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For each (Integer CB_TempInteger) from 1 to CB_IndicatorCount, do (Actions)
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Loop - Actions
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Set CB_TempUnit = (Triggering unit)
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Set CB_TempAbilityIndex = (Level of CB_Ability for CB_TempUnit)
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Set CB_TempPlayer = (Triggering player)
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Set CB_TempPoint = (Position of CB_TempBanner)
All these actions in the loop need to only be done once as they don't change (move it outside of the loop)
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Set CB_TempBanner = (Last created unit)
This is uneeded, you already have
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Set CB_Banner[CB_MaxIndex] = (Last created unit)
to refer to the unit
- you should make the actual debuff abilities have levels as well as the banner itself (it'd make sense that a stronger banner could give more powerful debuffs)
- Dummy units should be owned by a dummy player to prevent it from messing with the scorescreen (since you save the player you can still filter units to target)
Now going to test for bugs - will edit this post when complete
Edit:
- Tooltip is good and explains the ability very well (though the learn tooltip should state what the next level to learn is)
- The spell lacks an appropriate AOE indicator
- Indicator dummies are able to leave the map:
--- When testing with a large AOE (I tested with 5000) the pathfinding of the indicator dummies began glitching: I recommend using SetUnitX/Y as opposed to the normal pathfinding to prevent this (processing would also decrease)
--- While the game should not crash from dummies leaving the map (as if you tell them to move to a point that would do so they don't, see: set AOE to 15000) resolving the above issue(s) would introduce the risk of this crash happening (as they're no longer running checks for a valid point)
- I see what you mean when we spoke in chat about the banner moving a little when casting an ability - I would suggest setting the turning circle of the dummy to 3.00 (see if that resolves the issue) or do as you suggested though I wouldn't describe the change as necessary