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Fire Fury 1.0 | Reviewed by Maker | 7th May 2013 | ||||||
| APPROVED | ||||||
|
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(5 ratings)
ApprovedFire Fury 1.0 | Reviewed by Maker | 7th May 2013 | ||||||
| APPROVED | ||||||
|
Fire Fury Cast

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Fire fury

Actions


-------- --------------------------------------------------------------------- --------


-------- PART ONE - Casting Initialization & Level Settings --------


-------- --------------------------------------------------------------------- --------


-------- XX Sets temporary locs XX --------


Set FF_TempPoint1 = (Position of (Triggering unit))


Set FF_TempPoint2 = (Target point of ability being cast)


-------- << Sets minimal distance (default : 0.00 (= none)) >> --------


-------- It is recommended to set it as the same as the AoE effect (default = 200.00) to prevent any abuse --------


Set FF_MinimalDistance = 0.00


-------- XX Checks for minimal distance XX --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Distance between FF_TempPoint1 and FF_TempPoint2) Less than FF_MinimalDistance



Then - Actions




-------- XX Sets the sound & message error player XX --------




Custom script: if GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) then




-------- << Sets the error sound played >> --------




Sound - Play No sound




-------- << Sets the error message displayed >> --------




Game - Display to (All players) the text: <Empty String>




-------- XX Removes the player error condition XX --------




Custom script: endif




-------- XX Stops the caster XX --------




Unit - Order (Triggering unit) to Stop




-------- XX Skips remaining actions and cancels the spell XX --------




Skip remaining actions



Else - Actions


-------- XX Removes loc leaks XX --------


Custom script: call RemoveLocation(udg_FF_TempPoint1)


Custom script: call RemoveLocation(udg_FF_TempPoint2)


-------- XX Adds one more spell XX --------


Set FF_Integer1 = (FF_Integer1 + 1)


-------- XX Sets the Caster XX --------


Set FF_Caster[FF_Integer1] = (Triggering unit)


-------- << Sets the distance between the Caster and the fireballs spawning location >> --------


Set FF_DistanceCast = 60.00


-------- Level Settings --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Level of (Ability being cast) for FF_Caster[FF_Integer1]) Equal to 1



Then - Actions




-------- << Sets the damages once a fireball hits a single target >> --------




Set FF_SingleDamages[FF_Integer1] = 75.00




-------- << Sets the damages when the fireballs collide with each other (AoE) >> --------




Set FF_AoEDamages[FF_Integer1] = 150.00




-------- << Sets the size of the final AoE effect if the fireballs collide with each other >> --------




Set FF_FinalAoE[FF_Integer1] = 200.00



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Level of (Ability being cast) for FF_Caster[FF_Integer1]) Equal to 2



Then - Actions




Set FF_SingleDamages[FF_Integer1] = 90.00




Set FF_AoEDamages[FF_Integer1] = 180.00




Set FF_FinalAoE[FF_Integer1] = 200.00



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Level of (Ability being cast) for FF_Caster[FF_Integer1]) Equal to 3



Then - Actions




Set FF_SingleDamages[FF_Integer1] = 115.00




Set FF_AoEDamages[FF_Integer1] = 230.00




Set FF_FinalAoE[FF_Integer1] = 200.00



Else - Actions


-------- --------------------------------------------------------------------- --------


-------- PART TWO : Dummy Unit setup --------


-------- --------------------------------------------------------------------- --------


-------- XX Sets temporary locs XX --------


Set FF_TempPoint1 = (Position of FF_Caster[FF_Integer1])


Set FF_TempPoint2 = (Target point of ability being cast)


-------- XX Sets the angle between the Caster and the targeted area XX --------


Set FF_Angle[FF_Integer1] = (Angle from FF_TempPoint1 to FF_TempPoint2)


-------- XX Sets temporary loc XX --------


Set FF_TempPoint3 = (FF_TempPoint1 offset by FF_DistanceCast towards FF_Angle[FF_Integer1] degrees)


