Hey guys! This is my first time triggering a MUI spell. The first time I tested it i was like "Yes! It works!" but when i tried it again it didn't work. Also the MUI part didn't really work either. If you could help me fix up this spell please!
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my other spell
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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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(Ability being cast) Equal to Lightning Ring
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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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A_Index[1] Equal to 0
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Then - Actions
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Trigger - Turn on Spell Loop <gen>
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Else - Actions
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Set A_Index[1] = (A_Index[1] + 1)
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Set A_Index[2] = (A_Index[2] + 1)
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Set Nova_Caster[A_Index[2]] = (Triggering unit)
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Set Nova_Point[A_Index[2]] = (Position of Nova_Caster[A_Index[2]])
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Set Nova_Distance[A_Index[2]] = 100.00
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Set Nova_Angle[A_Index[2]] = 0.00
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Set timecheck[A_Index[2]] = 0.00
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Set Done[A_Index[2]] = False
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Unit - Create 1 Dummy ball for (Owner of Nova_Caster[A_Index[2]]) at (Nova_Point[A_Index[2]] offset by Nova_Distance[A_Index[2]] towards Nova_Angle[A_Index[2]] degrees) facing Default building facing degrees
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Unit Group - Add (Last created unit) to DummyGroup[A_Index[2]]
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Set Nova_Angle[A_Index[2]] = (Nova_Angle[A_Index[2]] + 30.00)
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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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(Level of Lightning Ring for Nova_Caster[A_Index[2]]) Equal to 1
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Then - Actions
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Unit - Add Permanent Immolation (1) to (Last created unit)
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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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(Level of Lightning Ring for Nova_Caster[A_Index[2]]) Equal to 2
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Then - Actions
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Unit - Add Permanent Immolation (2) to (Last created unit)
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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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(Level of Lightning Ring for Nova_Caster[A_Index[2]]) Equal to 3
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Then - Actions
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Unit - Add Permanent Immolation (3) to (Last created unit)
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Else - Actions
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Spell Loop
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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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For each (Integer A_Index[3]) from 1 to A_Index[2], 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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Done[A_Index[3]] Equal to False
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Then - 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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timecheck[A_Index[3]] Less than or equal to 30.00
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Then - Actions
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Set timecheck[A_Index[3]] = (timecheck[A_Index[3]] + 0.03)
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Unit Group - Pick every unit in DummyGroup[A_Index[3]] and do (Actions)
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Loop - Actions
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Set temppoint = (Position of (Picked unit))
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Unit - Move (Picked unit) instantly to (temppoint offset by 10.00 towards ((Angle from Nova_Point[A_Index[3]] to temppoint) - 90.00) degrees)
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Custom script: call RemoveLocation(udg_temppoint)
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Else - Actions
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Set Done[A_Index[3]] = True
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Else - Actions
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Custom script: call RemoveLocation(udg_Nova_Point[udg_A_Index[3]])
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Unit Group - Pick every unit in DummyGroup[A_Index[3]] and do (Actions)
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Loop - Actions
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Unit - Add a 0.03 second Generic expiration timer to (Picked unit)
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Custom script: call DestroyGroup(udg_DummyGroup[udg_A_Index[3]])
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Set Nova_Caster[A_Index[3]] = No unit
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Set A_Index[1] = (A_Index[1] - 1)
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Set Done[A_Index[3]] = False
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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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A_Index[1] Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Set A_Index[2] = 0
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Else - Actions
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