I’m trying to make that for each charge of blink Tracer uses, she gets a 1/3 damage boost, lasting for that charge’s cooldown (3 seconds), stacks up to 3 times when all charges of blink are depleted, and loses 1 stack for each charge of blink comes back up.
rule(“Tracer blink 1”)
{
event
{
Ongoing - Each Player;
All;
Tracer;
}
conditions
{
Is Using Ability 1(Event Player) == True;
}
actions
{
Modify Player Variable(Event Player, PlayerMeter1, Add, Divide(100, 3));
Set Damage Dealt(Event Player, Add(100, Player Variable(Event Player, PlayerMeter1)));
Wait(3, Ignore Condition);
Modify Player Variable(Event Player, PlayerMeter1, Subtract, Divide(100, 3));
Set Damage Dealt(Event Player, Add(100, Player Variable(Event Player, PlayerMeter1)));
}
}
But when I activate the 2nd blink within this 3 second wait, the inspector writes “conditions became true, but not executing due to a wait behavior.”
I tried “restart when true” and “abort when false” options in this wait action, and both of them made it skip the subsequent two actions.
Do I have to make it into 3 actions so they can trigger respectively or is there any way to make it trigger again without aborting the last 2 actions?