- Joined
- Jan 25, 2009
- Messages
- 572
Hello. I've trying to create a spell that's called Feared Slice and have just tried to learn Indexing. I did understand 80% of the tutorial but when i do almost as the tutorial says in my spell the MUI doesn't work anyway. Please help me.
Here's the triggers
Here's the triggers
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Feared Slice init
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Feared Slice
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- FS_Index[1] Equal to 0
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Then - Actions
- Trigger - Turn on Feared Slice Loop <gen>
- Else - Actions
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If - Conditions
- Set FS_Index[1] = (FS_Index[1] + 1)
- Set FS_Index[2] = (FS_Index[2] + 1)
- Set FS_LoopIsOn[FS_Index[2]] = True
- Set FS_TargetedUnit[FS_Index[2]] = (Target unit of ability being cast)
- Set FS_CastingUnit[FS_Index[2]] = (Casting unit)
- Set FS_Hits[FS_Index[2]] = (4 + (1 x (Level of Feared Slice for FS_CastingUnit[FS_Index[2]])))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Feared Slice Loop
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Events
- Time - Every 1.40 seconds of game time
- Conditions
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Actions
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For each (Integer FS_Index[3]) from 1 to FS_Index[2], 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
- FS_LoopIsOn[FS_Index[3]] Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (FS_TargetedUnit[FS_Index[3]] is alive) Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- FS_MoveInteger[FS_Index[3]] Equal to 0
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Then - Actions
- Set FS_MoveInteger[FS_Index[3]] = 1
- Set FS_Point1 = (Position of FS_CastingUnit[FS_Index[2]])
- Set FS_Point2 = (Position of FS_TargetedUnit[FS_Index[2]])
- Unit - Pause FS_TargetedUnit[FS_Index[3]]
- Unit - Make FS_CastingUnit[FS_Index[3]] Invulnerable
- Unit - Add Feared Slice Crit to FS_CastingUnit[FS_Index[3]]
- Unit - Move FS_CastingUnit[FS_Index[3]] instantly to FS_Point2
- Unit - Order FS_CastingUnit[FS_Index[3]] to Attack FS_TargetedUnit[FS_Index[3]]
- Custom script: call RemoveLocation (udg_FS_Point2)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- FS_Duration[FS_Index[3]] Equal to FS_Hits[FS_Index[3]]
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Then - Actions
- Set FS_Index[1] = (FS_Index[1] - 1)
- Set FS_LoopIsOn[FS_Index[3]] = False
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- FS_Index[1] Equal to 0
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Then - Actions
- Set FS_Index[2] = 0
- Set FS_Duration[FS_Index[3]] = 0
- Unit - Remove Feared Slice Crit from FS_CastingUnit[FS_Index[3]]
- Unit - Unpause FS_TargetedUnit[FS_Index[3]]
- Unit - Make FS_CastingUnit[FS_Index[3]] Vulnerable
- Unit - Move FS_CastingUnit[FS_Index[3]] instantly to FS_Point1
- Custom script: call RemoveLocation (udg_FS_Point1)
- Selection - Select FS_CastingUnit[FS_Index[3]] for (Owner of FS_CastingUnit[FS_Index[3]])
- Set FS_MoveInteger[FS_Index[3]] = 0
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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Else - Actions
- Set FS_Duration[FS_Index[3]] = (FS_Duration[FS_Index[3]] + 1)
- Selection - Remove FS_CastingUnit[FS_Index[3]] from selection for (Owner of FS_CastingUnit[FS_Index[3]])
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer FS_Index[3]) from 1 to FS_Index[2], do (Actions)
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Events