Name | Type | is_array | initial_value |
DARK_SHACKLE_EXAMPLE_LOOP | integervar | No | |
DS_ABILITY | abilcode | No | |
DS_ANGLE | real | Yes | |
DS_AOE | real | Yes | |
DS_CONTAINER | integer | Yes | |
DS_CURRENT_INDEX | integer | No | |
DS_DAMAGE | real | Yes | |
DS_DISTANCE_TRAVELLED | real | Yes | |
DS_DUMMY_HEAD | unit | Yes | |
DS_DUMMY_TAIL | unit | No | |
DS_DUMMY_UNIT_COUNT | integer | Yes | |
DS_DUMMY_UNITS | group | Yes | |
DS_DUMMYHEAD_TYPE | unitcode | No | |
DS_DUMMYTAIL_TYPE | unitcode | No | |
DS_GEN_LOOPER | integer | No | |
DS_HASHTABLE | hashtable | No | |
DS_INDEX_CONTAINER | integer | Yes | |
DS_INDEX_LISTENER | integer | No | |
DS_INDEX_SIZE | integer | No | |
DS_LEVEL_OF_ABILITY | integer | Yes | |
DS_MAX_DISTANCE | real | Yes | |
DS_POSSIBLE_TARGETS | group | Yes | |
DS_PULLED_A_UNIT | boolean | Yes | |
DS_PULLED_UNIT | unit | Yes | |
DS_RECYCLE_SIZE | integer | No | |
DS_SPEED | real | Yes | |
DS_SPFX | string | No | |
DS_TARGETED_UNIT | unit | No | |
DS_TEMP_REAL_X | real | No | |
DS_TEMP_REAL_Y | real | No | |
DS_TEMP_REAL_Z | real | No | |
DS_TEMPLOC1 | location | No | |
DS_TEMPLOC2 | location | No | |
DS_TRAVEL_SPEED | real | Yes | |
DS_TRIGGER_UNIT | unit | Yes | |
WTFUCKERS | force | No | |
WTFUCKERS_UNIT_PICKED | unit | No | |
WTFUCKERS_UNITS_OWNED | group | No |
Dark Shackle by cotd333
Indexing system by Hanky
ChainHead model by Infrisios
How to import:
1.Copy the two spells:(Dark Shackle and Dark Shackle Slow+Dark Shackle Slow's Buff).
2.Copy the trigger category. (Make sure you check "Automatically create unknown variables while pasting trigger data" in WE's preferences.)
3.Copy the dummy units (DUMMY CASTER, DARK SHACKLE HEAD, DARK SHACKLE TAIL), the used models and Voila! You're done.
Modification:
I greatly suggest that you do not touch some actions in the "DSLOOP" trigger.
You can modify Dark Shackle's slow effect through Dark Shackle Slow's properties.
When changing the spell's cast range, make sure you also change its counterpart in the DSCONFIG trigger(DS_MAX_DISTANCE).
The spell does not work against flying, magic immune, invulnerable, dead, and ancient units,
but you can change that in the DS_POSSIBLE_TARGETS variable in the DSLOOP trigger. But I suggest that you keep it that way.