So i am making a spell for someone but making it creates some efficiency issues.
(you can see the spell Here, it is the first spell of all of em)
the thing is that i need to make a slow whose slow percentage stacks but duration stacks as if different slow buffs where applied
so if for example i apply a 4 sec 10% slow and on top of that a 2sec 20% slow, i want the final result to be a slow which last for 2 secs and for the first 2 secs, it slows by 30% and for the rest 2 for 10%.
some bonus problems which can be solved later are: damage being at wrong values or the spell not working at some casts here and there. also no casts of the spell "Out Of Air (Buff)" are being made after the death of the end of the life of the units in the "Out_Of_Air_Dummy_Group".
as a final note the "Out Of Air (Buff)" spell is a spell based on cripple that slows for 0% at all levels and is there so that ill be able to detect if the target is being slowed.
also the Out Of Air (Self Slow Aura) is an ability based on the aura the tornadoes carry that slows the one having it. it has 16 levels and each group of fours represent the a number of slow stacks at each level. so if i want the target to have 3 level 4 slow stacks ill just raise the level of this skill to 12(=3*4) and get the slow i want. sooo can you please tell me how to make it so that for the fps to drop, you will need at least 8 or so of these to be cast (if it is not possible please raise the number to as high as possible) without altering the effects it will have to a noticeable amount at the most scenarios (at scenarios with low number of these placed)
(you can see the spell Here, it is the first spell of all of em)
the thing is that i need to make a slow whose slow percentage stacks but duration stacks as if different slow buffs where applied
so if for example i apply a 4 sec 10% slow and on top of that a 2sec 20% slow, i want the final result to be a slow which last for 2 secs and for the first 2 secs, it slows by 30% and for the rest 2 for 10%.
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Initialisation
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Events
- Map initialization
- Conditions
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Actions
- Game - Display to (All players) the text: press "Esc" to refr...
- Game - Set the time of day to 6.00
- Player - Add 1000000000 to Player 1 (Red) Current gold
- Visibility - Create an initially Enabled visibility modifier for Neutral Passive emitting Visibility across (Playable map area)
- Hashtable - Create a hashtable
- Set Out_Of_Air_Hashtable = (Last created hashtable)
- Player - For Player 1 (Red), turn Shared vision On toward Neutral Passive
- Player - For Player 2 (Blue), turn Shared vision On toward Neutral Passive
- Player - For Player 3 (Teal), turn Shared vision On toward Neutral Passive
- Player - For Player 4 (Purple), turn Shared vision On toward Neutral Passive
- Player - For Player 5 (Yellow), turn Shared vision On toward Neutral Passive
- Player - For Player 6 (Orange), turn Shared vision On toward Neutral Passive
- Player - For Player 7 (Green), turn Shared vision On toward Neutral Passive
- Player - For Player 8 (Pink), turn Shared vision On toward Neutral Passive
- Player - For Player 9 (Gray), turn Shared vision On toward Neutral Passive
- Player - For Player 10 (Light Blue), turn Shared vision On toward Neutral Passive
- Player - For Player 11 (Dark Green), turn Shared vision On toward Neutral Passive
- Player - For Player 12 (Brown), turn Shared vision On toward Neutral Passive
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Events
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Out Of Air Cast
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Out Of Air
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Actions
- Set Out_Of_Air_Caster = (Triggering unit)
- Set Out_Of_Air_Point = (Target point of ability being cast)
- Unit - Create 1 Out Of Air (Dummy) for (Owner of Out_Of_Air_Caster) at Out_Of_Air_Point facing Default building facing degrees
- Set Out_Of_Air_Dummy = (Last created unit)
- Hashtable - Save Handle OfOut_Of_Air_Caster as (Key Caster) of (Key (Last created unit)) in Out_Of_Air_Hashtable
- Hashtable - Save Out_Of_Air_Integer as (Key Level) of (Key (Last created unit)) in Out_Of_Air_Hashtable
- Set Out_Of_Air_Integer = (Level of Out Of Air for Out_Of_Air_Caster)
