PooBucket
New Member
- Reaction score
- 12
Trying to make MUI, and I looked at a tutorial and uses custom value and arrays. Problem is mine already has an array and if I want to make MUI it'll have two arrays, therefore, overlap each other's values. This spell is every unit dies one charge and each charge releases 100 mana when ordered to.
And if it's able to be cleaned up (2nd trigger) I'd really appreciate it
Trigger:
- Soul Harvest
- Events
- Unit - A unit Dies
- Conditions
- (Level of Soul Harvest for (Killing unit)) Equal to 1
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- SoulsHarve Not equal to 5
- Then - Actions
- Special Effect - Create a special effect attached to the (hand, left + hand, right) of (Killing unit) using Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
- Set SoulsHarve = (SoulsHarve + 1)
- Set AmountSFXSouls[SoulsHarve] = (Last created special effect)
- Else - Actions
- Do nothing
- If - Conditions
- Special Effect - Create a special effect attached to the origin of (Dying unit) using Abilities\Spells\Items\AIso\AIsoTarget.mdl
- Special Effect - Destroy (Last created special effect)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Soul Crush
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Soul Crush
- Actions
- Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) + (100.00 x (Real(SoulsHarve))))
- Special Effect - Create a special effect attached to the origin of (Casting unit) using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
- Special Effect - Destroy (Last created special effect)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- SoulsHarve Equal to 1
- Then - Actions
- Special Effect - Destroy AmountSFXSouls[SoulsHarve]
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- SoulsHarve Equal to 2
- Then - Actions
- Special Effect - Destroy AmountSFXSouls[SoulsHarve]
- Special Effect - Destroy AmountSFXSouls[(SoulsHarve - 1)]
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- SoulsHarve Equal to 3
- Then - Actions
- Special Effect - Destroy AmountSFXSouls[SoulsHarve]
- Special Effect - Destroy AmountSFXSouls[(SoulsHarve - 1)]
- Special Effect - Destroy AmountSFXSouls[(SoulsHarve - 2)]
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- SoulsHarve Equal to 4
- Then - Actions
- Special Effect - Destroy AmountSFXSouls[SoulsHarve]
- Special Effect - Destroy AmountSFXSouls[(SoulsHarve - 1)]
- Special Effect - Destroy AmountSFXSouls[(SoulsHarve - 2)]
- Special Effect - Destroy AmountSFXSouls[(SoulsHarve - 3)]
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- SoulsHarve Equal to 5
- Then - Actions
- Special Effect - Destroy AmountSFXSouls[SoulsHarve]
- Special Effect - Destroy AmountSFXSouls[(SoulsHarve - 1)]
- Special Effect - Destroy AmountSFXSouls[(SoulsHarve - 2)]
- Special Effect - Destroy AmountSFXSouls[(SoulsHarve - 3)]
- Special Effect - Destroy AmountSFXSouls[(SoulsHarve - 4)]
- Else - Actions
- Do nothing
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Set SoulsHarve = 0
- Events
And if it's able to be cleaned up (2nd trigger) I'd really appreciate it