Igor_Z
You can change this now in User CP.
- Reaction score
- 61
Hello, I made a spell called Puppet Master.
Description:
So as you can see the illusions can duplicate themselves and I am really weak when it comes to many units doing the same thing at the same time so I'll ask someone kind to modify ONLY my forth and fifth triggers and convert it to MUI.
P.S: The spell works fine for my hero which means that it will work good for my illusions too but need those 2 triggers in MUI...
Triggers:
Description:
Whenever the Puppet Master attacks he has a chance to create a duplicate of himself. Limit of 3,5,7 images. Duplicates last 20 seconds. The illusions can also duplicate themselves.
So as you can see the illusions can duplicate themselves and I am really weak when it comes to many units doing the same thing at the same time so I'll ask someone kind to modify ONLY my forth and fifth triggers and convert it to MUI.
P.S: The spell works fine for my hero which means that it will work good for my illusions too but need those 2 triggers in MUI...
Triggers:
Trigger:
- PM Add at beginning
- Events
- Time - Elapsed game time is 0.00 seconds
- Conditions
- Actions
- Set PM_TempGroup = (Units in (Playable map area))
- Unit Group - Pick every unit in PM_TempGroup and do (Actions)
- Loop - Actions
- Unit Group - Add (Picked unit) to PM_TakeDmgGroup
- Trigger - Add to Puppet Master <gen> the event (Unit - (Picked unit) Takes damage)
- Trigger - Add to PM Illusions Juxta <gen> the event (Unit - (Picked unit) Takes damage)
- Loop - Actions
- Custom script: call DestroyGroup(udg_PM_TempGroup)
- Custom script: call DestroyTrigger(gg_trg_PM_Add_at_beginning)
- Events
Trigger:
- PM DMG Detector
- Events
- Unit - A unit enters (Playable map area)
- Conditions
- ((Triggering unit) is in PM_TakeDmgGroup) Equal to False
- Actions
- Unit Group - Add (Triggering unit) to PM_TakeDmgGroup
- Trigger - Add to Puppet Master <gen> the event (Unit - (Triggering unit) Takes damage)
- Trigger - Add to PM Illusions Juxta <gen> the event (Unit - (Triggering unit) Takes damage)
- Events
Trigger:
- Puppet Master
- Events
- Conditions
- ((Damage source) is an illusion) Equal to False
- ((Damage source) has buff Puppet Master ) Equal to True
- (Level of Puppet Master for (Damage source)) Greater than 0
- ((Triggering unit) belongs to an ally of (Owner of (Damage source))) Equal to False
- Actions
- Set PM_Unit = (Damage source)
- Set PM_Group = (Units in (Playable map area) matching ((((Matching unit) is an illusion) Equal to True) and ((((Matching unit) has buff Puppet Master ) Equal to True) and ((Owner of (Matching unit)) Equal to (Owner of PM_Unit)))))
- Set PM_Num_of_Dummies = (Number of units in PM_Group)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Random integer number between 1 and 100) Less than or equal to (8 x (Level of Puppet Master for PM_Unit))) and (PM_Num_of_Dummies Less than (1 + (2 x (Level of Puppet Master for PM_Unit))))
- Then - Actions
- Set PM_Point = (Position of PM_Unit)
- Unit - Create 1 Puppet Dummy for (Owner of PM_Unit) at PM_Point facing Default building facing degrees
- Set PM_Dummy = (Last created unit)
- Unit - Add Illusion Staff to PM_Dummy
- Unit - Set level of Illusion Staff for PM_Dummy to (Level of Puppet Master for PM_Unit)
- Custom script: call IssueTargetOrderById(udg_PM_Dummy, 852274, udg_PM_Unit)
- Unit - Add a 0.30 second Generic expiration timer to PM_Dummy
- Custom script: call DestroyGroup(udg_PM_Group)
- Custom script: call RemoveLocation(udg_PM_Point)
- Else - Actions
- If - Conditions
- Custom script: call DestroyGroup(udg_PM_Group)
Trigger:
- PM Illusions Juxta
- Events
- Conditions
- ((Damage source) is an illusion) Equal to True
- ((Damage source) has buff Puppet Master ) Equal to True
- (Level of Puppet Master for (Damage source)) Greater than 0
- ((Triggering unit) belongs to an ally of (Owner of (Damage source))) Equal to False
- Actions
- Set PM_I_Unit = (Damage source)
- Set PM_I_Group = (Units in (Playable map area) matching ((((Matching unit) is an illusion) Equal to True) and ((((Matching unit) has buff Puppet Master ) Equal to True) and ((Owner of (Matching unit)) Equal to (Owner of PM_I_Unit)))))
- Set PM_I_Num_of_Dummies = (Number of units in PM_I_Group)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Random integer number between 1 and 100) Less than or equal to (5 x (Level of Puppet Master for PM_Unit))) and (PM_I_Num_of_Dummies Less than (3 x (Level of Puppet Master for PM_Unit)))
- Then - Actions
- Set PM_I_Point = (Position of PM_I_Unit)
- Unit - Create 1 Puppet Dummy for (Owner of PM_I_Unit) at PM_I_Point facing Default building facing degrees
- Set PM_I_Dummy = (Last created unit)
- Unit - Add Illusion Staff to PM_I_Dummy
- Unit - Set level of Illusion Staff for PM_I_Dummy to (Level of Puppet Master for PM_Unit)
- Custom script: call IssueTargetOrderById(udg_PM_I_Dummy, 852274, udg_PM_Unit)
- Unit - Add a 0.30 second Generic expiration timer to PM_I_Dummy
- Custom script: call DestroyGroup(udg_PM_I_Group)
- Custom script: call RemoveLocation(udg_PM_I_Point)
- Else - Actions
- If - Conditions
- Custom script: call DestroyGroup(udg_PM_I_Group)
Trigger:
- PM Illusion Enters
- Events
- Unit - A unit enters (Playable map area)
- Conditions
- ((Triggering unit) is an illusion) Equal to True
- (Level of Puppet Master for (Triggering unit)) Greater than 0
- Actions
- Set PM_Point2 = (Position of PM_Unit)
- Unit - Move (Triggering unit) instantly to PM_Point2
- Events