Not MUI?

Septimus

New Member
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58
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)
      • Custom script: call RemoveLocation(udg_FW_Target_Point)
      • Custom script: call RemoveLocation(udg_FW_Target_Position)
      • Trigger - Turn on Fire Ward Shoot <gen>


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)
        • Else - Actions
          • Trigger - Turn off (This trigger)
      • Custom script: call DestroyGroup(udg_FW_Group)


For some strange reason, it isn't consider as MUI. Any idea?
 

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
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216
MUI = Multi Unit Instanceable, means the spell wont crash even multi unit cast it.

In your spell, you use globals as your variables. Globals variable can be changed at anywhere. So, it is bad for MUI. But, you can make your spell MUI by adding some arrays in all your variables. It will be overwrited when another unit trying to cast same spell.

Jass users like me, we use locals in the spell, it is MUI since it is created everytime when the spell casted. But locals are bad because they only can changed in a function. But, we nw has many solutions to overcome it, like using ABC, CSData, and much more! When using locals, we need to remove leaks.
 
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