- Unit Group - Add Out_Of_Air_Dummy to Out_Of_Air_Dummy_Group
- Set Out_Of_Air_Caster = No unit
- Set Out_Of_Air_Dummy = No unit
- Set Out_Of_Air_Dummy_Group_Empty = False
- Custom script: call RemoveLocation (udg_Out_Of_Air_Point)
- Trigger - Turn on Out Of Air Duration <gen>
- Trigger - Run Out Of Air Duration <gen> (checking conditions)
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Events
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Out Of Air Duration
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Out_Of_Air_Dummy_Group is empty) Equal to False) or ((Out_Of_Air_Dummy_Group is empty) Equal to False)
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Then - Actions
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Unit Group - Pick every unit in Out_Of_Air_Dummy_Group and do (Actions)
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Loop - Actions
- Set Out_Of_Air_Caster = (Load (Key Caster) of (Key (Picked unit)) in Out_Of_Air_Hashtable)
- Set Out_Of_Air_Dummy = (Picked unit)
- Set Out_Of_Air_Temp_Handle = (Picked unit)
- Set Out_Of_Air_Integer = (Load (Key Level) of (Key Out_Of_Air_Temp_Handle) from Out_Of_Air_Hashtable)
- Set Out_Of_Air_Point = (Position of Out_Of_Air_Dummy)
- Set Vesta_Temp_Group = (Units within 350.00 of Out_Of_Air_Point matching ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is hidden) Equal to False) and (
- Custom script: call RemoveLocation (udg_Out_Of_Air_Point)
- Set Out_Of_Air_Dummy_Time = (Load (Key Time) of (Key Out_Of_Air_Temp_Handle) from Out_Of_Air_Hashtable)
- Game - Display to (All players) the text: (String(Out_Of_Air_Dummy_Time))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Out_Of_Air_Dummy_Time Greater than 4.02
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Then - Actions
- Unit - Remove Out_Of_Air_Dummy from the game
- Unit Group - Remove Out_Of_Air_Dummy from Out_Of_Air_Dummy_Group
- Hashtable - Clear all child hashtables of child (Key Out_Of_Air_Temp_Handle) in Out_Of_Air_Hashtable
- Else - Actions
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If - Conditions
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Unit Group - Pick every unit in Vesta_Temp_Group 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
- (Out_Of_Air_Dummy_Time Equal to 1.02) or ((Out_Of_Air_Dummy_Time Equal to 2.01) or ((Out_Of_Air_Dummy_Time Equal to 3.00) or (Out_Of_Air_Dummy_Time Equal to 4.02)))
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Then - Actions
- Unit - Cause Out_Of_Air_Caster to damage (Picked unit), dealing (15.00 + (15.00 x (Real(Out_Of_Air_Integer)))) damage of attack type Spells and damage type Magic
- Else - Actions
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If - Conditions
- Set Out_Of_Air_Real_Target_Time = (Load (Key (Picked unit)) of (Key Out_Of_Air_Temp_Handle) from Out_Of_Air_Hashtable)
- Set Out_Of_Air_Clear = (Load (Key Clear) of (Key (Picked unit)) from Out_Of_Air_Hashtable)
- Set Out_Of_Air_Counter = (Load (Key (Picked unit)) of (Key Out_Of_Air_Temp_Handle) from Out_Of_Air_Hashtable)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Out_Of_Air_Counter Equal to 0
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Then - Actions
- Hashtable - Save -1 as (Key (Picked unit)) of (Key Out_Of_Air_Temp_Handle) in Out_Of_Air_Hashtable
- 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
- ((Picked unit) has buff Out Of Air (Buff)) Equal to False
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Then - Actions
- Set Out_Of_Air_Point = (Position of (Picked unit))
- Unit - Create 1 Chicken for Neutral Passive at Out_Of_Air_Point facing Out_Of_Air_Point
- Set Out_Of_Air_Dummy = (Last created unit)
- Unit - Add a 0.30 second Generic expiration timer to Out_Of_Air_Dummy
- Unit - Add Out Of Air (Buff) to Out_Of_Air_Dummy
- Unit - Order Out_Of_Air_Dummy to Undead Necromancer - Cripple (Picked unit)
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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 Out Of Air (Self Slow Aura) for (Picked unit)) Greater than 0
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Then - Actions
- Set Out_Of_Air_Clear = True
- Hashtable - Save Out_Of_Air_Clear as (Key Clear) of (Key (Picked unit)) in Out_Of_Air_Hashtable
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Else - Actions
- Unit - Add Out Of Air (Self Slow Aura) to (Picked unit)
