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If you could rephrase it would be great, but as I have it translated:
"If I make my spell MUI with hashtables and I use the same trigger twice (copied), and I save all of the values in a different hashtable in each one, will it have any problems?"
If that is your question, using a different hashtable or not makes no difference in MUI, because the hashtable key is usually based on a timer or some sort of unit. In this case, you can use the SAME hashtable and it wont matter.
However, if you're trying to save values to one hashtable and get them from a different one, there is no way in hell it will work. You have to get your values from the same hasthable you saved them to.
DON'T use global variables if you're using hashtables. Hashtables are global variables, in a sense.
What sort of global variables are you using? As far as I can tell, theres no reason you should be using ANY at all, except for one global hashtable.
KnockbackTarget

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Knockback Single

Actions


-------- Just for configuration/readability --------


Set KnockBackTrig = (Triggering unit)


Set KB_POINT[1] = (Position of KnockBackTrig)


Set KnockBackTarget = (Target unit of ability being cast)


Set KB_POINT[2] = (Position of KnockBackTarget)


Set KnockbackAngle = (Angle from KB_POINT[1] to KB_POINT[2])


-------- Distance unit is knocked back per second --------


-------- .04 is how often the units are moved, so we multiply the distance by .04 --------


Set KnockbackDistance = (400.00 x 0.04)


-------- How long the unit is knocked back for --------


Set KBS_SpellDuration = 2.00


-------- Store the values --------


Hashtable - Save Handle OfKnockBackTarget as (Key target) of (Key (Target unit of ability being cast)) in KnockBackSingle


Hashtable - Save Handle OfKnockBackTrig as (Key unit) of (Key (Target unit of ability being cast)) in KnockBackSingle


Hashtable - Save KnockbackDistance as (Key distance) of (Key (Target unit of ability being cast)) in KnockBackSingle


Hashtable - Save KnockbackAngle as (Key angle) of (Key (Target unit of ability being cast)) in KnockBackSingle


Hashtable - Save KBS_SpellDuration as (Key time) of (Key (Target unit of ability being cast)) in KnockBackSingle


Unit Group - Add (Target unit of ability being cast) to KnockbackUnits


If ((KnockbackUnits <gen> is on) Equal to False) then do (Trigger - Turn on KnockbackUnits <gen>) else do (-------- do nothing comment,>.> 2 lazy --------)


Custom script: call RemoveLocation(udg_KB_Point[1])


Custom script: call RemoveLocation(udg_KB_Point[2)
Using globals like that is fine since you aren't accessing those globals at a later time. Once you throw in some sort of time between setting the global and accessing it (wait, timer, etc.) you can run into problems from multiple triggers using the same globals.
A location is a coordinate - x/y point. 0, 0 is in most cases the middle of your map.
And in that knockback example, I would use a timer. o>O
Groups are Unit Groups. They store a collection of units for easy access.
Locations/unit groups/... in a hashtable are still used for the same purposes as in normal variables, or what did you actually ask?and im thinking we can store location, group, and lot other thing, what they are for ?
Well, first you need to define a key: in your case "Target Unit of Ability Being Cast".how can u make this with a timer and Being MUI, thats why i use loop
