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arcane explosion
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Events
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Unit - A unit Begins casting an ability
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Conditions
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(Ability being cast) Equal to Arcane Explosion
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Actions
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Set positie_ArcaneExplosion = (Position of (Triggering unit))
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Unit - Create 1 Dummy (arcane explosion) for (Owner of (Triggering unit)) at positie_ArcaneExplosion facing Default building facing degrees
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Unit - Add a 1.20 second Generic expiration timer to (Last created unit)
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Animation - Change (Last created unit)'s size to ((75.00 + ((Real((Level of Arcane Explosion for (Triggering unit)))) x 25.00))%, (75.00 + (25.00 x (Real((Level of Arcane Explosion for (Triggering unit))))))%, (75.00 + (25.00 x (Real((Level of Arcane Explosion for (Triggering unit))))))%) of its original size
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Unit Group - Pick every unit in (Units within (275.00 + (45.00 x (Real((Level of Arcane Explosion for (Triggering unit)))))) of positie_ArcaneExplosion matching (((Picked unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)) and do (Actions)
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Loop - Actions
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Unit - Cause (Triggering unit) to damage (Picked unit), dealing (75.00 x (Real((Level of Arcane Explosion for (Triggering unit))))) damage of attack type Spells and damage type Magic
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Sound - Play WindSerpentMissile <gen> at 100.00% volume, attached to (Triggering unit)
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Sound - Destroy (Last played sound)
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Custom script: call RemoveLocation(udg_positie_ArcaneExplosion)
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Is there any leak here?