- Joined
- Jun 26, 2014
- Messages
- 497
So the problem is that I know how to clear leaks but idk where to put the actions.
I believe this is the way to clear it:
I believe this is the way to clear it:
- Custom script: call RemoveRect (udg_SpellRampageMap)
- Custom script: call DestroyGroup (udg_SpellRampageCaster)
- Custom script: call RemoveLocation (udg_SpellRampageCasterPoint)
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Rampage
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Events
- Time - Every 0.50 seconds of game time
- Conditions
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Actions
- Set SpellRampageMap = (Playable map area)
- Set SpellRampageCaster = (Units in SpellRampageMap matching (((Unit-type of (Matching unit)) Equal to Raging Warrior) and (((Owner of (Matching unit)) controller) Equal to User)))
- Set SpellRampagePercentage[1] = 15
- Set SpellRampagePercentage[2] = 30
- Set SpellRampagePercentage[3] = 60
- Set SpellRampagePercentage[4] = 61
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Unit Group - Pick every unit in SpellRampageCaster and do (Actions)
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Loop - Actions
- Set SpellRampageCasterPoint = (Position of (Picked unit))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Integer((Percentage life of (Picked unit)))) Less than or equal to SpellRampagePercentage[1]
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Then - Actions
- Animation - Change (Picked unit)'s vertex coloring to (100.00%, 10.00%, 10.00%) with 0.00% transparency
- Unit - Create 1 Dummy for (Owner of (Picked unit)) at SpellRampageCasterPoint facing Default building facing degrees
- Set SpellRampageDummy[1] = (Last created unit)
- Unit - Add a 0.49 second Generic expiration timer to SpellRampageDummy[1]
- Unit - Add Raging Warrior Rampage Dummy LVL3 to SpellRampageDummy[1]
- Unit - Order SpellRampageDummy[1] to Orc Shaman - Bloodlust (Picked unit)
- Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Integer((Percentage life of (Picked unit)))) Less than or equal to SpellRampagePercentage[2]
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Then - Actions
- Animation - Change (Picked unit)'s vertex coloring to (100.00%, 30.00%, 30.00%) with 0.00% transparency
- Unit - Create 1 Dummy for (Owner of (Picked unit)) at SpellRampageCasterPoint facing Default building facing degrees
- Set SpellRampageDummy[2] = (Last created unit)
- Unit - Add a 0.49 second Generic expiration timer to SpellRampageDummy[2]
- Unit - Add Raging Warrior Rampage Dummy LVL2 to SpellRampageDummy[2]
- Unit - Order SpellRampageDummy[2] to Orc Shaman - Bloodlust (Picked unit)
- Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer((Percentage life of (Picked unit)))) Less than or equal to SpellRampagePercentage[3]
-
Then - Actions
- Animation - Change (Picked unit)'s vertex coloring to (100.00%, 70.00%, 70.00%) with 0.00% transparency
- Unit - Create 1 Dummy for (Owner of (Picked unit)) at SpellRampageCasterPoint facing Default building facing degrees
- Set SpellRampageDummy[3] = (Last created unit)
- Unit - Add a 0.49 second Generic expiration timer to SpellRampageDummy[3]
- Unit - Add Raging Warrior Rampage Dummy LVL1 to SpellRampageDummy[3]
- Unit - Order SpellRampageDummy[3] to Orc Shaman - Bloodlust (Picked unit)
- Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer((Percentage life of (Picked unit)))) Greater than or equal to SpellRampagePercentage[4]
-
Then - Actions
- Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Loop - Actions
-
Events