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You're going to need Bribe's GUI Unit Indexer and his Damage Engine
CastFurySwipes
Events
Unit - A unit starts the effects of an ability
Conditions
(Ability being cast) Equal To Fury Swipes
Actions
--- 5 attacks/ You can change it to whatever you want ---
Set FurySwipeCount[(Custom value of (Triggering unit))] = 5
OnDamage
Events
Game - DamageEvent becomes Equal To 1.00 // I don't remember exactly what it should become, but you can read the instructions to find out which number is used for an attack
Conditions
Actions
Set Int1 = (Custom value of DAMAGE_SOURCE)
Set Int2 = (Custom value of DAMAGE_TARGET)
If FurySwipeCount[Int1] > 0 Then
// TURN OFF DAMAGE ENGINE HERE
Unit - Cause DAMAGE_SOURCE to deal FuryDamage[Int2] damage to DAMAGE_TARGET
// TURN ON DAMAGE ENGINE HERE
If FurySwipeCount[Int1] == 1 Then
Set FuryDamage[Int2] = 0
Set FurySwipeCount[Int1] = 0
Else
Set FuryDamage[Int2] = FuryDamage[Int2] + 5.0
Set FurySwipeCount[Int1] = FurySwipeCount[Int1] - 1
"Each attack made is enhanced with living flames that cling to the target. These flames add <ANic,DataA1> damage on the first attack, twice as much on the second attack, three times as much on the third attack, etc."
Ursa Warrior's fury swipes is literally just a modified version of Incinerate. Nothing special about it, nothing that requires triggers.
What the f*ck?
Why does the Incinerate in my Object editor add a percantage then?!?]
edit
Nevermind, I understood the tool-tip differently.
Plus, I always work with the object editor with the Raw Data so I can use it when I write tooltips. (Nothing is clear, but I'm fine with it)
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