Mui Problem

tooltiperror

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F. We here at TH.net are not a Warcraft III editing service. Do not expect for you to hand over your map to us and have it handed back magically complete. It won't happen. So don't try.​

Quoted from Main Rules.

Anyway, there's a guide for this, try using Search.
 

Ph[o]bia

New Member
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7
F. We here at TH.net are not a Warcraft III editing service. Do not expect for you to hand over your map to us and have it handed back magically complete. It won't happen. So don't try.​

Quoted from Main Rules.

Anyway, there's a guide for this, try using Search.



I didn't want post the map and it become complete , i just wanted you see my spells code from here and tell me what make my spells not MUI and how i can change it , for modification i can do it myself lol
 

tooltiperror

Super Moderator
Reaction score
231
I didn't want post the map and it become complete , i just wanted you see my spells code from here and tell me what make my spells not MUI and how i can change it , for modification i can do it myself lol​

Whatever.

Anyway, did you create the spell yourself, or did someone else create it for you?
 

Ph[o]bia

New Member
Reaction score
7
all from me, if you saw the post from hive that say its from santa_Claus. , santa_claus. is me
 

jomik

New Member
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17
Just right click the triggers name above the Events and say Copy As Text, then copy it here inbetween
Trigger:
  • tags.
 

Ph[o]bia

New Member
Reaction score
7
Just right click the triggers name above the Events and say Copy As Text, then copy it here inbetween
Trigger:
  • tags.
Trigger:
  • oh thanks , fine , there my code
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_3">
    • <li class="lastopen"><span class="default">IP Init</span>
    • <ul>
    • <li class="open"><span class="events">Events</span>
    • <ul>
    • <li class="lasttree"><span class="unit">Unit - A unit Starts the effect of an ability</span></li>
    • </ul>
    • </li>
    • <li class="open"><span class="conditions">Conditions</span>
    • <ul>
    • <li class="lasttree"><span class="default">(Ability being cast) Equal to Ifrit&amp;#039;s Power</span></li>
    • </ul>
    • </li>
    • <li class="lastopen"><span class="actions">Actions</span>
    • <ul>
    • <li class="tree"><span class="set">Set IPCaster = (Triggering unit)</span></li>
    • <li class="tree"><span class="set">Set IPCasterPoint = (Position of IPCaster)</span></li>
    • <li class="tree"><span class="if">If ((Level of Ifrit&amp;#039;s Power for IPCaster) Equal to 1) then do (Set IPDamage = 150.00) else do (Do nothing)</span></li>
    • <li class="tree"><span class="if">If ((Level of Ifrit&amp;#039;s Power for IPCaster) Equal to 2) then do (Set IPDamage = 300.00) else do (Do nothing)</span></li>
    • <li class="tree"><span class="if">If ((Level of Ifrit&amp;#039;s Power for IPCaster) Equal to 3) then do (Set IPDamage = 450.00) else do (Do nothing)</span></li>
    • <li class="tree"><span class="set">Set IPTargetPoint = (Target point of ability being cast)</span></li>
    • <li class="tree"><span class="unit">Unit - Create 1 Ifrit&amp;#039;s Power Dummy [Spiral] for (Owner of IPCaster) at (IPCasterPoint offset by 200.00 towards 0.00 degrees) facing IPCasterPoint</span></li>
    • <li class="tree"><span class="set">Set IPDummy[1] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a 3.00 second Generic expiration timer to IPDummy[1]</span></li>
    • <li class="tree"><span class="set">Set IPSpiral = 0.00</span></li>
    • <li class="tree"><span class="set">Set IPFlyingHeight = 0.00</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_IPCasterPoint)</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </div></div>
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_4">
    • <li class="lastopen"><span class="default">IP Spiral Flying</span>
    • <ul>
    • <li class="open"><span class="events">Events</span>
    • <ul>
    • <li class="lasttree"><span class="default">Time - Every 0.03 seconds of game time</span></li>
    • </ul>
    • </li>
    • <li class="open"><span class="conditions">Conditions</span>
    • <ul>
    • <li class="lasttree"><span class="default">(Unit-type of IPDummy[1]) Equal to Ifrit&amp;#039;s Power Dummy [Spiral]</span></li>
    • </ul>
    • </li>
    • <li class="lastopen"><span class="actions">Actions</span>
    • <ul>
    • <li class="tree"><span class="set">Set IPCasterPoint = (Position of IPCaster)</span></li>
    • <li class="tree"><span class="unit">Unit - Move IPDummy[1] instantly to (IPCasterPoint offset by 200.00 towards IPSpiral degrees)</span></li>
    • <li class="tree"><span class="animation">Animation - Change IPDummy[1] flying height to IPFlyingHeight at 0.00</span></li>