-------- [[ Creates and sets the dummy which will move in a straight line ]] --------


Unit - Create 1 Dummy Line Unit for (Owner of FF_Caster[FF_Integer1]) at FF_TempPoint3 facing Default building facing degrees


Set FF_DummyUnit[FF_Integer1] = (Last created unit)


-------- XX Removes loc leaks XX --------


Custom script: call RemoveLocation(udg_FF_TempPoint1)


Custom script: call RemoveLocation(udg_FF_TempPoint2)


Custom script: call RemoveLocation(udg_FF_TempPoint3)


-------- --------------------------------------------------------------------- --------


-------- PART THREE : Fireballs setup --------


-------- --------------------------------------------------------------------- --------


-------- << Sets the starting distance between the two fireballs (actually, between the dummy and the fireball itself, so (Distance between fireballs/2)) >> --------


Set FF_FireBallDistanceInit = 50.00


-------- XX Sets temporary locs XX --------


Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer1])


Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallDistanceInit towards (FF_Angle[FF_Integer1] + 90.00) degrees)


Set FF_TempPoint3 = (FF_TempPoint1 offset by FF_FireBallDistanceInit towards (FF_Angle[FF_Integer1] - 90.00) degrees)


-------- [[ Spawns and sets fireballs ]] --------


Unit - Create 1 Fireball for (Owner of FF_Caster[FF_Integer1]) at FF_TempPoint2 facing FF_Angle[FF_Integer1] degrees


Set FF_FireBall1[FF_Integer1] = (Last created unit)


Unit - Create 1 Fireball for (Owner of FF_Caster[FF_Integer1]) at FF_TempPoint3 facing FF_Angle[FF_Integer1] degrees


Set FF_FireBall2[FF_Integer1] = (Last created unit)


-------- XX Removes loc leaks XX --------


Custom script: call RemoveLocation(udg_FF_TempPoint1)


Custom script: call RemoveLocation(udg_FF_TempPoint2)


Custom script: call RemoveLocation(udg_FF_TempPoint3)


-------- --------------------------------------------------------------------- --------


-------- PART FOUR : Data & Visual Settings --------


-------- --------------------------------------------------------------------- --------


-------- XX Sets temporary locs XX --------


Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer1])


Set FF_TempPoint2 = (Target point of ability being cast)


-------- XX Sets the distance between the caster and the targeted area XX --------


Set FF_FullDistance[FF_Integer1] = (Distance between FF_TempPoint1 and FF_TempPoint2)


-------- << Sets if allowed to keep moving even if hitting a single target >> --------


Set FF_AllowedToKeepMoving[FF_Integer1] = True


-------- << Sets the fireballs AoE size >> --------


Set FF_FireBallAoE[FF_Integer1] = 75.00


-------- << Sets if the fireballs will hit (deals damages to) buildings, go through, or disappear once they hit one >> --------


Set FF_HitBuildings[FF_Integer1] = True


Set FF_GoThroughBuildings[FF_Integer1] = False


-------- << Sets if the final explosion will hit buildings >> --------


Set FF_BuildingAoE[FF_Integer1] = False


-------- << Sets if the fireballs will destroy trees, go through, or disappear once they hit one >> --------


Set FF_KillTrees[FF_Integer1] = True


Set FF_GoThroughTrees[FF_Integer1] = True


-------- << Sets if the final explosion will destroy trees >> --------


Set FF_KillTreesAoE[FF_Integer1] = False


-------- << Sets if allowed to go through water >> --------


Set FF_AllowWater[FF_Integer3] = False


-------- << Sets if allowed to fly over cliffs & doodads >> --------


Set FF_AllowCliffs[FF_Integer1] = False


-------- << Sets the fireballs height >> --------


Animation - Change FF_FireBall1[FF_Integer1] flying height to 60.00 at 0.00


Animation - Change FF_FireBall2[FF_Integer1] flying height to 60.00 at 0.00


-------- << Sets the special effect if a fireball hits an ennemy >> --------


Set FF_SingleUnitEffect[FF_Integer1] = Abilities\Weapons\FireBallMissile\FireBallMissile.mdl


