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[Solved] [MUI] Dynamic Indexing Trigger Problem.

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Level 8
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Jan 8, 2013
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348
[SOLVED][SOLVED][SOLVED][SOLVED][SOLVED][SOLVED][SOLVED][SOLVED][SOLVED][SOLVED]



Hello Guys,

Im working on a Spell for my Hero with Dynamic Indexing and have a problem when working with multiple triggers.

Im creating balls behind a back of the unit(max. 8 balls) each few seconds. There are two Triggers. one Set up and one Loop. Just normal easy MUI thing.

So every 3 seconds 1 ball appears behind the back(max.8) if i use another spell 4 balls should be used and 4 balls should be left. 8-4=4.

But 4 balls for every unit dissapears. and i dont know how to fix it.

Set Up: (works fine)
  • Add Balls Obito
    • Events
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Mountain King
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Index_Size_Obito_2 Equal to 0
        • Then - Actions
          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
          • Trigger - Turn on Add Balls Obito Loop <gen>
          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
        • Else - Actions
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set Index_Size_Obito_2 = (Index_Size_Obito_2 + 1)
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Index_Size_Obito_2 Greater than Index_maxSize_Obito_2
        • Then - Actions
          • Set Index_Obito_2[Index_Size_Obito_2] = Index_Size_Obito_2
          • Set Index_maxSize_Obito_2 = Index_Size_Obito_2
        • Else - Actions
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set TempInt_Obito_2 = Index_Obito_2[Index_Size_Obito_2]
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set Obito_Balls_Caster[TempInt_Obito_2] = (Triggering unit)
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set Obito_Balls_FinalDuration[TempInt_Obito_2] = 3.00
      • Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
      • Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set Obito_Balls_Integer[TempInt_Obito_2] = 0
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set Obito_Balls_boolean[TempInt_Obito_2] = False
      • Set Obito_Balls_boolean_2[TempInt_Obito_2] = False
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Unit - Add Gudoudama to Obito_Balls_Caster[TempInt_Obito_2]
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
Loop: (works fine)
  • Add Balls Obito Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Loop_Obito_2) from 1 to Index_Size_Obito_2, do (Actions)
        • Loop - Actions
          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
          • Set TempInt_Obito_2 = Index_Obito_2[Loop_Obito_2]
          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Obito_Balls_Duration[TempInt_Obito_2] Greater than 0.00
            • Then - Actions
              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
              • Set Obito_Balls_Duration[TempInt_Obito_2] = (Obito_Balls_Duration[TempInt_Obito_2] - 0.03)
              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
            • Else - Actions
              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Obito_Balls_Integer[TempInt_Obito_2] Equal to 0
                • Then - Actions
                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Obito_Balls_boolean[TempInt_Obito_2] Equal to False
                    • Then - Actions
                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                      • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 1.mdx
                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                      • Set Obito_Balls_boolean[TempInt_Obito_2] = True
                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                    • Else - Actions
                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
                        • Then - Actions
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                        • Else - Actions
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • Set Obito_Balls_boolean[TempInt_Obito_2] = False
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Obito_Balls_Integer[TempInt_Obito_2] Equal to 1
                    • Then - Actions
                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Obito_Balls_boolean[TempInt_Obito_2] Equal to False
                        • Then - Actions
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 2.mdx
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • Set Obito_Balls_boolean[TempInt_Obito_2] = True
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                        • Else - Actions
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
                            • Then - Actions
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                            • Else - Actions
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • Set Obito_Balls_boolean[TempInt_Obito_2] = False
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
                              • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Obito_Balls_Integer[TempInt_Obito_2] Equal to 2
                        • Then - Actions
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Obito_Balls_boolean[TempInt_Obito_2] Equal to False
                            • Then - Actions
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 3.mdx
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • Set Obito_Balls_boolean[TempInt_Obito_2] = True
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                            • Else - Actions
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
                                • Then - Actions
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                • Else - Actions
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • Set Obito_Balls_boolean[TempInt_Obito_2] = False
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
                                  • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Obito_Balls_Integer[TempInt_Obito_2] Equal to 3
                            • Then - Actions
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Obito_Balls_boolean[TempInt_Obito_2] Equal to False
                                • Then - Actions
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 4.mdx
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • Set Obito_Balls_boolean[TempInt_Obito_2] = True
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                • Else - Actions
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
                                    • Then - Actions
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                    • Else - Actions
