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I can create moving formations by setting the multiplier to 0 initially, then calling orbit.
The orb doesn't orbit, but is effectively parented to the target which is great.
But trying to set the multiplier again results in diddly squat.
Which defeats the purpose anyway, as I was trying to get around the arbitrary cast time for orbit in the first place. (so I can have a uniform, moving, rotating structure)
https://hastebin.com/share/cokeqigare
If you don't want to be charged mana for stuff inside a repeat loop that isn't getting activated due to an IF, try moving what you want to happen after the repeat loop leaving the IF inside the loop that only does BREAK. This will spit you out of the repeat loop when the condition is met and do what is after the loop. Or use the bug that removes mana cost altogether >>> put everything in a repeat loop with repeat 0.666
The speed multiplier is literally a multiplier so multiplying by 0 = 0. So you can't get it back up from 0 by multiplying it again, it will be stuck at 0. Solution is you can multiplier by near 0 such as 0.005 which will barely move. You can then speed multiply that by 1.5 several times to get it back up, although it takes time to process doing that 10+ times.
So in your example, the final repeat loop isn't doing anything. Also Microsoft has reported a grab of my screen to the FBI.
Be sure to scream I hate the antichrist into your microphone as often as possible, bill gates himself gets a notification every time and is obligated to notify the united nations immediately.