Sooda
Diversity enchants
- Reaction score
- 318
Why does some target arts like endurance aura loop and others don' t (I wanted to use Mirror Images target art but it shows only once when I learn the aura.).
Sooda said:How I make effect permanent ? I have no WE running but I quess there is somekind of a effect loop ?
Sooda said:How I make effect permanent ? I have no WE running but I quess there is somekind of a effect loop ?
Blademaster Victory
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Test
Actions
Set Triggering_Unit = (Triggering unit)
Wait 0.01 game-time seconds
Custom script: call SetUnitAnimationByIndex(udg_Triggering_Unit,10)
Toyos First Cinematic Ability
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to 4 Sided Attack (Toyo Combo 1)
Actions
-------- Initialization --------
Set Triggering_Unit = (Triggering unit)
-------- Just for testing. --------
Set Targeted_Unit = (Random unit from (Units within 500.00 of (Position of Triggering_Unit)))
-------- Geting facing degrees of picked unit. --------
For each (Integer A) from 1 to 4, do (Set Temp_Faceing_Arry[(Integer A)] = 0.00)
Set Temp_Faceing_Arry[1] = (Facing of Targeted_Unit)
For each (Integer A) from 1 to 4, do (Actions)
Loop - Actions
If (Temp_Faceing_Arry[(Integer A)] Equal to 0.00) then do (Set Temp_Faceing_Arry[(Integer A)] = Temp_Faceing_Arry[((Integer A) - 1)]) else do (Do nothing)
Game - Display to (All players) the text: (String(Temp_Faceing_Arry[(Integer A)]))
If (Temp_Faceing_Arry[(Integer A)] Greater than or equal to 270.00) then do (Set Temp_Faceing_Arry[(Integer A)] = ((Temp_Faceing_Arry[(Integer A)] + 90.00) - 360.00)) else do (Set Temp_Faceing_Arry[(Integer A)] = (Temp_Faceing_Arry[(Integer A)] + 90.00))
Game - Display to (All players) the text: (String(Temp_Faceing_Arry[(Integer A)]))
Set Temp_Point_Arry[(Integer A)] = ((Position of Targeted_Unit) offset by 256.00 towards Temp_Faceing_Arry[(Integer A)] degrees)
Unit - Create 1 Dummy (Blademaster Attack Cinematic Combo 1) for Player 1 (Red) at Temp_Point_Arry[(Integer A)] facing (Position of Targeted_Unit)
Set Temp_Dummy_Arry[(Integer A)] = (Last created unit)
[B]Animation - Play Temp_Dummy_Arry[(Integer A)]'s stand four animation[/B]
Unit - Add a 20.00 second Generic expiration timer to Temp_Dummy_Arry[(Integer A)]
call SetUnitAnimationByIndex(bj_lastCreatedUnit, 3)