    • <li class="tree"><span class="set">Set IPSpiral = (IPSpiral + 9.00)</span></li>
    • <li class="tree"><span class="set">Set IPFlyingHeight = ((Current flying height of IPDummy[1]) + 9.00)</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_IPCasterPoint)</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </div></div>
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_5">
    • <li class="lastopen"><span class="default">IP Damage</span>
    • <ul>
    • <li class="open"><span class="events">Events</span>
    • <ul>
    • <li class="lasttree"><span class="unit">Unit - A unit Dies</span></li>
    • </ul>
    • </li>
    • <li class="open"><span class="conditions">Conditions</span>
    • <ul>
    • <li class="lasttree"><span class="default">(Unit-type of (Triggering unit)) Equal to Ifrit&amp;#039;s Power Dummy [Spiral]</span></li>
    • </ul>
    • </li>
    • <li class="lastopen"><span class="actions">Actions</span>
    • <ul>
    • <li class="tree"><span class="unit">Unit - Create 1 Ifrit&amp;#039;s Power Dummy [Damage] for (Owner of IPCaster) at IPTargetPoint facing IPTargetPoint</span></li>
    • <li class="tree"><span class="set">Set IPGroup = (Units within 300.00 of IPTargetPoint matching ((((Picked unit) is A structure) Not equal to True) and ((((Picked unit) is Magic Immune) Not equal to True) and (((Picked unit) belongs to an enemy of (Owner of IPCaster)) Equal to True))))</span></li>
    • <li class="tree"><span class="set">Set IPDummy[2] = (Last created unit)</span></li>
    • <li class="open"><span class="unitgroup">Unit Group - Pick every unit in IPGroup and do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="tree"><span class="unit">Unit - Cause IPCaster to damage IPTarget, dealing IPDamage damage of attack type Spells and damage type Normal</span></li>
    • <li class="lasttree"><span class="set">Set IPTarget = (Picked unit)</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="tree"><span class="unit">Unit - Add a 1.00 second Generic expiration timer to IPDummy[2]</span></li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_IPCasterPoint)</span></li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_IPTargetPoint)</span></li>
    • <li class="lasttree"><span class="default">Custom script: call DestroyGroup(udg_IPGroup)</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </div></div>
    • there my seconds spells
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_6">
    • <li class="lastopen"><span class="default">FC init</span>
    • <ul>
    • <li class="open"><span class="events">Events</span>
    • <ul>
    • <li class="lasttree"><span class="unit">Unit - A unit Starts the effect of an ability</span></li>
    • </ul>
    • </li>
    • <li class="open"><span class="conditions">Conditions</span>
    • <ul>
    • <li class="lasttree"><span class="default">(Ability being cast) Equal to Fire Cube</span></li>
    • </ul>
    • </li>
    • <li class="lastopen"><span class="actions">Actions</span>
    • <ul>
    • <li class="tree"><span class="set">Set FCNumberOfRadius = 12</span></li>
    • <li class="tree"><span class="set">Set FCRadiusLength = 400</span></li>
    • <li class="tree"><span class="set">Set FCPolygonSides = 4</span></li>
    • <li class="tree"><span class="set">Set FCTargetPoint = (Target point of ability being cast)</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[1] = (Target point of ability being cast)</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[2] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 225.00 degrees)</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[3] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 315.00 degrees)</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[5] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 225.00 degrees)</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[6] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 315.00 degrees)</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[7] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 45.00 degrees)</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[8] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 135.00 degrees)</span></li>
    • <li class="tree"><span class="set">Set FCNumberOfPoint = (Integer(((Distance between FCTempPoint[2] and FCTempPoint[3]) / 40.00)))</span></li>
    • <li class="tree"><span class="set">Set FCCaster = (Triggering unit)</span></li>
    • <li class="tree"><span class="if">If ((Level of Fire Cube for FCCaster) Equal to 1) then do (Set FCDamage = (10.00 x (Real((Strength of FCCaster (Include bonuses)))))) else do (Set FCExpTime = 5.00)</span></li>
    • <li class="tree"><span class="if">If ((Level of Fire Cube for FCCaster) Equal to 2) then do (Set FCDamage = (15.00 x (Real((Strength of FCCaster (Include bonuses)))))) else do (Set FCExpTime = 4.00)</span></li>
