Eternal Purge:
Slows the units movement speed greatly for 0.5 seconds and deals 25 damage initially and causes the unit to bleed dealing damage according to the amount of hit points missing.
Deals 3 damage per 1% hit points missing, per second for 6 seconds. After the slow duration these units are taunted. forcing them to attack the caster for the duration. Attacks only deal 50% damage whilest taunted.
Can be cast on multiple enemies, does not stack on single target. Overwrites previous cast.
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hashtable
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Events
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Conditions
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Actions
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Hashtable - Create a hashtable
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Set EP_Hash = (Last created hashtable)
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purge cast
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Eternal Purge
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Actions
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Hashtable - Save Handle Of(Triggering unit) as (Key (Target unit of ability being cast)) of 0 in EP_Hash
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Hashtable - Save 12 as (Key (Target unit of ability being cast)) of 1 in EP_Hash
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Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing 25.00 damage of attack type Spells and damage type Magic
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Unit - Order (Target unit of ability being cast) to Stop
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Unit Group - Add (Target unit of ability being cast) to EP_UnitGroup
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Trigger - Turn on purge dps <gen>
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purge dps
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Events
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Time - Every 0.50 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in EP_UnitGroup 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
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(Load (Key (Picked unit)) of 1 from EP_Hash) Greater than 0
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Then - Actions
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Unit - Cause (Load (Key (Picked unit)) of 0 in EP_Hash) to damage (Picked unit), dealing ((100.00 - (Percentage life of (Picked unit))) x 1.50) damage of attack type Spells and damage type Magic
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Hashtable - Save ((Load (Key (Picked unit)) of 1 from EP_Hash) - 1) as (Key (Picked unit)) of 1 in EP_Hash
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Unit - Order (Picked unit) to Attack (Load (Key (Picked unit)) of 0 in EP_Hash)
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Else - Actions
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Unit Group - Remove (Picked unit) from EP_UnitGroup
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Hashtable - Clear all child hashtables of child (Key (Picked unit)) in EP_Hash
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Number of units in EP_UnitGroup) Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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disable issues
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Events
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Unit - A unit Is issued an order targeting an object
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Unit - A unit Is issued an order targeting a point
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Unit - A unit Is issued an order with no target
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Conditions
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((Triggering unit) is in EP_UnitGroup) Equal to True
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Actions
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Trigger - Turn off (This trigger)
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Unit - Order (Triggering unit) to Stop
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Unit - Order (Triggering unit) to Attack (Load (Key (Picked unit)) of 0 in EP_Hash)
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Trigger - Turn on (This trigger)
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reducing damage
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Events
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Game - GDD_Event becomes Equal to 0.00
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Conditions
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(GDD_DamageSource is in EP_UnitGroup) Equal to True
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Actions
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Unit - Set life of GDD_DamagedUnit to ((Life of GDD_DamagedUnit) + (GDD_Damage / 2.00))
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Set Temp_Point = (Position of GDD_DamagedUnit)
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Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call RemoveLocation (udg_Temp_Point)
Basically you cast purge on a unit, deals a small initial damage (in this case 25)
Then for the next 6 seconds, the target takes 3x percentage missing hp in damage.
(Note! It does not do that amount missing x3, but merely the % x3 - eg: on 75% hp, deals 25 x 3 = 75 damage)
However the next count will be updated amount of damage, therefore there shall be no constant damage dealt.
After purge slowing/stunning will then taunt the unit. Forcing it to attack for the duration of the dps. Whilest taunted attacks will deal 50% damage.
This spell makes use of Hashtables, and is easy to adjust or add.
It is MUI and GUi.
However it shall not stack apon itself (i can do this if anyone wants), instead it resets the timer/count.
I think it's leakless, but I am semi-new with Hashtables so I may have made a mistake.
Please comment critically and give suggestions. Thank you.
Keywords:
Pudge, DPS, Slow, per second, damage per second, missing hp, missing health, dps of missing hp