Dark_Phoenix
New Member
- Reaction score
- 3
Trigger:
- EarthArrows
- Events
- Conditions
- (Unit-type of (Damage source)) Equal to Bowyer
- Actions
- For each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-type of (Item carried by (Damage source) in slot (Integer A))) Equal to Earth Arrows
- Then - Actions
- Trigger - Turn off (This trigger)
- If ((Charges remaining in (Item carried by (Damage source) of type Earth Arrows)) Equal to 0) then do (Item - Remove (Item carried by (Damage source) of type Earth Arrows)) else do (Do nothing)
- Set tempPoint = (Position of (Damage source))
- Unit - Create 1 Dummy for (Owner of (Damage source)) at tempPoint facing Default building facing degrees
- Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
- Unit - Add Mini-Shockwave to (Last created unit)
- Unit - Set level of Mini-Shockwave for (Last created unit) to 1
- Set ShockwavePoint = (Position of (Triggering unit))
- Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave ShockwavePoint
- Wait 3.00 seconds
- Custom script: call RemoveLocation(udg_tempPoint)
- Custom script: call RemoveLocation(udg_ShockwavePoint)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Trigger - Turn on (This trigger)
- For each (Integer A) from 1 to 6, do (Actions)
Trigger:
- Damage Detector
- Events
- Unit - A unit Is attacked
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering unit) is in tempGroup) Not equal to True
- Then - Actions
- Unit Group - Add (Triggering unit) to tempGroup
- Trigger - Add to Critical Strike1 <gen> the event (Unit - (Triggering unit) Takes damage)
- Trigger - Add to FireArrows <gen> the event (Unit - (Triggering unit) Takes damage)
- Trigger - Add to AttackArrows <gen> the event (Unit - (Triggering unit) Takes damage)
- Trigger - Add to FrostArrows <gen> the event (Unit - (Triggering unit) Takes damage)
- Trigger - Add to EarthArrows <gen> the event (Unit - (Triggering unit) Takes damage)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
The first one is the actual trigger; the second one is the damage detector.
Yes, the dummy has enough mana; I don't know why the shockwave isn't firing...