I have came up with this spell for as a request. I would like to know if I have missed anything, I had to stop in the middle of it then resume it several hours later so I figured I'd post it to get some extra eyes to scope it.
The spell generally has two sets, One on cast another that detects. The entire thing is MUI so if you do not understand it, then you still wont understand it lol.
If you find something I will give +rep for the aid.
While this is here I will be working on Anothers spell.
The spell generally has two sets, One on cast another that detects. The entire thing is MUI so if you do not understand it, then you still wont understand it lol.
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Fire Tricks
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Events
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Unit - A unit Begins casting an ability
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Conditions
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(Ability being cast) Equal to Fire Tricks [ Custom Spell ]
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Actions
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Set New_Que_Active = True
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For each (Integer MUI) from 0 to 200, do (Actions)
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Loop - 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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MUI_Que_Boolean[MUI] Equal to False
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New_Que_Active Equal to True
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Then - Actions
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-------- The True/False Condition that lets the Loop grab only 1 open ofr use Integer Array. --------
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Set New_Que_Active = False
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Set Player_MUI[MUI] = (Owner of (Triggering unit))
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-------- The True/False Condition that tells the loop Trigger if the this Integer is in use at this time. --------
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Set MUI_Que_Boolean[MUI] = True
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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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(Level of (Ability being cast) for (Triggering unit)) Equal to 1
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Then - Actions
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-------- Blink Explosion Damage --------
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Set Damage_MUI[MUI] = 750.00
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-------- Dummy Explosion Damage --------
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Set Dummy_Damage_MUI[MUI] = 500.00
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Else - Actions
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-------- Grabs Casting Unit and adds it to the MUI Integer --------
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Set Unit_MUI[MUI] = (Triggering unit)
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-------- Grabs all the Leak Locations --------
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Set LocationLeak1_MUI = (Position of (Triggering unit))
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-------- Adds the Dummy to the MUI integer Then creates him --------
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Unit - Create 1 Shadow image [Custom Dummy for Player_MUI[MUI] at LocationLeak1_MUI facing (Facing of Unit_MUI[MUI]) degrees
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Set Dummy_MUI[MUI] = (Last created unit)
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-------- Damage Location blinked at --------
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Set LocationLeak3_MUI = (Target point of ability being cast)
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Set UnitGroup_MUI[MUI] = (Units within 300.00 of LocationLeak2_MUI matching ((((Triggering unit) belongs to an enemy of Player_MUI[MUI]) Equal to True) and (((Triggering unit) is A structure) Not equal to True)))
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Unit Group - Pick every unit in UnitGroup_MUI[MUI] and do (Actions)
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Loop - 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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(Number of units in UnitGroup_MUI[MUI]) Greater than or equal to 1
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Then - Actions
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Unit - Cause Unit_MUI[MUI] to damage (Triggering unit), dealing Damage_MUI[MUI] damage of attack type Chaos and damage type Normal
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Else - Actions
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Custom script: call RemoveLocation(udg_LocationLeak1_MUI)
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Custom script: call DestroyGroup(udg_UnitGroup_MUI[udg_MUI])
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Custom script: call RemoveLocation(udg_LocationLeak3_MUI)
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Custom script: set udg_LocationLeak1_MUI = null
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Custom script: set udg_UnitGroup_MUI[udg_MUI] = null
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Custom script: set udg_LocationLeak3_MUI = null
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Else - Actions
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Dummy Sensoring
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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For each (Integer MUI) from 0 to 200, do (Actions)
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Loop - 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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MUI_Que_Boolean[MUI] Equal to True
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Then - Actions
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Set LocationLeak2_MUI = (Position of Dummy_MUI[MUI])
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Set UnitGroup_MUI[MUI] = (Units within 300.00 of LocationLeak2_MUI matching ((((Triggering unit) belongs to an enemy of Player_MUI[MUI]) Equal to True) and (((Triggering unit) is A structure) Not equal to True)))
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Unit Group - Pick every unit in UnitGroup_MUI[MUI] and do (Actions)
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Loop - 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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(Number of units in UnitGroup_MUI[MUI]) Greater than or equal to 1
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Then - Actions
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Special Effect - Create a special effect at LocationLeak2_MUI using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
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Set Special_Effect_MUI[MUI] = (Last created special effect)
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Unit - Remove Dummy_MUI[MUI] from the game
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Unit - Cause Unit_MUI[MUI] to damage (Triggering unit), dealing Dummy_Damage_MUI[MUI] damage of attack type Chaos and damage type Normal
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Else - Actions
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Special Effect - Destroy Special_Effect_MUI[MUI]
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Custom script: call DestroyGroup(udg_UnitGroup_MUI[udg_MUI])
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Custom script: set udg_UnitGroup_MUI[udg_MUI] = null
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Custom script: call RemoveLocation(udg_LocationLeak2_MUI)
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Custom script: set udg_LocationLeak2_MUI = null
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Set MUI_Que_Boolean[MUI] = False
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Else - Actions
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While this is here I will be working on Anothers spell.
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