How can I make my ability MUI? Here are my triggers.
-
Jump Initialize
-

Events
-


Map initialization
-
-

Conditions
-

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>
-
-
-
Jump Cast
-

Events
-


Unit - A unit Begins casting an ability
-
-

Conditions
-


(Ability being cast) Equal to Jump
-
-

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>
-
-
-
Jump Damage Land (Initially Off)
-

Events
-


Time - Every 0.03 seconds of game time
-
-

Conditions
-

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
-


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-



If - Conditions
-




Jump_Time Equal to 28
-
-



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
-
-



Else - Actions
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
-






Jump_Time Equal to 50
-
-





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)
-






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)
-







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
-
-
-






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
-
-
-
-
-
















