This ability will be MUI when there is cooldown of skill. But if there is no cooldown, the information in Hastable will be replace and it will not become MUI. Is there any idea ? Please not tell me to change (Key(Casting Unit)) to (Key(Unit of ability being cast)) because I want it to be able to stack.
Thank for all reply.
Trigger:
- Skill Rejuvenation
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Rejuvenation
- Actions
- Hashtable - Save Handle Of(Target unit of ability being cast) as 0 of (Key (Casting unit)) in Spell_Reju_Hastable
- Hashtable - Save ((Real((Intelligence of (Casting unit) (Include bonuses)))) / 10.00) as 1 of (Key (Casting unit)) in Spell_Reju_Hastable
- Hashtable - Save 5.00 as 2 of (Key (Casting unit)) in Spell_Reju_Hastable
- Set Spell_Reju_Check = (Spell_Reju_Check + 1)
- Trigger - Turn on Skill Rejuvenation Effect <gen>
- Unit Group - Add (Casting unit) to Spell_Reju_Group
- Special Effect - Create a special effect attached to the overhead of (Target unit of ability being cast) using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Events
Trigger:
- Skill Rejuvenation Effect
- Events
- Time - Every 0.10 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in Spell_Reju_Group and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Load 2 of (Key (Picked unit)) from Spell_Reju_Hastable) Greater than 0.00
- Then - Actions
- Unit - Set life of (Load 0 of (Key (Picked unit)) in Spell_Reju_Hastable) to ((Life of (Load 0 of (Key (Picked unit)) in Spell_Reju_Hastable)) + (Load 1 of (Key (Picked unit)) from Spell_Reju_Hastable))
- Hashtable - Save ((Load 2 of (Key (Picked unit)) from Spell_Reju_Hastable) - 0.10) as 2 of (Key (Picked unit)) in Spell_Reju_Hastable
- Else - Actions
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Spell_Reju_Hastable
- Set Spell_Reju_Check = (Spell_Reju_Check - 1)
- Unit Group - Remove (Picked unit) from Spell_Reju_Group
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- If (Spell_Reju_Check Equal to 0) then do (Trigger - Turn off (This trigger)) else do (Do nothing)
- Unit Group - Pick every unit in Spell_Reju_Group and do (Actions)
- Events
Thank for all reply.