- Joined
- Jun 17, 2014
- Messages
- 236
Why this spell is not MUI?
the problem is not the point
the problem is not the point
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Blink
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to (Boa) Poison Trail
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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
- PT_Index Equal to 0
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Then - Actions
- Trigger - Turn on Blink Loop <gen>
- Else - Actions
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If - Conditions
- Set PT_Index = (PT_Index + 1)
- Set PT_Caster[PT_Index] = (Triggering unit)
- Set PT_Point[PT_Index] = (Target point of ability being cast)
- Set PT_Counter[PT_Index] = 0
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Blink Loop
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Events
- Time - Every 0.02 seconds of game time
- Conditions
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Actions
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For each (Integer PT_Looper) from 1 to PT_Index, 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
- PT_Counter[PT_Looper] Equal to 40
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Then - Actions
- Unit - Move PT_Caster[PT_Looper] instantly to PT_Point[PT_Looper]
- Custom script: set udg_PT_Caster[udg_PT_Looper] = null
- Custom script: call RemoveLocation (udg_PT_Point[udg_PT_Looper])
- Set PT_Index = (PT_Index - 1)
- Set PT_Looper = (PT_Looper - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- PT_Index Equal to 0
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Then - Actions
- Trigger - Turn off Blink Loop <gen>
- Else - Actions
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If - Conditions
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Else - Actions
- Set PT_Counter[PT_Looper] = (PT_Counter[PT_Looper] + 1)
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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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Loop - Actions
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For each (Integer PT_Looper) from 1 to PT_Index, do (Actions)
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Events