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Eternal Ichimonji 1
Events

Unit - A unit starts the effect of an ability
Conditions

(Ability being cast) is Equal to Eternal Ichimonji
Actions

Set EI_Caster = Casting Unit

Trigger - Turn on Eternal Ichimonji 2
Eternal Ichimonji 2
Events

Time - Every 1 seconds of the gametime
Conditions
Actions

Animation - Play EI_Caster's attack,walk,stand animation
Immolation Activate

Events


Unit - A unit Is issued an order with no target

Conditions


(Issued order) Equal to (Order(immolation))

Actions


Game - Display to (All players) the text: FLAME ON!!!


Animation - Play (Triggering unit)'s spin animation


-------- We reset the unit's animation after we played it --------


Animation - Reset (Triggering unit)'s animation
Immolation Deactivate

Events


Unit - A unit Is issued an order with no target

Conditions


(Issued order) Equal to (Order(unimmolation))

Actions


Game - Display to (All players) the text: flame off :<


Animation - Play (Triggering unit)'s stand, ready animation


-------- We reset the unit's animation after we played it --------


Animation - Reset (Triggering unit)'s animation
Events

Unit - A unit Is issued an order with no target
Conditions
Actions

If (All Conditions are True) then do (Then Actions) else do (Else Actions)


If - Conditions



(Issued order) Equal to (Order(immolation))


Then - Actions



Animation - Play (Triggering unit)'s stand spin animation


Else - Actions



If (All Conditions are True) then do (Then Actions) else do (Else Actions)




If - Conditions





(Issued order) Equal to (Order(unimmolation))




Then - Actions





Animation - Play (Triggering unit)'s stand animation




Else - Actions
edit:
Events
Unit - A unit Is issued an order with no target
Conditions
(Ability being cast) Equal to Immolation
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Issued order) Equal to (Order(immolation))
Then - Actions
Animation - Play (Triggering unit)'s stand spin animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Issued order) Equal to (Order(unimmolation))
Then - Actions
Animation - Play (Triggering unit)'s stand animation
Else - Actions
is this right?
