tommerbob
Minecraft. :D
- Reaction score
- 110
I've got spell that stuns a target for 1 second, and then if it moves in the next 5 seconds, it will take additional damage.
The problem is that it causes ALOT more damage than it is supposed to. I'm talking like 500x damage, it instantly kills any unit after it is no longer stunned.
I have no idea why:
The problem is that it causes ALOT more damage than it is supposed to. I'm talking like 500x damage, it instantly kills any unit after it is no longer stunned.
I have no idea why:
Trigger:
- Ravage
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Ravage
- Actions
- Set RavageCaster = (Triggering unit)
- Set RavageTarget = (Target unit of ability being cast)
- Wait 1.00 seconds
- Set RavagePoint = (Position of RavageTarget)
- Unit - Create 1 Dummy Caster for (Owner of RavageCaster) at RavagePoint facing Default building facing degrees
- Unit - Add Ravage (dummy) to (Last created unit)
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Order (Last created unit) to Neutral Alchemist - Acid Bomb RavageTarget
- Trigger - Turn on Ravage move damage <gen>
- Events
Trigger:
- Ravage move damage
- Events
- Time - Every 0.10 seconds of game time
- Conditions
- Actions
- Set RavagePoint = (Position of RavageTarget)
- Wait 0.10 seconds
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Region centered at RavagePoint with size (10.00, 10.00)) contains RavageTarget) Equal to True
- Then - Actions
- Else - Actions
- Set RavageAmount = ((0.05 + ((Real((Level of Ravage for RavageCaster))) x 0.15)) x (Distance between (Position of RavageTarget) and RavagePoint))
- Unit - Cause RavageCaster to damage RavageTarget, dealing RavageAmount damage of attack type Spells and damage type Normal
- Special Effect - Create a special effect attached to the chest of MangleTarget using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
- Special Effect - Destroy (Last created special effect)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- (RavageTarget has buff Ravage (dummy)) Equal to True
- (RavageTarget is dead) Equal to True
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Else - Actions
- Trigger - Turn off (This trigger)
- If - Conditions
- Custom script: call RemoveLocation(udg_RavagePoint)
- Events