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • Set Obito_Balls_boolean[TempInt_Obito_2] = False
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
                                      • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Obito_Balls_Integer[TempInt_Obito_2] Equal to 4
                                • Then - Actions
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Obito_Balls_boolean[TempInt_Obito_2] Equal to False
                                    • Then - Actions
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 5.mdx
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • Set Obito_Balls_boolean[TempInt_Obito_2] = True
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                    • Else - Actions
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
                                        • Then - Actions
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                        • Else - Actions
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • Set Obito_Balls_boolean[TempInt_Obito_2] = False
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
                                          • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Obito_Balls_Integer[TempInt_Obito_2] Equal to 5
                                    • Then - Actions
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Obito_Balls_boolean[TempInt_Obito_2] Equal to False
                                        • Then - Actions
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 6.mdx
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • Set Obito_Balls_boolean[TempInt_Obito_2] = True
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                        • Else - Actions
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
                                            • Then - Actions
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                              • Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                            • Else - Actions
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                              • Set Obito_Balls_boolean[TempInt_Obito_2] = False
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                              • Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
                                              • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                              • Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                              • Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                              • Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Obito_Balls_Integer[TempInt_Obito_2] Equal to 6
                                        • Then - Actions
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • Obito_Balls_boolean[TempInt_Obito_2] Equal to False
                                            • Then - Actions
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                              • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 7.mdx
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                              • Set Obito_Balls_boolean[TempInt_Obito_2] = True
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                            • Else - Actions
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                • If - Conditions
                                                  • Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
                                                • Then - Actions
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                  • Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                • Else - Actions
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                  • Set Obito_Balls_boolean[TempInt_Obito_2] = False
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                  • Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
                                                  • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                  • Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                  • Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                  • Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                        • Else - Actions
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • Obito_Balls_Integer[TempInt_Obito_2] Equal to 7
                                            • Then - Actions
                                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                • If - Conditions
                                                  • Obito_Balls_boolean[TempInt_Obito_2] Equal to False
                                                • Then - Actions
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                  • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 8.mdx
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                  • Set Obito_Balls_boolean[TempInt_Obito_2] = True
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                • Else - Actions
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                    • If - Conditions
                                                      • Obito_Balls_Wait[TempInt_Obito_2] Greater than 0.00
                                                    • Then - Actions
                                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                      • Set Obito_Balls_Wait[TempInt_Obito_2] = (Obito_Balls_Wait[TempInt_Obito_2] - 0.03)
                                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                    • Else - Actions
                                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                      • Set Obito_Balls_boolean[TempInt_Obito_2] = False
                                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                      • Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
                                                      • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                      • Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] + 1)
                                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                      • Set Obito_Balls_Wait[TempInt_Obito_2] = 1.00
                                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                      • Set Obito_Balls_Duration[TempInt_Obito_2] = Obito_Balls_FinalDuration[TempInt_Obito_2]
                                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                            • Else - Actions
              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
              • Set Index_Obito_1[Loop_Obito_1] = Index_Obito_1[Index_Size_Obito_1] //Disabled becasue its a permanent passive
