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