    • <li class="tree"><span class="if">If ((Level of Fire Cube for FCCaster) Equal to 3) then do (Set FCDamage = (20.00 x (Real((Strength of FCCaster (Include bonuses)))))) else do (Set FCExpTime = 3.00)</span></li>
    • <li class="open"><span class="foreach">For each (Integer B) from 1 to 10, do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[5] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[9] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[9]</span></li>
    • <li class="tree"><span class="animation">Animation - Change FCDummy[9] flying height to (Real((60 x (Integer B)))) at 0.00</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[9])</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="open"><span class="foreach">For each (Integer B) from 1 to 10, do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[6] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[10] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[10]</span></li>
    • <li class="tree"><span class="animation">Animation - Change FCDummy[10] flying height to (Real((60 x (Integer B)))) at 0.00</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[10])</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="open"><span class="foreach">For each (Integer B) from 1 to 10, do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[7] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[11] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[11]</span></li>
    • <li class="tree"><span class="animation">Animation - Change FCDummy[11] flying height to (Real((60 x (Integer B)))) at 0.00</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[11])</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="open"><span class="foreach">For each (Integer B) from 1 to 10, do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[8] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[12] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[12]</span></li>
    • <li class="tree"><span class="animation">Animation - Change FCDummy[12] flying height to (Real((60 x (Integer B)))) at 0.00</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[12])</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="open"><span class="foreach">For each (Integer A) from 1 to FCNumberOfPoint, do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="tree"><span class="set">Set FCTempPoint[4] = (FCTempPoint[2] offset by ((Real((Integer A))) x ((Distance between FCTempPoint[2] and FCTempPoint[3]) / (Real(FCNumberOfPoint)))) towards (Angle from FCTempPoint[2] to FCTempPoint[3]) degrees)</span></li>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[1] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[1]</span></li>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[5] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[5]</span></li>
    • <li class="tree"><span class="animation">Animation - Change FCDummy[5] flying height to 600.00 at 0.00</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[4])</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[2])</span></li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[3])</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[2] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 315.00 degrees)</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[3] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 45.00 degrees)</span></li>
    • <li class="open"><span class="foreach">For each (Integer A) from 1 to FCNumberOfPoint, do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="tree"><span class="set">Set FCTempPoint[4] = (FCTempPoint[2] offset by ((Real((Integer A))) x ((Distance between FCTempPoint[2] and FCTempPoint[3]) / (Real(FCNumberOfPoint)))) towards (Angle from FCTempPoint[2] to FCTempPoint[3]) degrees)</span></li>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[2] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[2]</span></li>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[6] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[6]</span></li>
    • <li class="tree"><span class="animation">Animation - Change FCDummy[6] flying height to 600.00 at 0.00</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[4])</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[2])</span></li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[3])</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[2] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 45.00 degrees)</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[3] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 135.00 degrees)</span></li>