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If - Conditions
- Unit - Set level of Out Of Air (Self Slow Aura) for (Picked unit) to Out_Of_Air_Integer
- Set Out_Of_Air_Real_Target_Time = -1.00
- Custom script: call RemoveLocation (udg_Out_Of_Air_Point)
- 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
- ((Picked unit) is in Out_Of_Air_Target_Group) Equal to False
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Then - Actions
- Unit Group - Add (Picked unit) to Out_Of_Air_Target_Group
- 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
- Out_Of_Air_Real_Target_Time Less than 0.00
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Then - Actions
- Set Out_Of_Air_Real_Target_Time = -0.03
- Hashtable - Save Out_Of_Air_Real_Target_Time as (Key (Picked unit)) of (Key Out_Of_Air_Temp_Handle) in Out_Of_Air_Hashtable
- 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
- Set Out_Of_Air_Dummy_Time = (Out_Of_Air_Dummy_Time + 0.03)
- Hashtable - Save Out_Of_Air_Dummy_Time as (Key Time) of (Key Out_Of_Air_Temp_Handle) in Out_Of_Air_Hashtable
- Custom script: call DestroyGroup (udg_Vesta_Temp_Group)
- -------- ----------------------------------------------------------------Part 2-------------------------------------------------------------------------------------------------------------------------------- --------
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Unit Group - Pick every unit in Out_Of_Air_Target_Group and do (Actions)
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Loop - Actions
- Set Out_Of_Air_Target = (Picked unit)
- Set Out_Of_Air_Target_Point = (Position of Out_Of_Air_Target)
- Set Out_Of_Air_Temp_Handle = (Picked unit)
- Set Out_Of_Air_Clear = (Load (Key Clear) of (Key (Picked unit)) from Out_Of_Air_Hashtable)
- Set Out_Of_Air_Max_Real = 0.00
- Set Out_Of_Air_Integer_of_Max_Real = 0
- Set Out_Of_Air_Max_Integer = 0
- Set Out_Of_Air_Real_Of_Max_Integer = 0.00
- Set Out_Of_Air_Temp_Integer = 0
- Set Out_Of_Air_Decrease_Check = False
- Set Out_Of_Air_Target_Previous_Loc = (Load (Key Point) of (Key Out_Of_Air_Temp_Handle) in Out_Of_Air_Hashtable)
- Hashtable - Save Handle OfOut_Of_Air_Target_Point as (Key Point) of (Key Out_Of_Air_Temp_Handle) in Out_Of_Air_Hashtable
- Set Out_Of_Air_Temp_Boolean = False
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Out_Of_Air_Dummy_Group is empty) Equal to False
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Then - Actions
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Unit Group - Pick every unit in Out_Of_Air_Dummy_Group and do (Actions)
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Loop - Actions
- Set Out_Of_Air_Counter = (Load (Key Out_Of_Air_Temp_Handle) of (Key (Picked unit)) from Out_Of_Air_Hashtable)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Out_Of_Air_Counter Not equal to 0
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Then - Actions
- Set Out_Of_Air_Dummy = (Picked unit)
- Set Out_Of_Air_Point = (Position of Out_Of_Air_Dummy)
- Set Out_Of_Air_Real_Target_Time = (Load (Key Out_Of_Air_Temp_Handle) of (Key (Picked unit)) from Out_Of_Air_Hashtable)
- Set Out_Of_Air_Caster = (Load (Key Caster) of (Key (Picked unit)) in Out_Of_Air_Hashtable)
- Set Out_Of_Air_Integer = (Load (Key Level) of (Key (Picked unit)) from Out_Of_Air_Hashtable)
- Set Out_Of_Air_Temp_Real = (Distance between Out_Of_Air_Point and Out_Of_Air_Target_Previous_Loc)
- Set Out_Of_Air_Dummy_Time = (Load (Key Time) of (Key (Picked unit)) from Out_Of_Air_Hashtable)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Out_Of_Air_Clear Equal to True
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Then - Actions
- Set Out_Of_Air_Real_Target_Time = 0.00
- 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
- (Distance between Out_Of_Air_Point and Out_Of_Air_Target_Point) Less than or equal to 350.00
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Then - Actions
- Set Out_Of_Air_Counter = (Out_Of_Air_Counter + 3)
- Set Out_Of_Air_Real_Target_Time = (Out_Of_Air_Real_Target_Time + 0.03)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Out_Of_Air_Temp_Real Greater than 350.00
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Then - Actions
- Set Out_Of_Air_Decrease_Check = True
- Else - Actions
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If - Conditions
-
Else - Actions
- Set Out_Of_Air_Counter = 0
