- Joined
- Sep 21, 2007
- Messages
- 517
alright guys, basically this is what i did:
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Unit Group - Pick every unit in AB_DmgGroup and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Load AB_i[2] of (Key (Picked unit)) from AB_HT) Not equal to 1
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Then - Actions
- Hashtable - Save 1 as AB_i[2] of (Key (Picked unit)) in AB_HT
- Unit - Cause AB_Axe[AB_i[2]] to damage (Picked unit), dealing AB_SpellDmgPercent[AB_i[2]] damage of attack type AB_AttackType and damage type Normal
- Special Effect - Create a special effect attached to the origin of (Picked unit) using AB_DeathSFX
- Special Effect - Destroy (Last created special effect)
- 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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Loop - Actions