    • <li class="open"><span class="foreach">For each (Integer A) from 1 to FCNumberOfPoint, do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="tree"><span class="set">Set FCTempPoint[4] = (FCTempPoint[2] offset by ((Real((Integer A))) x ((Distance between FCTempPoint[2] and FCTempPoint[3]) / (Real(FCNumberOfPoint)))) towards (Angle from FCTempPoint[2] to FCTempPoint[3]) degrees)</span></li>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[3] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[3]</span></li>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[7] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[7]</span></li>
    • <li class="tree"><span class="animation">Animation - Change FCDummy[7] flying height to 600.00 at 0.00</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[4])</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[2])</span></li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[3])</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[2] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 135.00 degrees)</span></li>
    • <li class="tree"><span class="set">Set FCTempPoint[3] = (FCTargetPoint offset by (Real(FCRadiusLength)) towards 225.00 degrees)</span></li>
    • <li class="open"><span class="foreach">For each (Integer A) from 1 to FCNumberOfPoint, do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="tree"><span class="set">Set FCTempPoint[4] = (FCTempPoint[2] offset by ((Real((Integer A))) x ((Distance between FCTempPoint[2] and FCTempPoint[3]) / (Real(FCNumberOfPoint)))) towards (Angle from FCTempPoint[2] to FCTempPoint[3]) degrees)</span></li>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[4] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[4]</span></li>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Cube] for (Owner of FCCaster) at FCTempPoint[4] facing FCTargetPoint</span></li>
    • <li class="tree"><span class="set">Set FCDummy[8] = (Last created unit)</span></li>
    • <li class="tree"><span class="unit">Unit - Add a FCExpTime second Generic expiration timer to FCDummy[8]</span></li>
    • <li class="tree"><span class="animation">Animation - Change FCDummy[8] flying height to 600.00 at 0.00</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[4])</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[2])</span></li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[3])</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_FCTargetPoint)</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </div></div>
    • <div class="bbCodeBlock bbCodeBlock--screenLimited bbCodeBlock--code"><div class="bbCodeBlock-title">Trigger:</div><div class="wc3trigger"><ul class="wc3" id="wc3_7">
    • <li class="lastopen"><span class="default">FC death</span>
    • <ul>
    • <li class="open"><span class="events">Events</span>
    • <ul>
    • <li class="lasttree"><span class="unit">Unit - A unit Dies</span></li>
    • </ul>
    • </li>
    • <li class="open"><span class="conditions">Conditions</span>
    • <ul>
    • <li class="lasttree"><span class="default">(Unit-type of (Triggering unit)) Equal to Fire Cube Dummy [Cube]</span></li>
    • </ul>
    • </li>
    • <li class="lastopen"><span class="actions">Actions</span>
    • <ul>
    • <li class="open"><span class="foreach">For each (Integer A) from 1 to 10, do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="tree"><span class="unit">Unit - Create 1 Fire Cube Dummy [Damage] for (Owner of FCCaster) at FCTempPoint[1] facing FCTempPoint[1]</span></li>
    • <li class="tree"><span class="unit">Unit - Add a 1.00 second Generic expiration timer to FCDummy[13]</span></li>
    • <li class="tree"><span class="set">Set FCDummy[13] = (Last created unit)</span></li>
    • <li class="lasttree"><span class="animation">Animation - Change FCDummy[13] flying height to (Real((120 x (Integer A)))) at 0.00</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="tree"><span class="set">Set FCGroup = (Units within 300.00 of FCTempPoint[1] matching ((((Picked unit) is A structure) Not equal to True) and ((((Picked unit) is Magic Immune) Not equal to True) and (((Picked unit) belongs to an enemy of (Owner of FCCaster)) Equal to True))))</span></li>
    • <li class="open"><span class="unitgroup">Unit Group - Pick every unit in FCGroup and do (Actions)</span>
    • <ul>
    • <li class="lastopen"><span class="loop">Loop - Actions</span>
    • <ul>
    • <li class="tree"><span class="set">Set FCTarget = (Picked unit)</span></li>
    • <li class="lasttree"><span class="unit">Unit - Cause FCCaster to damage FCTarget, dealing FCDamage damage of attack type Spells and damage type Normal</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • <li class="tree"><span class="default">Custom script: call RemoveLocation(udg_FCTargetPoint)</span></li>
    • <li class="tree"><span class="default">Custom script: call DestroyGroup(udg_FCGroup)</span></li>
    • <li class="lasttree"><span class="default">Custom script: call RemoveLocation(udg_FCTempPoint[1])</span></li>
    • </ul>
    • </li>
    • </ul>
    • </li>
    • </ul>
    • </div></div>
 

jomik

New Member
Reaction score
17
Well, you're using global variables, so if someone uses it just after eachother it'll collide.
You can make it MPI by making an array with 12 as array size
 

TheTempest

New Member
Reaction score
6
I can't even begin to start looking through it...

The map I'm working on now is huge and all the code in the map isn't even as much as this..
 

foodflare

You can change this now in User CP.
Reaction score
32
ok i just tried what i do to make things mui all the things with array at the end is just the same thing you had before cept an array now and ipcasternum is an integer i just looked at that one so you can look at it and hopefully make the other mui and in map init you need to initialize ipcasternum as 0
Trigger:
  • IP Init Copy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ifrit&#039;s Power
    • Actions
      • Set IPCasterNum = (IPCasterNum + 1)
      • Set IPCasterArray[IPCasterNum] = (Triggering unit)
      • Set IPCasterPointArray[IPCasterNum] = (Position of IPCasterArray[IPCasterNum])
      • Set IPDamageArray[IPCasterNum] = ((Real((Level of Ifrit&#039;s Power for IPCasterArray[IPCasterNum]))) x 150.00)
      • Set IPTargetPointArray[IPCasterNum] = (Target point of ability being cast)
      • Unit - Create 1 Ifrit&#039;s Power Dummy [Spiral] for (Owner of IPCasterArray[IPCasterNum]) at (IPCasterPointArray[IPCasterNum] offset by 200.00 towards 0.00 degrees) facing IPCasterPointArray[IPCasterNum]
      • Set IPDummy[IPCasterNum] = (Last created unit)
      • Unit - Add a 3.00 second Generic expiration timer to IPDummy[IPCasterNum]
      • Set IPSpiralArray[IPCasterNum] = 0.00
      • Set IPFlyingHeightArray[IPCasterNum] = 0.00


Trigger:
  • IP Spiral Flying Copy
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to IPCasterNum, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of IPDummy[(Integer A)]) Equal to Ifrit&#039;s Power Dummy [Spiral]
            • Then - Actions
              • Unit - Move IPDummy[(Integer A)] instantly to (IPCasterPointArray[(Integer A)] offset by 200.00 towards IPSpiralArray[(Integer A)] degrees)
              • Animation - Change IPDummy[(Integer A)] flying height to IPFlyingHeightArray[(Integer A)] at 0.00
              • Set IPSpiralArray[(Integer A)] = (IPSpiralArray[(Integer A)] + 9.00)
              • Set IPFlyingHeightArray[(Integer A)] = (IPFlyingHeightArray[(Integer A)] + 9.00)
            • Else - Actions


