- Joined
- Apr 13, 2008
- Messages
- 184
This is a taunt spell for my AoS game, its basically a single target melee ability, if you taunt a target a special effect appear on the targets head and the target is forced to attack the caster. However, the special effect does not disappear. This happens for other of my spells which i TRY to make it MUI. Besides that is the code leak free? Thanks would really apprieciate help as im new to MUI.
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TauntCast
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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And - All (Conditions) are true
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Conditions
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(Ability being cast) Equal to Taunt New
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(Unit-type of (Target unit of ability being cast)) Not equal to Doom Guard
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Actions
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Set TauntMaxIndex = (TauntMaxIndex + 1)
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Set TauntCaster[TauntMaxIndex] = (Triggering unit)
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Set TauntTarget[TauntMaxIndex] = (Target unit of ability being cast)
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Set TauntCounter2[TauntMaxIndex] = 0.00
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Unit - Add Armor Bonus Item (+20) to TauntCaster[TauntMaxIndex]
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Special Effect - Create a special effect attached to the overhead of TauntTarget[TauntMaxIndex] using Abilities\Spells\Other\SoulBurn\SoulBurnbuff.mdl
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Set TauntSFX[TauntMaxIndex] = (Last created special effect)
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Sound - Play SoulBurn1 <gen> at 100.00% volume, attached to TauntTarget[TauntCurrentIndex]
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Sound - Destroy (Last played sound)
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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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TauntMaxIndex Equal to 1
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Then - Actions
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Trigger - Turn on Taunt Effect <gen>
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Else - Actions
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Taunt 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 TauntCurrentIndex) from 1 to TauntMaxIndex, do (Actions)
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Loop - Actions
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Set TauntCounter2[TauntCurrentIndex] = (TauntCounter2[TauntCurrentIndex] + 0.05)
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Unit - Order TauntTarget[TauntCurrentIndex] to Attack TauntCaster[TauntCurrentIndex]
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Set TauntSFX[TauntCurrentIndex] = (Last created special effect)
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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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Or - Any (Conditions) are true
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Conditions
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TauntCounter2[TauntCurrentIndex] Greater than or equal to 3.00
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Then - Actions
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Special Effect - Destroy TauntSFX[TauntCurrentIndex]
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Unit - Remove Armor Bonus Item (+20) from TauntCaster[TauntCurrentIndex]
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Set TauntTarget[TauntCurrentIndex] = TauntTarget[TauntMaxIndex]
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Set TauntCaster[TauntCurrentIndex] = TauntCaster[TauntMaxIndex]
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Set TauntCounter2[TauntCurrentIndex] = TauntCounter2[TauntMaxIndex]
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Set TauntSFX[TauntCurrentIndex] = TauntSFX[TauntMaxIndex]
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Set TauntMaxIndex = (TauntMaxIndex - 1)
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Set TauntCurrentIndex = (TauntCurrentIndex - 1)
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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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TauntMaxIndex Equal to 0
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Then - Actions
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Trigger - Turn off Taunt Effect <gen>
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Else - Actions
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Else - Actions
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Taunt Dies
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Events
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Unit - A unit Dies
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Conditions
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Actions
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For each (Integer TauntCurrentIndex) from 1 to TauntMaxIndex, 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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(Dying unit) Equal to TauntTarget[TauntCurrentIndex]
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Then - Actions
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Special Effect - Destroy TauntSFX[TauntCurrentIndex]
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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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(Dying unit) Equal to TauntCaster[TauntCurrentIndex]
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Then - Actions
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Special Effect - Destroy TauntSFX[TauntCurrentIndex]
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Unit - Remove Armor Bonus Item (+20) from TauntCaster[TauntCurrentIndex]
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Else - Actions
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Last edited: