- Joined
- Jun 25, 2008
- Messages
- 1,043
I figured out it does this:
Hits 3 targets. (Decided to turn this down to 1, since I couldn't find a way to locate whom the targets were when using forked lightning.. )Bounces to another target.Deals damage and envenoms the target, dealing DPS damage.
AND, perhaps the most important part, after it has been cast, for some reason, the spell bugs when I cast it again.
So what i need help with is this:
Why doesn't the dummy unit cast shadow strike?Why does the spell bug? (at second cast, it bounced like 1-2 times, third cast, it doesn't even hit the target)Any leaks that you could spot?Would it be MUI? (I suck on this part.. If it isn't, how could i make it? :E)
EditI believe the spell is mostly solved now, however I'd still want someone to look into it, to see that I didn't miss any leaks, and checking that it's MUI.
- Locust Swarm
- Events
- Unit - A unit Finishes casting an ability
- Conditions
- (Ability being cast) Equal to Locust Swarm (New)
- Actions
- Set Maintarget = (Target unit of ability being cast)
- Set Bounces = ((Level of Locust Swarm (New) for (Casting unit)) + 3)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 LocustProjectile for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Custom script: call RemoveLocation(udg_Locustlocation)
- Set Locust = (Last created unit)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Bounces Equal to 4
- Then - Actions
- Unit Group - Add Maintarget to Bouncedunit
- Set Locustlocation = (Position of Maintarget)
- Unit - Move Locust instantly to Locustlocation
- Wait 0.25 seconds
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Custom script: call RemoveLocation(udg_Locustlocation)
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike Maintarget
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Custom script: call RemoveLocation(udg_Locustlocation)
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Custom script: call RemoveLocation(udg_Locustlocation)
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Custom script: call RemoveLocation(udg_Locustlocation)
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Custom script: call RemoveLocation(udg_Locustlocation)
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Bounces Equal to 5
- Then - Actions
- Unit Group - Add Maintarget to Bouncedunit
- Set Locustlocation = (Position of Maintarget)
- Unit - Move Locust instantly to Locustlocation
- Wait 0.25 seconds
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 2
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike Maintarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 2
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 2
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 2
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 2
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 2
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Bounces Equal to 6
- Then - Actions
- Unit Group - Add Maintarget to Bouncedunit
- Set Locustlocation = (Position of Maintarget)
- Unit - Move Locust instantly to Locustlocation
- Wait 0.25 seconds
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 3
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike Maintarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 3
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 3
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 3
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 3
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 3
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) or ((((Matching unit) is in Bouncedunit) Equal to False) and (((Matching unit) belongs Equal to 0
- Then - Actions
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Skip remaining actions
- Else - Actions
- Set NextTarget = (Random unit from (Units within 550.00 of (Position of Locust) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of (Casting unit))) Equal to True) and ((((Unit-type of (Matching unit)) is An Anci
- Unit Group - Add NextTarget to Bouncedunit
- Set TargetLocation = (Position of NextTarget)
- Unit - Move Locust instantly to TargetLocation
- Wait 0.25 seconds
- Custom script: call RemoveLocation(udg_TargetLocation)
- Set Locustlocation = (Position of (Casting unit))
- Unit - Create 1 Caster Dummy for (Owner of (Casting unit)) at Locustlocation facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Set level of Shadow Strike (dummy) for (Last created unit) to 3
- Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike NextTarget
- Custom script: call RemoveLocation(udg_Locustlocation)
- Unit - Kill Locust
- Custom script: call DestroyGroup(udg_Bouncedunit)
- Else - Actions
Map is attached below, if anyone would like to try it/check the abilities or simply steal it
p.s. The spell is based on some other spell on the hive, can't recall which one though :/
Attachments
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