Trigger:
  • IP Damage Copy
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Ifrit&#039;s Power Dummy [Spiral]
    • Actions
      • For each (Integer A) from 1 to IPCasterNum, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to IPDummy[(Integer A)]
            • Then - Actions
              • Unit - Create 1 Ifrit&#039;s Power Dummy [Damage] for (Owner of IPCasterArray[(Integer A)]) at IPTargetPointArray[(Integer A)] facing IPTargetPointArray[(Integer A)]
              • Set IPGroupArray[(Integer A)] = (Units within 300.00 of IPTargetPointArray[(Integer A)] matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and (((Matching unit) belongs to an enemy of (Owner of IPCaster)) Equal to True))
              • Set IPDummy2[(Integer A)] = (Last created unit)
              • Unit Group - Pick every unit in IPGroupArray[(Integer A)] and do (Actions)
                • Loop - Actions
                  • Unit - Cause IPCasterArray[(Integer A)] to damage IPTargetArray[(Integer A)], dealing IPDamageArray[(Integer A)] damage of attack type Spells and damage type Normal
                  • Set IPTargetArray[(Integer A)] = (Picked unit)
              • Unit - Add a 1.00 second Generic expiration timer to IPDummy2[(Integer A)]
              • Custom script: call RemoveLocation(udg_IPCasterPointArray[GetForLoopIndexA()])
              • Custom script: call RemoveLocation(udg_IPTargetPointArray[GetForLoopIndexA()])
              • Custom script: call DestroyGroup(udg_IPGroupArray[GetForLoopIndexA()])
              • Set IPCasterArray[(Integer A)] = IPCasterArray[IPCasterNum]
              • Set IPDummy[(Integer A)] = IPDummy[IPCasterNum]
              • Set IPDummy2[(Integer A)] = IPDummy2[IPCasterNum]
              • Set IPDamageArray[(Integer A)] = IPDamageArray[IPCasterNum]
              • Set IPFlyingHeightArray[(Integer A)] = IPFlyingHeightArray[IPCasterNum]
              • Set IPSpiralArray[(Integer A)] = IPSpiralArray[IPCasterNum]
              • Set IPTargetArray[(Integer A)] = IPTargetArray[IPCasterNum]
              • Set IPGroupArray[(Integer A)] = IPGroupArray[IPCasterNum]
              • Set IPTargetPointArray[(Integer A)] = IPTargetPointArray[IPCasterNum]
              • Set IPCasterPointArray[(Integer A)] = IPCasterPointArray[IPCasterNum]
              • Set IPCasterArray[IPCasterNum] = No unit
              • Set IPDamageArray[IPCasterNum] = 0.00
              • Set IPFlyingHeightArray[IPCasterNum] = 0.00
              • Set IPSpiralArray[IPCasterNum] = 0.00
              • Set IPTargetArray[IPCasterNum] = No unit
              • Set IPDummy[IPCasterNum] = No unit
              • Set IPDummy2[IPCasterNum] = No unit
              • Custom script: call RemoveLocation(udg_IPCasterPointArray[udg_IPCasterNum])
              • Custom script: call RemoveLocation(udg_IPTargetPointArray[udg_IPCasterNum])
              • Custom script: call DestroyGroup(udg_IPGroupArray[udg_IPCasterNum])
              • Set IPCasterNum = (IPCasterNum - 1)
            • Else - Actions
 

kaboo

New Member
Reaction score
45
what are the spells supposed to do?
(its so much code that i cant even look at it, sry)
 

Ph[o]bia

New Member
Reaction score
7
ok i just tried what i do to make things mui all the things with array at the end is just the same thing you had before cept an array now and ipcasternum is an integer i just looked at that one so you can look at it and hopefully make the other mui and in map init you need to initialize ipcasternum as 0
Trigger:
  • IP Init Copy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Ifrit&#039;s Power
    • Actions
      • Set IPCasterNum = (IPCasterNum + 1)
      • Set IPCasterArray[IPCasterNum] = (Triggering unit)
      • Set IPCasterPointArray[IPCasterNum] = (Position of IPCasterArray[IPCasterNum])
      • Set IPDamageArray[IPCasterNum] = ((Real((Level of Ifrit&#039;s Power for IPCasterArray[IPCasterNum]))) x 150.00)
      • Set IPTargetPointArray[IPCasterNum] = (Target point of ability being cast)
      • Unit - Create 1 Ifrit&#039;s Power Dummy [Spiral] for (Owner of IPCasterArray[IPCasterNum]) at (IPCasterPointArray[IPCasterNum] offset by 200.00 towards 0.00 degrees) facing IPCasterPointArray[IPCasterNum]
      • Set IPDummy[IPCasterNum] = (Last created unit)
      • Unit - Add a 3.00 second Generic expiration timer to IPDummy[IPCasterNum]
      • Set IPSpiralArray[IPCasterNum] = 0.00
      • Set IPFlyingHeightArray[IPCasterNum] = 0.00


Trigger:
  • IP Spiral Flying Copy
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to IPCasterNum, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of IPDummy[(Integer A)]) Equal to Ifrit&#039;s Power Dummy [Spiral]
            • Then - Actions
              • Unit - Move IPDummy[(Integer A)] instantly to (IPCasterPointArray[(Integer A)] offset by 200.00 towards IPSpiralArray[(Integer A)] degrees)
              • Animation - Change IPDummy[(Integer A)] flying height to IPFlyingHeightArray[(Integer A)] at 0.00
              • Set IPSpiralArray[(Integer A)] = (IPSpiralArray[(Integer A)] + 9.00)
              • Set IPFlyingHeightArray[(Integer A)] = (IPFlyingHeightArray[(Integer A)] + 9.00)
            • Else - Actions


