyGroup (udg_S_TargetGroup)
- Custom script: call DestroyGroup (udg_S_HeroGroup)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- And - All (Conditions) are true
- Conditions
- S_LightningDuration[S_CusVal] Less than (0.75 + (0.75 x (Real((Level of Shackleshot for S_Caster[S_CusVal])))))
- S_Boolean[S_CusVal] Equal to True
- Then - Actions
- Set S_LightningDuration[S_CusVal] = (S_LightningDuration[S_CusVal] + 0.04)
- Else - Actions
- Lightning - Destroy S_Lightning[S_CusVal]
- Unit - Remove (Picked unit) from the game
- Unit Group - Remove (Picked unit) from S_SpellGroup
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in S_SpellGroup) Equal to 0
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
here's the map incase you need it.