[SOLVED][SOLVED][SOLVED][SOLVED][SOLVED][SOLVED][SOLVED][SOLVED][SOLVED][SOLVED]
Hello Guys,
Im working on a Spell for my Hero with Dynamic Indexing and have a problem when working with multiple triggers.
Im creating balls behind a back of the unit(max. 8 balls) each few seconds. There are two Triggers. one Set up and one Loop. Just normal easy MUI thing.
So every 3 seconds 1 ball appears behind the back(max.8) if i use another spell 4 balls should be used and 4 balls should be left. 8-4=4.
But 4 balls for every unit dissapears. and i dont know how to fix it.
Set Up: (works fine)
Loop: (works fine)
second spell which reduces balls by four(doesnt work well):
Hello Guys,
Im working on a Spell for my Hero with Dynamic Indexing and have a problem when working with multiple triggers.
Im creating balls behind a back of the unit(max. 8 balls) each few seconds. There are two Triggers. one Set up and one Loop. Just normal easy MUI thing.
So every 3 seconds 1 ball appears behind the back(max.8) if i use another spell 4 balls should be used and 4 balls should be left. 8-4=4.
But 4 balls for every unit dissapears. and i dont know how to fix it.
Set Up: (works fine)
-
Add Balls Obito
- Events
-
Conditions
- (Unit-type of (Triggering unit)) Equal to Mountain King
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Index_Size_Obito_2 Equal to 0
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Trigger - Turn on Add Balls Obito Loop <gen>
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Else - Actions
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Index_Size_Obito_2 = (Index_Size_Obito_2 + 1)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Index_Size_Obito_2 Greater than Index_maxSize_Obito_2
-
Then - Actions
- Set Index_Obito_2[Index_Size_Obito_2] = Index_Size_Obito_2
- Set Index_maxSize_Obito_2 = Index_Size_Obito_2
- Else - Actions
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set TempInt_Obito_2 = Index_Obito_2[Index_Size_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Caster[TempInt_Obito_2] = (Triggering unit)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_FinalDuration[TempInt_Obito_2] = 3.00
- Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
- Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Integer[TempInt_Obito_2] = 0
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = False
- Set Obito_Balls_boolean_2[TempInt_Obito_2] = False
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Unit - Add Gudoudama to Obito_Balls_Caster[TempInt_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Add Balls Obito Loop
-
Events
- Time - Every 0.03 seconds of game time
- Conditions
-
Actions
-
For each (Integer Loop_Obito_2) from 1 to Index_Size_Obito_2, do (Actions)
-
Loop - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set TempInt_Obito_2 = Index_Obito_2[Loop_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Duration[TempInt_Obito_2] Greater than 0.00
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Duration[TempInt_Obito_2] = (Obito_Balls_Duration[TempInt_Obito_2] - 0.03)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 0
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_boolean[TempInt_Obito_2] Equal to False
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 1.mdx
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = True
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = False
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 1
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_boolean[TempInt_Obito_2] Equal to False
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 2.mdx
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = True
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = False
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 2
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_boolean[TempInt_Obito_2] Equal to False
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 3.mdx
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = True
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = False
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 3
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_boolean[TempInt_Obito_2] Equal to False
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 4.mdx
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = True
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = False
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 4
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_boolean[TempInt_Obito_2] Equal to False
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 5.mdx
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = True
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = False
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 5
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_boolean[TempInt_Obito_2] Equal to False
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 6.mdx
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = True
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = False
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 6
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_boolean[TempInt_Obito_2] Equal to False
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 7.mdx
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = True
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = False
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 7
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_boolean[TempInt_Obito_2] Equal to False
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 8.mdx
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = True
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean[TempInt_Obito_2] = False
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Index_Obito_1[Loop_Obito_1] = Index_Obito_1[Index_Size_Obito_1] //Disabled becasue its a permanent passive
- Set Index_Obito_1[Index_Size_Obito_1] = TempInt_Obito_1 //Disabled becasue its a permanent passive
- Set Index_Size_Obito_1 = (Index_Size_Obito_1 - 1) //Disabled becasue its a permanent passive
- Set Loop_Obito_1 = (Loop_Obito_1 - 1) //Disabled becasue its a permanent passive
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If - Conditions
-
Loop - Actions
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For each (Integer Loop_Obito_2) from 1 to Index_Size_Obito_2, do (Actions)
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Events
-
Gudokasa
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Gudokasa
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Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Index_Size_Obito_1 Equal to 0
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Trigger - Turn on Gudokasa Loop <gen>
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Else - Actions
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Index_Size_Obito_1 = (Index_Size_Obito_1 + 1)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Index_Size_Obito_1 Greater than Index_maxSize_Obito_1
-
Then - Actions
- Set Index_Obito_1[Index_Size_Obito_1] = Index_Size_Obito_1
- Set Index_maxSize_Obito_1 = Index_Size_Obito_1
- Else - Actions
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set TempInt_Obito_1 = Index_Obito_1[Index_Size_Obito_1]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Caster_Obito_1[TempInt_Obito_1] = (Triggering unit)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Animation - Change Caster_Obito_1[TempInt_Obito_1]'s animation speed to 150.00% of its original speed
- Custom script: call SetUnitAnimationByIndex ( udg_Caster_Obito_1[udg_TempInt_Obito_1] , 4 )
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Level_of_Abillity_Obito_1[TempInt_Obito_1] = (Level of Gudokasa for Caster_Obito_1[TempInt_Obito_1])
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Distance_Obito_1[TempInt_Obito_1] = 0.00
- Set MaxDistance_Obito_1[TempInt_Obito_1] = (50.00 x (Real(Level_of_Abillity_Obito_1[TempInt_Obito_1])))
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Speed_Obito_1[TempInt_Obito_1] = (10.00 + (5.00 x (Real(Level_of_Abillity_Obito_1[TempInt_Obito_1]))))
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Angle_Obito_1[TempInt_Obito_1] = (Facing of Caster_Obito_1[TempInt_Obito_1])
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Unit - Turn collision for Caster_Obito_1[TempInt_Obito_1] Off
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
For each (Integer Loop_Obito_2) from 1 to Index_Size_Obito_2, do (Actions)
-
Loop - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set TempInt_Obito_2 = Index_Obito_2[Loop_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Wait[TempInt_Obito_2] Not equal to 1.00
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_boolean_2[TempInt_Obito_2] = True
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Else - Actions
-
If - Conditions
- Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] - 4)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Less than 0
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Set Obito_Balls_Integer[TempInt_Obito_2] = 0
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Else - Actions
-
If - Conditions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 1
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 1.mdx
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 2
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 2.mdx
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 3
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 3.mdx
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 4
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 4.mdx
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 5
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 5.mdx
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 6
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 6.mdx
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 7
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 7.mdx
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Obito_Balls_Integer[TempInt_Obito_2] Equal to 8
-
Then - Actions
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 8.mdx
- Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
- -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
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