Trigger:
  • IP Damage Copy
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Ifrit&#039;s Power Dummy [Spiral]
    • Actions
      • For each (Integer A) from 1 to IPCasterNum, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Triggering unit) Equal to IPDummy[(Integer A)]
            • Then - Actions
              • Unit - Create 1 Ifrit&#039;s Power Dummy [Damage] for (Owner of IPCasterArray[(Integer A)]) at IPTargetPointArray[(Integer A)] facing IPTargetPointArray[(Integer A)]
              • Set IPGroupArray[(Integer A)] = (Units within 300.00 of IPTargetPointArray[(Integer A)] matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and (((Matching unit) belongs to an enemy of (Owner of IPCaster)) Equal to True))
              • Set IPDummy2[(Integer A)] = (Last created unit)
              • Unit Group - Pick every unit in IPGroupArray[(Integer A)] and do (Actions)
                • Loop - Actions
                  • Unit - Cause IPCasterArray[(Integer A)] to damage IPTargetArray[(Integer A)], dealing IPDamageArray[(Integer A)] damage of attack type Spells and damage type Normal
                  • Set IPTargetArray[(Integer A)] = (Picked unit)
              • Unit - Add a 1.00 second Generic expiration timer to IPDummy2[(Integer A)]
              • Custom script: call RemoveLocation(udg_IPCasterPointArray[GetForLoopIndexA()])
              • Custom script: call RemoveLocation(udg_IPTargetPointArray[GetForLoopIndexA()])
              • Custom script: call DestroyGroup(udg_IPGroupArray[GetForLoopIndexA()])
              • Set IPCasterArray[(Integer A)] = IPCasterArray[IPCasterNum]
              • Set IPDummy[(Integer A)] = IPDummy[IPCasterNum]
              • Set IPDummy2[(Integer A)] = IPDummy2[IPCasterNum]
              • Set IPDamageArray[(Integer A)] = IPDamageArray[IPCasterNum]
              • Set IPFlyingHeightArray[(Integer A)] = IPFlyingHeightArray[IPCasterNum]
              • Set IPSpiralArray[(Integer A)] = IPSpiralArray[IPCasterNum]
              • Set IPTargetArray[(Integer A)] = IPTargetArray[IPCasterNum]
              • Set IPGroupArray[(Integer A)] = IPGroupArray[IPCasterNum]
              • Set IPTargetPointArray[(Integer A)] = IPTargetPointArray[IPCasterNum]
              • Set IPCasterPointArray[(Integer A)] = IPCasterPointArray[IPCasterNum]
              • Set IPCasterArray[IPCasterNum] = No unit
              • Set IPDamageArray[IPCasterNum] = 0.00
              • Set IPFlyingHeightArray[IPCasterNum] = 0.00
              • Set IPSpiralArray[IPCasterNum] = 0.00
              • Set IPTargetArray[IPCasterNum] = No unit
              • Set IPDummy[IPCasterNum] = No unit
              • Set IPDummy2[IPCasterNum] = No unit
              • Custom script: call RemoveLocation(udg_IPCasterPointArray[udg_IPCasterNum])
              • Custom script: call RemoveLocation(udg_IPTargetPointArray[udg_IPCasterNum])
              • Custom script: call DestroyGroup(udg_IPGroupArray[udg_IPCasterNum])
              • Set IPCasterNum = (IPCasterNum - 1)
            • Else - Actions

I didn't realy understand well , you want i set IPCasterNum = 0 at the start of IP init?
 

Ph[o]bia

New Member
Reaction score
7
no, set ipcasternum = 0 at map initialization

like this?
Trigger:
  • Map Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set IpCasternum = 0



Edit: Fire cube isn't mui , but I have an idea why but I don't how to make it ok , its about my second trigger of fire cube i think
 

kaboo

New Member
Reaction score
45
yop firecube problem is about the second trigger
how many units can cast it in the same time actualy?
 

foodflare

You can change this now in User CP.
Reaction score
32
i just glanced at code for fc and i think i saw a part within first trigger that would use the same concepts i used in the other
 

Ph[o]bia

New Member
Reaction score
7
bah, I realize fire cube wasn't mui when i tried to cast it twice in same time and the second trigger only worked once, so , i think only 1 unit can
 
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