How can I make my ability MUI? Here are my triggers.
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Jump Initialize
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Events
- Map initialization
- Conditions
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Actions
- -------- Damage is multiplied by Jump ability level --------
- Set Jump_Damage = 70.00
- -------- Add/Remove the Crow Form ability to every unit that has the Jump ability. --------
- -------- We need to do this in order to be able to change the flying height of our non-flying unit. --------
- Unit - Add Crow Form to Dragoon 0005 <gen>
- Unit - Remove Crow Form from Dragoon 0005 <gen>
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Events
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Jump Cast
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Events
- Unit - A unit Begins casting an ability
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Conditions
- (Ability being cast) Equal to Jump
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Actions
- Set Jump_Caster = (Triggering unit)
- Set Jump_LandPoint = (Target point of ability being cast)
- Unit - Make Jump_Caster Invulnerable
- Unit - Turn collision for Jump_Caster Off
- -------- Fade Dummies --------
- Unit - Create 1 Dragoon (Dummy) for (Owner of Jump_Caster) at (Position of Jump_Caster) facing (Facing of Jump_Caster) degrees
- Set Jump_Dummy1 = (Last created unit)
- Unit - Create 1 Dragoon (Dummy) for (Owner of Jump_Caster) at (Position of Jump_Caster) facing (Facing of Jump_Caster) degrees
- Set Jump_Dummy2 = (Last created unit)
- Unit - Turn collision for Jump_Dummy1 Off
- Unit - Turn collision for Jump_Dummy2 Off
- Unit - Move Jump_Dummy1 instantly to (Position of Jump_Caster)
- Unit - Move Jump_Dummy2 instantly to (Position of Jump_Caster)
- Animation - Change Jump_Dummy1 flying height to 2000.00 at 1400.00
- Animation - Change Jump_Dummy2 flying height to 2000.00 at 1700.00
- -------- -=-=-=- --------
- Animation - Change Jump_Caster flying height to 2000.00 at 2300.00
- Special Effect - Create a special effect attached to the origin of Jump_Caster using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
- Special Effect - Destroy (Last created special effect)
- Trigger - Turn on Jump Damage Land <gen>
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Events
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Jump Damage Land (Initially Off)
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
- Set Jump_Time = (Jump_Time + 1)
- Set Jump_FadeTime = (Jump_FadeTime + 7.00)
- Animation - Change Jump_Dummy1's vertex coloring to (100.00%, 100.00%, 100.00%) with Jump_FadeTime% transparency
- Animation - Change Jump_Dummy2's vertex coloring to (100.00%, 100.00%, 100.00%) with Jump_FadeTime% transparency
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Jump_Time Equal to 28
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Then - Actions
- -------- Move to Target Point --------
- Unit - Move Jump_Caster instantly to Jump_LandPoint
- Special Effect - Create a special effect attached to the origin of Jump_Caster using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Turn collision for Jump_Caster On
- Animation - Change Jump_Caster flying height to 0.00 at 3000.00
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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
- Jump_Time Equal to 50
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Then - Actions
- -------- Land --------
- Special Effect - Create a special effect attached to the origin of Jump_Caster using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
- Special Effect - Destroy (Last created special effect)
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Unit Group - Pick every unit in (Units within 300.00 of Jump_LandPoint matching (((Matching unit) belongs to an enemy of (Owner of Jump_Caster)) Equal to True)) and do (Actions)
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Loop - Actions
- Unit - Cause Jump_Caster to damage (Picked unit), dealing ((Real((Level of Jump for Jump_Caster))) x Jump_Damage) damage of attack type Normal and damage type Normal
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Loop - Actions
- Unit - Make Jump_Caster Vulnerable
- Unit - Unpause Jump_Caster
- Unit - Remove Jump_Dummy1 from the game
- Unit - Remove Jump_Dummy2 from the game
- Set Jump_Time = 0
- Set Jump_FadeTime = 0.00
- Trigger - Turn off (This trigger)
- 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
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Events