idk why but this isn't working
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Initialization
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Events
- Map initialization
- Conditions
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Actions
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
- Camera - Set (Picked player)'s camera Distance to target to 3000.00 over 0.00 seconds
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Loop - Actions
- Visibility - Disable fog of war
- Visibility - Disable black mask
- Destructible - Make Elven Gate (Vertical) 0000 <gen> Invulnerable
- Destructible - Make Elven Gate (Vertical) 0001 <gen> Invulnerable
- Destructible - Make Elven Gate (Vertical) 0002 <gen> Invulnerable
- Destructible - Make Elven Gate (Vertical) 0003 <gen> Invulnerable
- Hashtable - Create a hashtable
- Set HashTable = (Last created hashtable)
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Player Group - Pick every player in (All players) and do (Actions)
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Events
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Power up
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Power Up to the Very Limit
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Actions
- Hashtable - Save Handle Of(Triggering unit) as 0 of 0 in HashTable
- Trigger - Turn on Power up loop effect <gen>
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of (Ability being cast) for (Triggering unit)) Equal to 1
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Then - Actions
- Hero - Modify Strength of (Triggering unit): Add 20
- Hero - Modify Agility of (Triggering unit): Add 20
- Hero - Modify Intelligence of (Triggering unit): Add 20
- Wait 10.00 game-time seconds
- Hero - Modify Strength of (Triggering unit): Subtract 20
- Hero - Modify Agility of (Triggering unit): Subtract 20
- Hero - Modify Intelligence of (Triggering unit): Subtract 20
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of (Ability being cast) for (Triggering unit)) Equal to 2
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Then - Actions
- Hero - Modify Strength of (Triggering unit): Add 40
- Hero - Modify Agility of (Triggering unit): Add 40
- Hero - Modify Intelligence of (Triggering unit): Add 40
- Wait 10.00 game-time seconds
- Hero - Modify Strength of (Triggering unit): Subtract 40
- Hero - Modify Agility of (Triggering unit): Subtract 40
- Hero - Modify Intelligence of (Triggering unit): Subtract 40
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of (Ability being cast) for (Triggering unit)) Equal to 3
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Then - Actions
- Hero - Modify Strength of (Triggering unit): Add 60
- Hero - Modify Agility of (Triggering unit): Add 60
- Hero - Modify Intelligence of (Triggering unit): Add 60
- Wait 10.00 game-time seconds
- Hero - Modify Strength of (Triggering unit): Subtract 60
- Hero - Modify Agility of (Triggering unit): Subtract 60
- Hero - Modify Intelligence of (Triggering unit): Subtract 60
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of (Ability being cast) for (Triggering unit)) Equal to 4
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Then - Actions
- Hero - Modify Strength of (Triggering unit): Add 80
- Hero - Modify Agility of (Triggering unit): Add 80
- Hero - Modify Intelligence of (Triggering unit): Add 80
- Wait 10.00 game-time seconds
- Hero - Modify Strength of (Triggering unit): Subtract 80
- Hero - Modify Intelligence of (Triggering unit): Subtract 80
- Hero - Modify Intelligence of (Triggering unit): Subtract 80
- Else - Actions
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If - Conditions
- Trigger - Turn off Power up loop effect <gen>
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Events
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Power up loop effect
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Events
- Time - Every 2.00 seconds of game time
- Conditions
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Actions
- Unit - Create 1 Energy_Dummy for (Load 0 of 0 in HashTable) at (Position of (Triggering unit)) facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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Events