Name | Type | is_array | initial_value |
A_AoE | real | No | |
A_Duration | real | No | |
A_Real | real | No | |
A_UType | unitcode | No | |
Ability_Picked | unit | No | |
BE_Ability | abilcode | No | |
BE_AbilityIndex | integer | Yes | |
BE_Angle | real | Yes | |
BE_AttackType | attacktype | No | |
BE_Bounces | integer | Yes | |
BE_Caster | unit | Yes | |
BE_CDamage | real | Yes | |
BE_CHeal | real | Yes | |
BE_CSizeIncrement | real | No | |
BE_CurrentBounces | integer | Yes | |
BE_Damage | real | Yes | |
BE_DamageAddition | real | Yes | |
BE_DamageType | damagetype | No | |
BE_Distance | real | Yes | |
BE_DistanceTravelled | real | Yes | |
BE_Dummy | unit | Yes | |
BE_DummyType | unitcode | No | |
BE_FX | effect | Yes | |
BE_Group | group | No | |
BE_Heal | real | Yes | |
BE_HealAddition | real | Yes | |
BE_Height | real | Yes | |
BE_MaxIndex | integer | No | |
BE_Model | string | No | |
BE_NegAbility | abilcode | No | |
BE_NegSpecialEffect | string | No | |
BE_PickedUnits | unit | No | |
BE_Player | player | Yes | |
BE_PosAbility | abilcode | No | |
BE_PosSpecialEffect | string | No | |
BE_PreloadUnit | unit | No | |
BE_SearchAoE | real | Yes | |
BE_SizeIncrement | real | Yes | |
BE_Speed | real | Yes | |
BE_Target | unit | Yes | |
BE_TempIndex | integer | No | |
BE_TempPoint | location | No | |
BE_TempPoint2 | location | No | |
BE_TempPoint3 | location | No | |
BE_TotalDistance | real | No | |
Blood_Boar | unitcode | Yes | |
BUFF_unit | unit | No | |
Burrow_Point | location | Yes | |
Caster | unit | No | |
CB_angle | real | No | |
CB_attacked_Loc | location | No | |
CB_attacking_Loc | location | No | |
CB_BOOOM | boolean | No | |
CB_Caster | unit | No | |
CB_chance_to_knockback | integer | Yes | |
CB_distance | real | No | |
CB_distance_setup | real | Yes | |
CB_effectOnCast | string | No | |
CB_effectOnLoop | string | No | |
CB_group | group | No | |
CB_hash | hashtable | No | |
CB_Target | unit | No | |
CB_temp_unit | unit | No | |
CB_temploc | location | No | |
CB_temploc_2 | location | No | |
CB_time | real | No | |
CB_tusk | unit | No | |
CB_victim | unit | No | |
CE_Ability_Level | integer | No | |
CE_Area_of_Effect | real | No | |
CE_Base_Damage | real | No | |
CE_Caster | unit | No | |
CE_Damage_Group | group | No | |
CE_Destroy_Trees | boolean | No | |
CE_Knock_Angle | real | No | |
CE_Knock_Distance | real | No | |
CE_Knock_Group | group | No | |
CE_Knock_Loc1 | location | No | |
CE_Knock_Loc2 | location | No | |
CE_Knock_Speed | real | No | |
CE_Knocktable | hashtable | No | |
CE_Location | location | No | |
CE_Location2 | location | No | |
CE_Pathing_On | boolean | No | |
CE_Special_Effect | effect | No | |
CE_Special_Effect1 | effect | No | |
CE_Total_Damage | real | No | |
CL_AbilityLevel | integer | Yes | |
CL_AOE | real | Yes | |
CL_Caster | unit | Yes | |
CL_Count | integer | Yes | |
CL_Damage | integer | Yes | |
CL_FirstTarget | boolean | Yes | |
CL_Group | group | Yes | |
CL_Loc | location | Yes | |
CL_Player | player | Yes | |
CL_Slashes | integer | Yes | |
CL_Special | effect | Yes | |
CL_Target | unit | Yes | |
CL_Victim | unit | Yes | |
Converter | unit | No | |
Curse_Group | group | No | |
Curse_Point | location | No | |
Curse_Target | unit | No | |
Curse_Unit | unit | No | |
Defeated | player | No | |
DT_Attacktype | attacktype | Yes | |
DT_Damage | real | Yes | |
DT_DamagePerInterval | real | Yes | |
DT_DamageTypes | damagetype | Yes | |
DT_Dealers | unit | Yes | |
DT_Effects | effect | Yes | |
DT_Integers | integer | Yes | |
DT_IntervalReals | real | Yes | |
DT_ReachedDamage | real | Yes | |
DT_ReachedInterval | real | Yes | |
DT_Targets | unit | Yes | |
DTA_Attacktype | attacktype | No | |
DTA_DamageType | damagetype | No | |
DTA_DmgDealer | unit | No | |
DTA_EffectAttachmentPoint | string | No | |
DTA_Interval | real | No | |
DTA_SpecialEffect | string | No | |
DTA_Target | unit | No | |
DTA_Time | real | No | |
DTA_TotalDamageDealt | real | No | |
EnemyBlue | force | No | |
EnemyGreen | force | No | |
EnemyOrange | force | No | |
EnemyPink | force | No | |
EnemyPurple | force | No | |
EnemyRed | force | No | |
EnemyTeal | force | No | |
EnemyYellow | force | No | |
EntaglingDummy | group | No | |
ExGroup | group | No | |
ExTemppoint | location | No | |
