Mui ? Doesnt work
hmm i started to learn Gui/Mui i wanted to know if this system is mui and work good, i think i failed to recycle vars
i a lil bit lost any help would be cool
All variable beginning with ''DOT'' are used via a library as Damage over time, those vars work, but some of the rest of system glitch and bug
edit : the condition that working with amerunit and Buff doesnt work on the loop
i edited code that what i got ..... i dont know why
hmm i started to learn Gui/Mui i wanted to know if this system is mui and work good, i think i failed to recycle vars
All variable beginning with ''DOT'' are used via a library as Damage over time, those vars work, but some of the rest of system glitch and bug
edit : the condition that working with amerunit and Buff doesnt work on the loop
i edited code that what i got ..... i dont know why
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Ameretusu effect
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Amaterasu
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Actions
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Game - Display to (All players) the text: WORKS1
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Set AmerTarget3[(Integer A)] = (Target point of ability being cast)
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Set AmerTarget[(Integer A)] = AmerTarget3[(Integer A)]
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Set AmerReal3[(Integer A)] = 5.00
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Set AmerAoe[(Integer A)] = 500.00
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Set AmerGroup[(Integer A)] = (Units within AmerAoe[(Integer A)] of AmerTarget[(Integer A)] matching (((Matching unit) belongs to an ally of AmerPlayer[(Integer A)]) Equal to False))
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Set AmerPlayer[(Integer A)] = (Owner of (Casting unit))
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Unit Group - Pick every unit in AmerGroup[(Integer A)] and do (Actions)
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Loop - Actions
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Set DOT_Target = (Picked unit)
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Set DOT_Source = (Casting unit)
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Set DOT_Dmg = (1.00 x ((Real((Level of (Ability being cast) for DOT_Source))) x ((Real((Strength of DOT_Source (Exclude bonuses)))) + 150.00)))
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Set DOT_Duration = 5.00
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Set DOT_Interval = 1.00
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Set DOT_Effect = <Empty String>
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Set DOT_AttachedEffect = <Empty String>
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Set DOT_AttachPoint = <Empty String>
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Custom script: call DamageAttach( udg_DOT_Source, udg_DOT_Target, udg_DOT_Dmg, udg_DOT_Duration, udg_DOT_Interval, udg_DOT_Effect, udg_DOT_AttachedEffect, udg_DOT_AttachPoint )
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Trigger - Turn on Ameretusu loop <gen>
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Game - Display to (All players) the text: WORKS1
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Ameretusu loop
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Events
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Time - Every 0.25 seconds of game time
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Conditions
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Actions
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Set AmerSuccess[(Integer A)] = False
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Unit Group - Pick every unit in AmerGroup[(Integer A)] and do (Actions)
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Loop - Actions
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Set AmerUnit[(Integer A)] = (Picked unit)
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Set AmerTarget2[(Integer A)] = (Position of (Picked unit))
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Set AmerReal[(Integer A)] = (AmerReal3[(Integer A)] - 0.25)
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Game - Display to (All players) the text: WORKS2
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(AmerUnit[(Integer A)] has buff Amaterasu ) Equal to True
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Then - Actions
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Game - Display to (All players) the text: WORKS3
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Destructible - Pick every destructible within 100.00 of AmerTarget2[(Integer A)] and do (Actions)
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Loop - Actions
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Destructible - Kill (Picked destructible)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(AmerReal[(Integer A)] Equal to 0.00) or (((AmerUnit[(Integer A)] is dead) Equal to True) or ((AmerUnit[(Integer A)] has buff Amaterasu ) Equal to False))
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Then - Actions
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Game - Display to (All players) the text: WORKS4
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Custom script: call RemoveLocation( udg_AmerTarget2[ GetForLoopIndexA( ) ] )
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Custom script: call RemoveLocation( udg_AmerTarget[ GetForLoopIndexA( ) ] )
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Custom script: call DestroyGroup( udg_AmerGroup[ GetForLoopIndexA( ) ] )
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Set AmerPlayer[(Integer A)] = (Owner of No unit)
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Set AmerReal[(Integer A)] = 0.00
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Set AmerReal3[(Integer A)] = 0.00
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Set AmerUnit[(Integer A)] = No unit
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Set AmerGroup[(Integer A)] = (Units within 0.00 of (Position of No unit) matching (((Matching unit) belongs to an ally of (Owner of No unit)) Equal to False))
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Trigger - Turn off (This trigger)
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Else - Actions
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Custom script: call RemoveLocation( udg_AmerTarget2[ GetForLoopIndexA( ) ] )
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