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Cast
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Shockblast (|cffFFcc00S|r) T1 ELEM
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Actions
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Custom script: local unit u = GetSpellTargetUnit()
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Custom script: local unit u2 = GetTriggerUnit()
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Unit Group - Remove all units of Temp_UnitGroup from Temp_UnitGroup
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Set TempLoc2 = (Position of (Target unit of ability being cast))
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Set TempLoc = (TempLoc2 offset by 1000.00 towards 0.00 degrees)
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Unit - Create 1 Ice Sting Dummy for (Triggering player) at TempLoc facing TempLoc2
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Unit Group - Add (Last created unit) to Temp_UnitGroup
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Custom script: call RemoveLocation(udg_TempLoc)
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Set TempLoc = (TempLoc2 offset by 1000.00 towards 90.00 degrees)
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Unit - Create 1 Ice Sting Dummy for (Triggering player) at TempLoc facing TempLoc2
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Unit Group - Add (Last created unit) to Temp_UnitGroup
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Custom script: call RemoveLocation(udg_TempLoc)
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Set TempLoc = (TempLoc2 offset by 1000.00 towards 180.00 degrees)
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Unit - Create 1 Ice Sting Dummy for (Triggering player) at TempLoc facing TempLoc2
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Unit Group - Add (Last created unit) to Temp_UnitGroup
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Custom script: call RemoveLocation(udg_TempLoc)
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Set TempLoc = (TempLoc2 offset by 1000.00 towards 270.00 degrees)
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Unit - Create 1 Ice Sting Dummy for (Triggering player) at TempLoc facing TempLoc2
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Unit Group - Add (Last created unit) to Temp_UnitGroup
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Custom script: call RemoveLocation(udg_TempLoc)
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Unit Group - Pick every unit in Temp_UnitGroup and do (Actions)
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Loop - Actions
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Game - Display to (All players) for 30.00 seconds the text: hsfdghf
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Unit - Order (Picked unit) to Human Mountain King - Storm Bolt (Target unit of ability being cast)
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Unit - Add a 2.00 second Generic expiration timer to (Picked unit)
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Wait 1.25 seconds
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Custom script: set udg_TempUnit = u
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Custom script: set udg_TempUnit2 = u2
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Unit - Cause TempUnit2 to damage TempUnit, dealing ((30.00 x (Real((Level of Shockblast (|cffFFcc00S|r) T1 ELEM for TempUnit2)))) x (Real((Intelligence of TempUnit2 (Include bonuses))))) damage of attack type Spells and damage type Normal
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The damage works btw