Ground_Staff | location | No | |
HW_Caster | unit | No | |
HW_Pick | unit | No | |
Inflicting_Spill_Integer | integer | No | |
JD_Angle | real | Yes | |
JD_Animations | string | Yes | |
JD_Distances | real | Yes | |
JD_Effect | string | Yes | |
JD_Group | group | No | |
JD_HighSettings | real | Yes | |
JD_Integers | integer | Yes | |
JD_JumpHigh | real | Yes | |
JD_ReachedDistance | real | Yes | |
JD_RealTimer | real | Yes | |
JD_SpeedUnits | real | Yes | |
JD_TempPoint | location | Yes | |
JD_TreesDestroy | boolean | Yes | |
JD_Unit | unit | Yes | |
JDA_Animation | string | No | |
JDA_AnimationSpeed | real | No | |
JDA_DestroyTrees_Dash | boolean | No | |
JDA_JumpHigh_Distance | real | No | |
JDA_SpecialEffect | string | No | |
JDA_Speed | real | No | |
JDA_TargetPoint | location | No | |
JDA_Unit | unit | No | |
Jewl_Number | integer | No | |
Jewl_Point | location | No | |
Jewl_Unit | unit | No | |
Max_Index | integer | No | |
MCS_AttachmentPoint1 | string | No | |
MCS_AttachmentPoint2 | string | No | |
MCS_Caster1 | unit | No | |
MCS_Caster2 | unit | Yes | |
MCS_curDuration | real | Yes | |
MCS_Deadboolean | boolean | Yes | |
MCS_Duration1 | real | No | |
MCS_Duration2 | real | Yes | |
MCS_Integer | integer | Yes | |
MCS_MindControlledGroup | group | No | |
MCS_Player | player | Yes | |
MCS_SfxAtEndString | string | No | |
MCS_SfxAtEndString2 | string | Yes | |
MCS_SfxAtStartString | modelfile | No | |
MCS_SfxContinous1 | effect | Yes | |
MCS_SfxContinous1String | string | No | |
MCS_SfxContinous2 | effect | Yes | |
MCS_SfxContinous2String | string | No | |
MCS_Target1 | unit | No | |
MCS_Target2 | unit | Yes | |
MUI_1 | integer | No | |
MUI_2 | integer | Yes | |
MUI_3 | integer | No | |
Overlord | unit | No | |
PickedUnit | unit | No | |
Player_Picked | player | No | |
Random_Number | integer | No | |
RMX | integer | No | |
RMX_Angle | real | Yes | |
RMX_Distance | real | Yes | |
RMX_Equation | real | Yes | |
RMX_Fly | real | Yes | |
RMX_Fly_Distance | real | Yes | |
RMX_Formula | real | Yes | |
RMX_HERO | location | Yes | |
RMX_Hero_Unit | unit | Yes | |
RMX_Max_Height | real | Yes | |
RMX_Next | integer | Yes | |
RMX_Off | boolean | Yes | |
RMX_Point | location | Yes | |
RMX_Realistic_Air_Resistance | real | Yes | |
RMX_Skip | integer | No | |
RMX_Speed | real | Yes | |
RMX_Times | integer | No | |
RMX_Unit_Spear | unit | Yes | |
SacredCall_Point | location | No | |
Sample_Group | group | No | |
Sample_Point | location | No | |
SD | integer | No | |
SD_Angle | real | Yes | |
SD_Distance | real | Yes | |
SD_Equation | real | Yes | |
SD_FLY | real | Yes | |
SD_Fly_Distance | real | Yes | |
SD_Formula | real | Yes | |
SD_HERO | location | Yes | |
SD_Hero | unit | Yes | |
SD_Max_Height | real | Yes | |
SD_NexT | integer | Yes | |
SD_Off | boolean | Yes | |
SD_Point | location | Yes | |
SD_Realistic_Air_Resistance | real | Yes | |
SD_Skip | integer | No | |
SD_Speed | real | Yes | |
SD_Times | integer | No | |
SD_Unit_Spear | unit | Yes | |
Seed_Loc | location | No | |
Solar_Bolt_Cast | unit | No | |
Solar_Bolt_Target | unit | No | |
Spell_Unit | unit | No | |
SpellLevel | integer | No | |
Target | unit | No | |
Temp | integer | No | |
TempPoint | location | No | |
TempPoint2 | location | No | |
TempUnit | unit | No | |
TempUnit2 | unit | No | |
Torment | location | No | |
Tree | destructable | No | |
Tree_Loc | location | No | |
Unit_Point | location | No | |
Unit_Target | unit | No | |
WOF_Attacked | unit | No | |
WOF_Chance | integer | No | |
WOF_Point | location | No | |
WOF_Target | unit | No |
//TESH.scrollpos=0
//TESH.alwaysfold=0
Paladon & Dynasti present
The GUI DOT [Damage Over Time] System
This is the GUI DOT [Damage Over Time] system by Dynasti and Paladon.
This system allows you to attach a damage dealt over time to a unit of your choice.
To attach a DOT to a unit, simply apply all actions of the "Actions to apply" trigger and specify their values.
You need the "Get DOT" and the "Deal DOT" triggers to use this system. Copy every variable with the "DT_" and the "DTA_" prefix. You do not need any "spells/items/units/whatever" object editor data.
You can check the Sample Spell to see how this system works.
Please give us credits if you´re using this GUI - DOT system.
~Dynasti & Paladon