- Joined
- Aug 11, 2009
- Messages
- 605
The spell seems to work as intended but it would be nice to get some feedback on how to make it more effective / less chance for bugs as I am trying to learn more GUI
It is only supposed to be MPI, not MUI.
How it is supposed to work is that the Hero has a chance on hit to turn invisible and hit all nearby enemies with a 0.05 interval. When all enemies has been hit the Hero reappears again. Basically the idea is that the Hero move at high speed and damage all nearby enemies.
The setup for the effect is to add all nearby living enemies to a unit group and then check if its greater than 0. If so then the hero gets hide+invul and then turn on the 0.05 interval trigger.
How it is supposed to work is that the Hero has a chance on hit to turn invisible and hit all nearby enemies with a 0.05 interval. When all enemies has been hit the Hero reappears again. Basically the idea is that the Hero move at high speed and damage all nearby enemies.
The setup for the effect is to add all nearby living enemies to a unit group and then check if its greater than 0. If so then the hero gets hide+invul and then turn on the 0.05 interval trigger.
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Zan Blue Effect
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Events
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Time - Every 0.05 seconds of game time
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Conditions
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Actions
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For each (Integer Loop_FlashStrike) from 1 to 8, 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 UG_FlashStrike[Loop_FlashStrike]) Greater than 0
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Then - Actions
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Set VariableSet U_FlashStrikeTarget = (Random unit from UG_FlashStrike[Loop_FlashStrike])
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Set VariableSet Real_AbilityDamage = (((Real((Base Damage of U_Hero[Loop_FlashStrike] for weapon index 0))) x 1.80) + ((Real((Intelligence of U_Hero[Loop_FlashStrike] (Include bonuses)))) x 15.00))
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Set VariableSet Real_FlashStrikeFacing = ((Facing of U_FlashStrikeTarget) + 180.00)
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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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Real_FlashStrikeFacing Greater than 360.00
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Then - Actions
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Set VariableSet Real_FlashStrikeFacing = (Real_FlashStrikeFacing - 360.00)
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Else - Actions
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Set VariableSet Point_FlashStrike1 = (Position of U_FlashStrikeTarget)
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Set VariableSet Point_FlashStrike2 = (Point_FlashStrike1 offset by 125.00 towards Real_FlashStrikeFacing degrees.)
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Special Effect - Create a special effect at Point_FlashStrike1 using AZ_JianCi.mdx
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Special Effect - Destroy (Last created special effect)
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Unit - Create 1 Dummy (Zangetsu) for (Player(Loop_FlashStrike)) at Point_FlashStrike2 facing (Facing of U_FlashStrikeTarget) degrees
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Unit - Add a 0.20 second Generic expiration timer to (Last created unit)
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Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
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Animation - Change (Last created unit)'s animation speed to 200.00% of its original speed
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Animation - Play (Last created unit)'s attack animation
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Unit - Cause U_Hero[Loop_FlashStrike] to damage U_FlashStrikeTarget, dealing Real_AbilityDamage damage of attack type Hero and damage type Normal
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Unit Group - Remove U_FlashStrikeTarget from UG_FlashStrike[Loop_FlashStrike].
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Custom script: call RemoveLocation(udg_Point_FlashStrike1)
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Custom script: call RemoveLocation(udg_Point_FlashStrike2)
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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 UG_FlashStrike[Loop_FlashStrike]) Equal to 0
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Then - Actions
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Unit - Make U_Hero[Loop_FlashStrike] Vulnerable
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Unit - Unhide U_Hero[Loop_FlashStrike]
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Selection - Select U_Hero[Loop_FlashStrike] for (Player(Loop_FlashStrike))
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Else - Actions
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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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(Number of units in UG_FlashStrike[1]) Equal to 0
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(Number of units in UG_FlashStrike[2]) Equal to 0
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(Number of units in UG_FlashStrike[3]) Equal to 0
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(Number of units in UG_FlashStrike[4]) Equal to 0
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(Number of units in UG_FlashStrike[5]) Equal to 0
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(Number of units in UG_FlashStrike[6]) Equal to 0
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(Number of units in UG_FlashStrike[7]) Equal to 0
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(Number of units in UG_FlashStrike[8]) Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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Last edited: