| 01-17-2006, 02:50 PM | #1 |
Okay i understand that MUI means multiinstanceable, and i know what that means in general, but could someone post specific requirements for what a spell/trigger must be in order to be considered truly MUI? |
| 01-17-2006, 02:54 PM | #2 |
It should not use global variables/custom values (generally) It should work normally even if many units owned by many players cast the spell at the same time. as long as you follow the first rule and you dont modify the gameplay (like change game speed) then ur all right you use only locals and handle variables (those handlevars cannot be changed by any trigger) |
| 01-17-2006, 02:57 PM | #3 |
I don't know if you mean what must be used or what means mui. specific requirement is one... infinite number of units of same player can cast spell without problem = MUI. It means you can't use globals (unless you do some tricks with custom values in gui but this SuxXx) EDIT:Shadow is fast |
| 01-17-2006, 05:11 PM | #4 |
THe only condition is that it can have multiple simultaneous casts no matter if the units are owned by the same player. A spell can be multi instanceable and use global variables. And some spells that use gamecache are not multi instanceable It is hard to make a rule about what makes a spell multi instanceable. Cause it depends on the way the spell works and what does it do |
| 01-17-2006, 05:51 PM | #5 |
So basically is spell is MUI when it always works as intended, regardless of how many simultaneous effects of it are going all over the map, correct? |
| 01-17-2006, 05:52 PM | #6 |
Yes |
