Spell doesnt work as it should. +rep for help (as always <3)

Furberg

Ultra Cool Member
Reaction score
45
So i got this spell and first time i use it, it works great. But when i use another abillity (it connections the abillity heavily, yes). The first abillity will damage alot more and move on not the way i want it too move. Please see if you can help me, im uploading the map. :thup:
btw here is triggers (warning long):

1.
Code:
Shockwave Spin
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Shockwave Spinning Around 
    Actions
        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by 250.00 towards 0.00 degrees) facing ((Facing of (Triggering unit)) - 90.00) degrees
        Set booleanST = True
        Set unitShockwave = (Last created unit)
        Set realFacing = 90.00
        Set realFacing2 = 180.00
        Set pointCasterPosi = (Position of (Triggering unit))
        Set unitCaster = (Triggering unit)
        Set integerDamage = (80 x (Level of Shockwave Spinning Around  for unitCaster))
        Trigger - Turn on MS <gen>
2.
Code:
MS
    Events
        Time - Every 0.05 seconds of game time
    Conditions
    Actions
        Unit - Move unitShockwave instantly to ((Position of unitCaster) offset by 300.00 towards realFacing degrees), facing realFacing2 degrees
        Set realFacing = (realFacing + 10.00)
        Set realFacing2 = (realFacing2 + 10.00)
        Set ugroupSD = (Units within 150.00 of (Position of unitShockwave) matching (((Matching unit) belongs to an enemy of (Owner of unitCaster)) Equal to True))
        Unit - Cause unitCaster to damage unitCaster, dealing (2.25 x (Real((Level of Shockwave Spinning Around  for unitCaster)))) damage of attack type Spells and damage type Normal
        Unit Group - Pick every unit in ugroupSD and do (Actions)
            Loop - Actions
                Unit - Cause unitCaster to damage (Picked unit), dealing ((Real(integerDamage)) / 8.00) damage of attack type Spells and damage type Normal
The other spell now
3.
Code:
Release
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Release 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                booleanST Equal to True
            Then - Actions
                Trigger - Turn off MS <gen>
                Trigger - Turn on MSR <gen>
                Set realFacingR = realFacing
                Unit - Add a 1.00 second Generic expiration timer to unitShockwave
                Wait 1.00 seconds
                Trigger - Turn off MSR <gen>
            Else - Actions
                Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: No shockwave was fo...
4.
Code:
MSR
    Events
        Time - Every 0.04 seconds of game time
    Conditions
    Actions
        Unit - Move unitShockwave instantly to ((Position of unitShockwave) offset by 25.00 towards realFacing degrees), facing realFacing degrees
        Set ugroupSDR = (Units within 150.00 of (Position of unitShockwave) matching (((Matching unit) belongs to an enemy of (Owner of unitCaster)) Equal to True))
        Unit Group - Pick every unit in ugroupSDR and do (Actions)
            Loop - Actions
                Unit - Cause unitCaster to damage (Picked unit), dealing ((Real(integerDamage)) / 4.00) damage of attack type Spells and damage type Normal

Thanks ALOT for help!
Here is map:
 

Attachments

  • another hero!.w3x
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XeNiM666

I lurk for pizza
Reaction score
138
1st:
make all the variable have arrays.
2nd
Code:
Set unitCaster[1] = (Triggering unit)
Set pointcasterposi[1] = (Position of unitCaster[1])
in order.
3rd:
realFacing must be an arrayed variable, instead using 2 variables
Code:
Set realFacing[1] = 90.00
Set realFacing[2] = 180.00
4th:
set number 3 trigger's variable:
Code:
Set realFacing[3] = realFacing[1]
 

XeNiM666

I lurk for pizza
Reaction score
138
yes

both triggers are using some same variables.

oh and try to clean your leaks:

Code:
Custom Script:    call RemoveLocation(udg_[I](your variables name)[(array, if it has any)])[/I]
just if you dont know
 

Furberg

Ultra Cool Member
Reaction score
45
yes

both triggers are using some same variables.

oh and try to clean your leaks:

Code:
Custom Script:    call RemoveLocation(udg_[I](your variables name)[(array, if it has any)])[/I]
just if you dont know

oh yeah i just made this spell. i like to remove leaks after ^^ but thanks. but i cant +rep you. it says "You must spread some around before giving it again" :( but thanks alot!!

EDIT: lol now i found the thing. didnt see i reused variables :p thanks alot my man, i will try to help you EVERYTIME you need :D
 

demotry241

Don't Ever Categorize Yourself.
Reaction score
105
yes

both triggers are using some same variables.

oh and try to clean your leaks:

Code:
Custom Script:    call RemoveLocation(udg_[I](your variables name)[(array, if it has any)])[/I]
just if you dont know

er...what XeniM666 wrote is the custom script to remove points.. just points. xD
 
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