Spellpack Skull Spells

NapaHero

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Okay Naminator, you have 2 choices:

Remove the lightning effects and use loop to set the offset and the dummy variables and orders. Remove all waits. Put Unpause FS_Target in Four Skulls Damage after you put this line (after the Unit Group action) in that trigger:

Code:
Unit - Remove Four Skulls  buff from FS_Target

Your trigger will be a lot easier to read and (I believe) MUI.

OR

Keep with your normal trigger, non-MUI, hard to read with a bunch of same actions.

Choose wisely :)

PS: I just made a check in Penetration Skull triggers. Why are you turning off Penetration Skull Action twice?
 

Naminator

Coming Back To Life
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Okay Naminator, you have 2 choices:

Remove the lightning effects and use loop to set the offset and the dummy variables and orders. Remove all waits. Put Unpause FS_Target in Four Skulls Damage after you put this line (after the Unit Group action) in that trigger:

Code:
Unit - Remove Four Skulls  buff from FS_Target

Your trigger will be a lot easier to read and (I believe) MUI.

OR

Keep with your normal trigger, non-MUI, hard to read with a bunch of same actions.

Choose wisely :)

PS: I just made a check in Penetration Skull triggers. Why are you turning off Penetration Skull Action twice?

It was kind of sad to me to remove the lightning effects :(. That's the spell was suppose to be:p. Anyway now it's MUI.

Update it!.
 

NapaHero

Back from the dead...
Reaction score
43
Naminator, forget my post about lightning effects and read this:

You can make local lightning effects...
Code:
Custom script: local lightning array MyLightning
For each (Integer A) from 1 to 5 do (Actions)
    Loop - Actions
        Lightning - Create a Chain Lightning - Primary lightning effect from source (Random point in (Playable Map Area)) to target (Center of (Playable map area))
        Set TempLightning = Last Created Lightning Effect
        Custom script: set MyLightning[bj_forLoopIndexA] = udg_TempLightning
Wait 2.00 game-time seconds
For each (Integer A) from 1 to 5 do (Actions)
    Loop - Actions
        Custom script: udg_TempLightning = MyLightning[bj_forLoopIndexA]
        Lightning - Destroy TempLightning
        Custom script: set MyLightning[bj_forLoopIndexA] = null

The above works perfectly fine for creating 5 local lightning effects, and you never have to use anything in the custom scripts besides setting variables.
 
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