Spell Gui/Mui Mui? Lag
I was translating a spell called tsukiomi of itachi uchiha (in naruto)
The spell creating 2 dummy unit that give an effect on sharingan on ground
than a cross appear behind the unit
the loop is used to create 1 unit that is attacking in a random region (300,300) near the caster
The reason i didnt use mui its because i use jngp and somehow i cant edit hashtable ,and when i tryed in normal we its crash >.>
the problem : the loop is glitch and doesnt seem to work + im not sure its 100% mui
Edit 2: After lot testing, i succeed to make trigger work...good with lag and im not sure if its really Mui
does it mui now and will it still mui ?
I was translating a spell called tsukiomi of itachi uchiha (in naruto)
The spell creating 2 dummy unit that give an effect on sharingan on ground
than a cross appear behind the unit
the loop is used to create 1 unit that is attacking in a random region (300,300) near the caster
The reason i didnt use mui its because i use jngp and somehow i cant edit hashtable ,and when i tryed in normal we its crash >.>
the problem : the loop is glitch and doesnt seem to work + im not sure its 100% mui
Edit 2: After lot testing, i succeed to make trigger work...good with lag and im not sure if its really Mui
does it mui now and will it still mui ?
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Tsukuyomii
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Tsukuyomi
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Actions
- Set Xitachi[XCount] = (Triggering unit)
- Set Xitachi2[XCount] = (Target unit of ability being cast)
- Set Xpoint[XCount] = (Position of Xitachi2[XCount])
- Set Xangle[XCount] = (Facing of (Target unit of ability being cast))
- Set XTgroup[XCount] = (Units of type Dummy Tsukiomi)
- Set XTgroup2[XCount] = (Units of type Dummy freaking mangekyou)
- Set XTgroup3[XCount] = (Units of type Dummy mangekyou)
- Set Xreal[XCount] = (0.25 x ((Real((Level of (Ability being cast) for Xitachi[XCount]))) x ((Real((Strength of Xitachi[XCount] (Exclude bonuses)))) + 150.00)))
- Set Xpoint2[XCount] = (Random point in (Region centered at Xpoint[XCount] with size (300.00, 300.00)))
- Cinematic - Fade in over 4.00 seconds using texture Haze Filter and color (100.00%, 25.00%, 25.00%) with 0.00% transparency
- Unit - Create 1 Dummy freaking mangekyou for Neutral Passive at Xpoint[XCount] facing Default building facing degrees
- Set Xitachi4[XCount] = (Last created unit)
- Unit - Add a 3.00 second Generic expiration timer to Xitachi4[XCount]
- Unit Group - Add Xitachi4[XCount] to XTgroup2[XCount]
- Unit - Create 1 Dummy mangekyou for Neutral Passive at Xpoint[XCount] facing Default building facing degrees
- Set Xitachi5[XCount] = (Last created unit)
- Unit - Add a 3.00 second Generic expiration timer to Xitachi5[XCount]
- Unit Group - Add Xitachi5[XCount] to XTgroup3[XCount]
- Set Tak[XCount] = 40
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- XCount Equal to 0
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Then - Actions
- Countdown Timer - Start Xtimer as a Repeating timer that will expire in 0.25 seconds
- Else - Actions
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If - Conditions
- Set XCount = (XCount + 1)
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Events
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Tsukuyomii Loop
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Events
- Time - Xtimer expires
- Conditions
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Actions
- Game - Display to (All players) the text: LOOP
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For each (Integer A) from 0 to (XCount - 1), do (Actions)
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Loop - Actions
- Set Xpoint2[(Integer A)] = (Random point in (Region centered at Xpoint[(Integer A)] with size (300.00, 300.00)))
- Animation - Play Xitachi2[(Integer A)]'s death animation
- Unit - Create 1 Dummy Tsukiomi for (Owner of Xitachi[(Integer A)]) at Xpoint2[(Integer A)] facing Xangle[(Integer A)] degrees
- Set Xitachi3[(Integer A)] = (Last created unit)
- Unit - Add a 0.24 second Generic expiration timer to Xitachi3[(Integer A)]
- Animation - Change Xitachi3[(Integer A)]'s animation speed to 250.00% of its original speed
- Animation - Change Xitachi3[(Integer A)]'s vertex coloring to (100.00%, 25.00%, 25.00%) with 60.00% transparency
- Animation - Play Xitachi3[(Integer A)]'s attack animation
- Special Effect - Create a special effect attached to the chest of Xitachi2[(Integer A)] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Cause Xitachi3[(Integer A)] to damage Xitachi2[(Integer A)], dealing Xreal[(Integer A)] damage of attack type Spells and damage type Normal
- Custom script: call RemoveLocation (udg_Xpoint2[GetForLoopIndexA()])
- Set Random = (Random integer number between 1 and 4)
- Set Tak[(Integer A)] = (Tak[(Integer A)] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Tak[(Integer A)] equal to 0
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Then - Actions
- Game - Display to (All players) the text: LOOP2
- Set XCount = (XCount - 1)
- Set Tak[(Integer A)] = Tak[XCount]
- Set Xpoint2[(Integer A)] = Xpoint2[XCount]
- Unit Group - Pick every unit in XTgroup[XCount] and do (Unit - Remove (Picked unit) from the game)
- Unit Group - Pick every unit in XTgroup2[XCount] and do (Unit - Remove (Picked unit) from the game)
- Unit Group - Pick every unit in XTgroup3[XCount] and do (Unit - Remove (Picked unit) from the game)
- Custom script: call RemoveLocation (udg_XPpoint[1])
- Custom script: call RemoveLocation (udg_Xpoint2[GetForLoopIndexA()])
- Custom script: call RemoveLocation(udg_Xpoint[udg_XCount])
- Custom script: call DestroyGroup( udg_XTgroup[udg_XCount])
- Custom script: call DestroyGroup( udg_XTgroup2[udg_XCount])
- Custom script: call DestroyGroup( udg_XTgroup3[udg_XCount])
- Countdown Timer - Pause XTimer
- 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
- (Xitachi3[(Integer A)] is alive) Equal to True
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Then - Actions
- Wait 0.20 seconds
- Unit - Remove Xitachi3[(Integer A)] from the game
- 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
- Random Equal to 1
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Then - Actions
- Sound - Play MetalHeavyChopFlesh1 <gen> at 80.00% volume, attached to Xitachi2[(Integer A)]
- Set Random = 0
- 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
- Random Equal to 2
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Then - Actions
- Sound - Play MetalHeavyChopFlesh2 <gen> at 80.00% volume, attached to Xitachi2[(Integer A)]
- Set Random = 0
- 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
- Random Equal to 3
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Then - Actions
- Sound - Play MetalHeavyChopFlesh3 <gen> at 80.00% volume, attached to Xitachi2[(Integer A)]
- Set Random = 0
- 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
- Random Equal to 4
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Then - Actions
- Sound - Play MetalHeavySliceFlesh1 <gen> at 80.00% volume, attached to Xitachi2[(Integer A)]
- Set Random = 0
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation(udg_PointItachi[2])
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Loop - Actions
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Events
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