Trigger:
- Fire Ward
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Fire Ward
- Actions
- Set FW_Target_Point = (Target point of ability being cast)
- Set FW_Target_Position = FW_Target_Point
- Set FW_Integer = (Level of Fire Ward (Ward Ability) for (Triggering unit))
- Set FW_Level = (Level of Fire Ward for (Triggering unit))
- Set FW_Duration = (1.00 + (2.00 x (Real(FW_Level))))
- Set FW_Loop_Number = 5
- For each (Integer FW_Integer) from 1 to FW_Loop_Number, do (Actions)
- Loop - Actions
- Set FW_Spawn_Point = (FW_Target_Position offset by 500.00 towards (360.00 x ((Real(FW_Integer)) / (Real(FW_Loop_Number)))) degrees)
- Unit - Create 1 Fire Ward for (Owner of (Triggering unit)) at FW_Spawn_Point facing FW_Target_Point
- Unit - Add a FW_Duration second Generic expiration timer to (Last created unit)
- Unit - Add Fire Ward (Ward Ability) to (Last created unit)
- Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Breath Of Fire FW_Target_Position
- Custom script: call RemoveLocation(udg_FW_Spawn_Point)
- Loop - Actions
- Custom script: call RemoveLocation(udg_FW_Target_Point)
- Custom script: call RemoveLocation(udg_FW_Target_Position)
- Trigger - Turn on Fire Ward Shoot <gen>
- Events
Trigger:
- Fire Ward Shoot
- Events
- Time - Every 1.00 seconds of game time
- Conditions
- Actions
- Set FW_Group = (Units of type Fire Ward)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in FW_Group) Greater than 0
- Then - Actions
- Unit Group - Pick every unit in FW_Group and do (Actions)
- Loop - Actions
- Set FW_Facing_Real = (Facing of (Picked unit))
- Set FW_Spell_Position = (Position of (Picked unit))
- Set FW_Spell_Position_2 = (FW_Spell_Position offset by 500.00 towards FW_Facing_Real degrees)
- Unit - Order (Picked unit) to Neutral Pandaren Brewmaster - Breath Of Fire FW_Spell_Position_2
- Custom script: call RemoveLocation(udg_FW_Spell_Position)
- Custom script: call RemoveLocation(udg_FW_Spell_Position_2)
- Loop - Actions
- Unit Group - Pick every unit in FW_Group and do (Actions)
- Else - Actions
- Trigger - Turn off (This trigger)
- If - Conditions
- Custom script: call DestroyGroup(udg_FW_Group)
- Events
For some strange reason, it isn't consider as MUI. Any idea?