-------- << Sets the explosion effect if the fireballs collide >> --------


Set FF_ExplosionEffect[FF_Integer1] = Abilities\Spells\Other\Doom\DoomDeath.mdl


-------- << Sets the fireballs speed >> --------


Set FF_FireBallSpeed[FF_Integer1] = 15.00


-------- XX Sets the additionnal distance for the fireballs in the arc effect XX --------


Set FF_FireBallAdditionnalDistance[FF_Integer1] = FF_FireBallDistanceInit


-------- << Sets the arc of the fireballs >> --------


Set FF_FireBallArc[FF_Integer1] = 0.15


-------- XX Sets the arc settings for the fireballs XX --------


Set FF_FireBallArcSettings[FF_Integer1] = (FF_FullDistance[FF_Integer1] x FF_FireBallArc[FF_Integer1])


-------- XX Resets distance reached XX --------


Set FF_DistanceReached[FF_Integer1] = 0.00


-------- XX Resets real timer for arc effect XX --------


Set FF_RealTimer[FF_Integer1] = 0.00


-------- XX Marks as undone XX --------


Set FF_Done[FF_Integer1] = False


-------- XX Removes loc leaks XX --------


Custom script: call RemoveLocation(udg_FF_TempPoint1)


Custom script: call RemoveLocation(udg_FF_TempPoint2)


-------- XX Setup ending : checks if the loop trigger is already running XX --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




FF_Integer2 Equal to 0



Then - Actions




Trigger - Turn on Fire Fury Loop <gen>



Else - Actions


Set FF_Integer2 = (FF_Integer2 + 1)
Fire Fury Loop

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


For each (Integer FF_Integer3) from 1 to FF_Integer1, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






FF_Done[FF_Integer3] Equal to False





Then - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








FF_DistanceReached[FF_Integer3] Less than FF_FullDistance[FF_Integer3]







Then - Actions








Set FF_DistanceReached[FF_Integer3] = (FF_DistanceReached[FF_Integer3] + FF_FireBallSpeed[FF_Integer3])








Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])








Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallSpeed[FF_Integer3] towards FF_Angle[FF_Integer3] degrees)








Unit - Move FF_DummyUnit[FF_Integer3] instantly to FF_TempPoint2








Custom script: call RemoveLocation(udg_FF_TempPoint1)








Custom script: call RemoveLocation(udg_FF_TempPoint2)








Set FF_RealTimer[FF_Integer3] = (FF_RealTimer[FF_Integer3] + (180.00 / (FF_FullDistance[FF_Integer3] / FF_FireBallSpeed[FF_Integer3])))








Set FF_FireBallDistance[FF_Integer3] = ((Sin(FF_RealTimer[FF_Integer3])) x FF_FireBallArcSettings[FF_Integer3])








Set FF_FireBallTempAdd[FF_Integer3] = ((FF_FullDistance[FF_Integer3] - FF_DistanceReached[FF_Integer3]) x (FF_FireBallAdditionnalDistance[FF_Integer3] / 666.00))








Set FF_FireBallDistance[FF_Integer3] = (FF_FireBallDistance[FF_Integer3] + FF_FireBallTempAdd[FF_Integer3])








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(FF_FireBall1[FF_Integer3] is alive) Equal to True









Then - Actions










Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])










Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallDistance[FF_Integer3] towards (FF_Angle[FF_Integer3] + 90.00) degrees)










Set FF_TempPoint3 = (Position of FF_FireBall1[FF_Integer3])










Unit - Move FF_FireBall1[FF_Integer3] instantly to FF_TempPoint2, facing (Angle from FF_TempPoint3 to FF_TempPoint1) degrees










Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and ((((Matching unit) belongs to an enemy of (Owner of FF_Caster[FF_Integer3])) Equal to










Unit Group - Pick every unit in FF_TempGroup and do (Actions)











