Hi,
 
Is there a way to shoot multiple projectiles at a target using One spell at a Single target, where each projectile travels a slightly different path so you can see them better?
 
Oh, and I have another question.
Code: xml
	-          <GameModifier>
-             <ModType>Unit</ModType>
-             <Attribute>CurHealth</Attribute>
-             <IsForFormattedDescription>1</IsForFormattedDescription>
-             <Duration>-1</Duration>
-             <Effect>Bloody_OnHit</Effect>
-             <PerTurn>1</PerTurn>
-             <Calculate InternalName="Calc" ValueOwner="CastingUnit">
-                 <Expression><![CDATA[5 + [UnitStat_BonusBleed]]]></Expression>
-             </Calculate>
-             <Calculate InternalName="Value">
-                 <Expression><![CDATA[[Calc] * -1]]></Expression>
-             </Calculate>
-             <Calculate InternalName="ValueForFormattedDescription">
-                 <Expression><![CDATA[[Calc]]]></Expression>
-             </Calculate>
-         </GameModifier>
-   <GameModifier>
-             <ModType>Unit</ModType>
-             <Attribute>DefendableDamage</Attribute>
-             <AttackStat>UnitStat_Attack_Cold</AttackStat>
-             <Value>2</Value>
-         </GameModifier>
-   <GameModifier>
-             <ModType>Unit</ModType>
-             <Attribute>DefendableDamage</Attribute>
-             <AttackStat>UnitStat_Attack_Cold</AttackStat>
-             <Value>2</Value>
-         </GameModifier>
-   <GameModifier>
-             <ModType>Unit</ModType>
-             <Attribute>DefendableDamage</Attribute>
-             <AttackStat>UnitStat_Attack_Cold</AttackStat>
-             <Value>2</Value>
-         </GameModifier>
-   <GameModifier>
-             <ModType>Unit</ModType>
-             <Attribute>DefendableDamage</Attribute>
-             <AttackStat>UnitStat_Attack_Pierce</AttackStat>
-             <Value>2</Value>
-         </GameModifier>
 
In this code, if the first modifier is present, the remaining 4 modifiers do not appear to be executed.
 
If the first modifier is not present, then All the remaining 4 modifiers are executed.
 
How come?
 
Thanks.
 
For the projectiles, I tried duplicating the original particles and giving each projectile this code:
   <OffsetX>0.000000,0.000000,15.000000</OffsetX>
   <OffsetY>0.000000,0.000000,15.000000</OffsetY>
   <OffsetZ>0.000000,0.000000,15.000000</OffsetZ>
 
   <EmitterPosX>5.000000,0.000000,10.000000</EmitterPosX>
   <EmitterPosY>5.000000,0.000000,10.000000</EmitterPosY>
   <EmitterPosZ>5.000000,0.000000,10.000000</EmitterPosZ>
 
   <DirectionX>1.000000,0.000000,20.000000</DirectionX>
   <DirectionY>1.000000,0.000000,20.000000</DirectionY>
   <DirectionZ>1.000000,0.000000,20.000000</DirectionZ>
 
I added them to the sequenceframe:
 
  <SequenceFrame>Emitter1,0.000000</SequenceFrame>
  <SequenceFrame>Emitter2,0.100000</SequenceFrame>
  <SequenceFrame>Emitter4,0.000000</SequenceFrame>
  <SequenceFrame>Emitter0,0.200000</SequenceFrame>
  <SequenceFrame>Emitter11,0.000000</SequenceFrame>
  <SequenceFrame>Emitter21,0.100000</SequenceFrame>
  <SequenceFrame>Emitter41,0.000000</SequenceFrame>
  <SequenceFrame>Emitter01,0.200000</SequenceFrame>
 
1-4 are original, 11-41 are new.
 
Nothing shows up though.