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Out_Of_Air_Temp_Real Less than or equal to 350.00
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Then - Actions
- Set Out_Of_Air_Decrease_Check = True
- Set Out_Of_Air_Real_Target_Time = (Real((Max(((Integer(Out_Of_Air_Real_Target_Time)) + 1), 4))))
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Else - Actions
- Set Out_Of_Air_Real_Target_Time = (Out_Of_Air_Real_Target_Time - 0.03)
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If - Conditions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Out_Of_Air_Dummy_Time Equal to 3.51) and (Out_Of_Air_Counter Greater than or equal to 200)
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Then - Actions
- Set Out_Of_Air_Point = (Position of (Picked unit))
- Unit - Create 1 Chicken for Neutral Passive at Out_Of_Air_Point facing Out_Of_Air_Point
- Set Out_Of_Air_Dummy = (Last created unit)
- Unit - Add a 0.30 second Generic expiration timer to Out_Of_Air_Dummy
- Unit - Add Out Of Air (Stun) to Out_Of_Air_Dummy
- Unit - Set level of Out Of Air (Stun) for Out_Of_Air_Dummy to Out_Of_Air_Integer
- Unit - Order Out_Of_Air_Dummy to Human Mountain King - Storm Bolt Out_Of_Air_Target
- Custom script: call RemoveLocation (udg_Out_Of_Air_Point)
- Else - Actions
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If - Conditions
- Hashtable - Save Out_Of_Air_Real_Target_Time as (Key Out_Of_Air_Temp_Handle) of (Key (Picked unit)) in Out_Of_Air_Hashtable
- Hashtable - Save Out_Of_Air_Counter as (Key Out_Of_Air_Temp_Handle) of (Key (Picked unit)) in Out_Of_Air_Hashtable
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (((Out_Of_Air_Target has buff Out Of Air (Buff)) Equal to False) and (Out_Of_Air_Real_Target_Time Greater than or equal to 0.07)) or ((Out_Of_Air_Target is dead) Equal to True)
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Then - Actions
- Set Out_Of_Air_Temp_Boolean = True
- Else - Actions
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Out_Of_Air_Real_Target_Time Greater than Out_Of_Air_Max_Real
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Then - Actions
- Set Out_Of_Air_Max_Real = Out_Of_Air_Real_Target_Time
- Set Out_Of_Air_Integer_of_Max_Real = Out_Of_Air_Integer
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Out_Of_Air_Integer Greater than Out_Of_Air_Max_Integer
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Then - Actions
- Set Out_Of_Air_Temp_Integer = Out_Of_Air_Max_Integer
- Set Out_Of_Air_Real_Of_Max_Integer = Out_Of_Air_Real_Target_Time
- Set Out_Of_Air_Max_Integer = Out_Of_Air_Integer
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation (udg_Out_Of_Air_Point)
- Else - Actions
-
If - Conditions
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Loop - Actions
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Unit Group - Pick every unit in Out_Of_Air_Dummy_Group and do (Actions)
-
Else - Actions
- Set Out_Of_Air_Max_Real = (Load (Key Max_Real) of (Key Out_Of_Air_Temp_Handle) from Out_Of_Air_Hashtable)
- Set Out_Of_Air_Integer_of_Max_Real = (Load (Key Integer_Of_Max_Real) of (Key Out_Of_Air_Temp_Handle) from Out_Of_Air_Hashtable)
- Set Out_Of_Air_Max_Integer = (Load (Key Max_Integer) of (Key Out_Of_Air_Temp_Handle) from Out_Of_Air_Hashtable)
- Set Out_Of_Air_Real_Of_Max_Integer = (Load (Key Real_Of_Max_Integer) of (Key Out_Of_Air_Temp_Handle) from Out_Of_Air_Hashtable)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Out_Of_Air_Dummy_Group_Empty Equal to False
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Then - Actions
- Set Out_Of_Air_Max_Real = (Real((Max(((Integer(Out_Of_Air_Max_Real)) + 1), 4))))
- Set Out_Of_Air_Real_Of_Max_Integer = (Real((Max(((Integer(Out_Of_Air_Real_Of_Max_Integer)) + 1), 4))))
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Out_Of_Air_Real_Of_Max_Integer Greater than 0.00
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Then - Actions
- Set Out_Of_Air_Temp_Integer = Out_Of_Air_Max_Integer
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Else - Actions
- Set Out_Of_Air_Temp_Integer = Out_Of_Air_Integer_of_Max_Real
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (((Out_Of_Air_Target has buff Out Of Air (Buff)) Equal to False) and (Out_Of_Air_Real_Target_Time Greater than or equal to 0.07)) or ((Out_Of_Air_Target is dead) Equal to True)
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Then - Actions
- Set Out_Of_Air_Temp_Boolean = True
- Else - Actions
-
If - Conditions
-
If - Conditions
- Set Out_Of_Air_Clear = False
- Hashtable - Save Out_Of_Air_Clear as (Key Clear) of (Key (Picked unit)) in Out_Of_Air_Hashtable
- Hashtable - Save Out_Of_Air_Max_Real as (Key Max_Real) of (Key Out_Of_Air_Temp_Handle) in Out_Of_Air_Hashtable
- Hashtable - Save Out_Of_Air_Integer_of_Max_Real as (Key Integer_Of_Max_Real) of (Key Out_Of_Air_Temp_Handle) in Out_Of_Air_Hashtable
- Hashtable - Save Out_Of_Air_Max_Integer as (Key Max_Integer) of (Key Out_Of_Air_Temp_Handle) in Out_Of_Air_Hashtable
- Hashtable - Save Out_Of_Air_Real_Of_Max_Integer as (Key Real_Of_Max_Integer) of (Key Out_Of_Air_Temp_Handle) in Out_Of_Air_Hashtable
- Custom script: call RemoveLocation (udg_Out_Of_Air_Target_Point)
- Custom script: call RemoveLocation (udg_Out_Of_Air_Target_Previous_Loc)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Out_Of_Air_Temp_Boolean Equal to True) or (((Out_Of_Air_Target is Magic Immune) Equal to True) or (Out_Of_Air_Max_Real Less than or equal to 0.00))
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Then - Actions
- Unit - Remove Out Of Air (Buff) buff from Out_Of_Air_Target
- Unit - Remove Out Of Air (Self Slow Aura) from Out_Of_Air_Target
- Unit - Remove Out Of Air (Slow Aura) buff from Out_Of_Air_Target
- Unit Group - Remove Out_Of_Air_Target from Out_Of_Air_Target_Group
- Hashtable - Clear all child hashtables of child (Key Out_Of_Air_Temp_Handle) in Out_Of_Air_Hashtable
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Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Out_Of_Air_Decrease_Check Equal to True) or (((Out_Of_Air_Max_Real Less than or equal to 1.02) and (Out_Of_Air_Max_Real Greater than or equal to 0.98)) or (((Out_Of_Air_Max_Real Less than or equal to 2.02) and (Out_Of_Air_Max_Real Greater than or equal to 1.98)) or (((Out_Of_Air_Max_Real Less than or e
-
Then - Actions
- Set Out_Of_Air_Point = (Position of (Picked unit))
- Unit - Create 1 Chicken for Neutral Passive at Out_Of_Air_Point facing Out_Of_Air_Point
- Set Out_Of_Air_Dummy = (Last created unit)
- Unit - Add a 0.30 second Generic expiration timer to Out_Of_Air_Dummy
- Unit - Add Out Of Air (Buff) to Out_Of_Air_Dummy
- Unit - Set level of Out Of Air (Buff) for Out_Of_Air_Dummy to (Max((Integer((Out_Of_Air_Max_Real + 1.00))), 4))
- Unit - Order Out_Of_Air_Dummy to Undead Necromancer - Cripple (Picked unit)
- Custom script: call RemoveLocation (udg_Out_Of_Air_Point)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Out_Of_Air_Temp_Integer x (Max(((Integer(Out_Of_Air_Max_Real)) + 1), 4))) Not equal to (Level of Out Of Air (Self Slow Aura) for Out_Of_Air_Target)
-
Then - Actions
- Unit - Set level of Out Of Air (Self Slow Aura) for Out_Of_Air_Target to (Out_Of_Air_Temp_Integer x (Max(((Integer(Out_Of_Air_Max_Real)) + 1), 4)))
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Loop - Actions
- Set Out_Of_Air_Dummy_Group_Empty = (Out_Of_Air_Dummy_Group is empty)
-
Loop - Actions
-
Unit Group - Pick every unit in Out_Of_Air_Dummy_Group and do (Actions)
-
Else - Actions
- Custom script: call DestroyGroup (udg_Out_Of_Air_Target_Group)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
some bonus problems which can be solved later are: damage being at wrong values or the spell not working at some casts here and there. also no casts of the spell "Out Of Air (Buff)" are being made after the death of the end of the life of the units in the "Out_Of_Air_Dummy_Group".
as a final note the "Out Of Air (Buff)" spell is a spell based on cripple that slows for 0% at all levels and is there so that ill be able to detect if the target is being slowed.
also the Out Of Air (Self Slow Aura) is an ability based on the aura the tornadoes carry that slows the one having it. it has 16 levels and each group of fours represent the a number of slow stacks at each level. so if i want the target to have 3 level 4 slow stacks ill just raise the level of this skill to 12(=3*4) and get the slow i want. sooo can you please tell me how to make it so that for the fps to drop, you will need at least 8 or so of these to be cast (if it is not possible please raise the number to as high as possible) without altering the effects it will have to a noticeable amount at the most scenarios (at scenarios with low number of these placed)