              • Set Index_Obito_1[Index_Size_Obito_1] = TempInt_Obito_1 //Disabled becasue its a permanent passive
              • Set Index_Size_Obito_1 = (Index_Size_Obito_1 - 1) //Disabled becasue its a permanent passive
              • Set Loop_Obito_1 = (Loop_Obito_1 - 1) //Disabled becasue its a permanent passive
              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
second spell which reduces balls by four(doesnt work well):
  • Gudokasa
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Gudokasa
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Index_Size_Obito_1 Equal to 0
        • Then - Actions
          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
          • Trigger - Turn on Gudokasa Loop <gen>
          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
        • Else - Actions
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set Index_Size_Obito_1 = (Index_Size_Obito_1 + 1)
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Index_Size_Obito_1 Greater than Index_maxSize_Obito_1
        • Then - Actions
          • Set Index_Obito_1[Index_Size_Obito_1] = Index_Size_Obito_1
          • Set Index_maxSize_Obito_1 = Index_Size_Obito_1
        • Else - Actions
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set TempInt_Obito_1 = Index_Obito_1[Index_Size_Obito_1]
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set Caster_Obito_1[TempInt_Obito_1] = (Triggering unit)
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Animation - Change Caster_Obito_1[TempInt_Obito_1]'s animation speed to 150.00% of its original speed
      • Custom script: call SetUnitAnimationByIndex ( udg_Caster_Obito_1[udg_TempInt_Obito_1] , 4 )
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set Level_of_Abillity_Obito_1[TempInt_Obito_1] = (Level of Gudokasa for Caster_Obito_1[TempInt_Obito_1])
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set Distance_Obito_1[TempInt_Obito_1] = 0.00
      • Set MaxDistance_Obito_1[TempInt_Obito_1] = (50.00 x (Real(Level_of_Abillity_Obito_1[TempInt_Obito_1])))
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set Speed_Obito_1[TempInt_Obito_1] = (10.00 + (5.00 x (Real(Level_of_Abillity_Obito_1[TempInt_Obito_1]))))
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Set Angle_Obito_1[TempInt_Obito_1] = (Facing of Caster_Obito_1[TempInt_Obito_1])
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • Unit - Turn collision for Caster_Obito_1[TempInt_Obito_1] Off
      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
      • For each (Integer Loop_Obito_2) from 1 to Index_Size_Obito_2, do (Actions)
        • Loop - Actions
          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
          • Set TempInt_Obito_2 = Index_Obito_2[Loop_Obito_2]
          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Obito_Balls_Wait[TempInt_Obito_2] Not equal to 1.00
            • Then - Actions
              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
              • Set Obito_Balls_boolean_2[TempInt_Obito_2] = True
              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
            • Else - Actions
          • Set Obito_Balls_Integer[TempInt_Obito_2] = (Obito_Balls_Integer[TempInt_Obito_2] - 4)
          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Obito_Balls_Integer[TempInt_Obito_2] Less than 0
            • Then - Actions
              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
              • Set Obito_Balls_Integer[TempInt_Obito_2] = 0
              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
            • Else - Actions
          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
          • Special Effect - Destroy Obito_Balls_SFX[TempInt_Obito_2]
          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Obito_Balls_Integer[TempInt_Obito_2] Equal to 1
            • Then - Actions
              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
              • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 1.mdx
              • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Obito_Balls_Integer[TempInt_Obito_2] Equal to 2
                • Then - Actions
                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                  • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 2.mdx
                  • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Obito_Balls_Integer[TempInt_Obito_2] Equal to 3
                    • Then - Actions
                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                      • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 3.mdx
                      • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Obito_Balls_Integer[TempInt_Obito_2] Equal to 4
                        • Then - Actions
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                          • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 4.mdx
                          • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Obito_Balls_Integer[TempInt_Obito_2] Equal to 5
                            • Then - Actions
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                              • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 5.mdx
                              • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                              • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Obito_Balls_Integer[TempInt_Obito_2] Equal to 6
                                • Then - Actions
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                  • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 6.mdx
                                  • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                                  • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Obito_Balls_Integer[TempInt_Obito_2] Equal to 7
                                    • Then - Actions
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                      • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 7.mdx
                                      • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                                      • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Obito_Balls_Integer[TempInt_Obito_2] Equal to 8
                                        • Then - Actions
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                          • Special Effect - Create a special effect attached to the sprite of Obito_Balls_Caster[TempInt_Obito_2] using Obito Balls 8.mdx
                                          • Set Obito_Balls_SFX[TempInt_Obito_2] = (Last created special effect)
                                          • -------- =+=+=+=+=+=+=+=+=+=+=+=+ --------
                                        • Else - Actions
 
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