Loop - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














(FF_FireBall1[FF_Integer3] is alive) Equal to True














((Picked unit) is in FF_GroupFireBall1[FF_Integer3]) Equal to False













Then - Actions














Unit Group - Add (Picked unit) to FF_GroupFireBall1[FF_Integer3]














Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire














Special Effect - Create a special effect attached to the chest of (Picked unit) using FF_SingleUnitEffect[FF_Integer3]














Special Effect - Destroy (Last created special effect)














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















FF_AllowedToKeepMoving[FF_Integer3] Equal to False















Then - Actions
















Unit - Remove FF_FireBall1[FF_Integer3] from the game
















Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]















Else - Actions













Else - Actions










Custom script: call DestroyGroup(udg_FF_TempGroup)










Destructible - Pick every destructible within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 and do (Actions)











Loop - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














FF_KillTrees[FF_Integer3] Equal to True













Then - Actions














Destructible - Kill (Picked destructible)














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















FF_GoThroughTrees[FF_Integer3] Equal to False















Then - Actions
















Unit - Kill FF_FireBall1[FF_Integer3]















Else - Actions













Else - Actions










If (All Conditions are True) then do (Then Actions) else do (Else Actions)











If - Conditions












(Terrain pathing at FF_TempPoint3 of type Amphibious Pathing is off) Equal to True











Then - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














FF_AllowWater[FF_Integer3] Equal to False













Then - Actions














Unit - Kill FF_FireBall1[FF_Integer3]













Else - Actions











Else - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














(Terrain pathing at FF_TempPoint3 of type Walkability is off) Equal to True














FF_AllowCliffs[FF_Integer3] Equal to False













Then - Actions














Unit - Kill FF_FireBall1[FF_Integer3]













Else - Actions










Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)))










Unit Group - Pick every unit in FF_TempGroup and do (Actions)











Loop - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














(FF_FireBall1[FF_Integer3] is alive) Equal to True














FF_HitBuildings[FF_Integer3] Equal to True













Then - Actions














Unit Group - Add (Picked unit) to FF_GroupFireBall1[FF_Integer3]














Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire














Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]














Special Effect - Destroy (Last created special effect)














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















FF_GoThroughBuildings[FF_Integer3] Equal to False















Then - Actions
















Unit - Remove FF_FireBall1[FF_Integer3] from the game
















Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]















Else - Actions













Else - Actions














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















FF_GoThroughBuildings[FF_Integer3] Equal to False















Then - Actions
















Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]
















Special Effect - Destroy (Last created special effect)
















Unit - Remove FF_FireBall1[FF_Integer3] from the game
















Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]















Else - Actions










Custom script: call DestroyGroup(udg_FF_TempGroup)










Custom script: call RemoveLocation(udg_FF_TempPoint1)










Custom script: call RemoveLocation(udg_FF_TempPoint2)










Custom script: call RemoveLocation(udg_FF_TempPoint3)









Else - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(FF_FireBall2[FF_Integer3] is alive) Equal to True









Then - Actions










Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])










Set FF_TempPoint2 = (FF_TempPoint1 offset by FF_FireBallDistance[FF_Integer3] towards (FF_Angle[FF_Integer3] - 90.00) degrees)










Set FF_TempPoint3 = (Position of FF_FireBall2[FF_Integer3])










Unit - Move FF_FireBall2[FF_Integer3] instantly to FF_TempPoint2, facing (Angle from FF_TempPoint3 to FF_TempPoint1) degrees










Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)) and ((((Matching unit) belongs to an enemy of (Owner of FF_Caster[FF_Integer3])) Equal to










Unit Group - Pick every unit in FF_TempGroup and do (Actions)











Loop - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














(FF_FireBall2[FF_Integer3] is alive) Equal to True














((Picked unit) is in FF_GroupFireBall2[FF_Integer3]) Equal to False













Then - Actions














Unit Group - Add (Picked unit) to FF_GroupFireBall2[FF_Integer3]














Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire














Special Effect - Create a special effect attached to the chest of (Picked unit) using FF_SingleUnitEffect[FF_Integer3]














Special Effect - Destroy (Last created special effect)














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















FF_AllowedToKeepMoving[FF_Integer3] Equal to False















Then - Actions
















Unit - Remove FF_FireBall2[FF_Integer3] from the game
















Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]















Else - Actions













Else - Actions










Custom script: call DestroyGroup(udg_FF_TempGroup)










Destructible - Pick every destructible within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 and do (Actions)











Loop - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














FF_KillTrees[FF_Integer3] Equal to True













Then - Actions














Destructible - Kill (Picked destructible)














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















FF_GoThroughTrees[FF_Integer3] Equal to False















Then - Actions
















Unit - Kill FF_FireBall2[FF_Integer3]















Else - Actions













Else - Actions










If (All Conditions are True) then do (Then Actions) else do (Else Actions)











If - Conditions












(Terrain pathing at FF_TempPoint3 of type Amphibious Pathing is off) Equal to True











Then - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














FF_AllowWater[FF_Integer3] Equal to False













Then - Actions














Unit - Kill FF_FireBall2[FF_Integer3]













Else - Actions











Else - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














(Terrain pathing at FF_TempPoint3 of type Walkability is off) Equal to True














FF_AllowCliffs[FF_Integer3] Equal to False













Then - Actions














Unit - Kill FF_FireBall2[FF_Integer3]













Else - Actions










Set FF_TempGroup = (Units within FF_FireBallAoE[FF_Integer3] of FF_TempPoint3 matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)))










Unit Group - Pick every unit in FF_TempGroup and do (Actions)











Loop - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














(FF_FireBall2[FF_Integer3] is alive) Equal to True














FF_HitBuildings[FF_Integer3] Equal to True













Then - Actions














Unit Group - Add (Picked unit) to FF_GroupFireBall2[FF_Integer3]














Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_SingleDamages[FF_Integer3] damage of attack type Spells and damage type Fire














Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]














Special Effect - Destroy (Last created special effect)














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















FF_GoThroughBuildings[FF_Integer3] Equal to False















Then - Actions
















Unit - Remove FF_FireBall2[FF_Integer3] from the game
















Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]















Else - Actions













Else - Actions














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















FF_GoThroughBuildings[FF_Integer3] Equal to False















Then - Actions
















Special Effect - Create a special effect at FF_TempPoint3 using FF_SingleUnitEffect[FF_Integer3]
















Special Effect - Destroy (Last created special effect)
















Unit - Remove FF_FireBall2[FF_Integer3] from the game
















Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]















Else - Actions










Custom script: call DestroyGroup(udg_FF_TempGroup)










Custom script: call RemoveLocation(udg_FF_TempPoint1)










Custom script: call RemoveLocation(udg_FF_TempPoint2)










Custom script: call RemoveLocation(udg_FF_TempPoint3)









Else - Actions







Else - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(FF_FireBall1[FF_Integer3] is alive) Equal to True










(FF_FireBall2[FF_Integer3] is alive) Equal to True









Then - Actions










Set FF_TempPoint1 = (Position of FF_DummyUnit[FF_Integer3])










Special Effect - Create a special effect at FF_TempPoint1 using FF_ExplosionEffect[FF_Integer3]










Special Effect - Destroy (Last created special effect)










Set FF_TempGroup = (Units within FF_FinalAoE[FF_Integer3] of FF_TempPoint1 matching (((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is alive) Equal to True)) and ((((Matching unit) belongs to an enemy of (Owner of FF_Caster[FF_Integer3])) Equal to Tr










Unit Group - Pick every unit in FF_TempGroup and do (Actions)











Loop - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














((Picked unit) is A structure) Equal to True













Then - Actions














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















FF_BuildingAoE[FF_Integer3] Equal to True















Then - Actions
















Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_AoEDamages[FF_Integer3] damage of attack type Spells and damage type Fire















Else - Actions













Else - Actions














Unit - Cause FF_Caster[FF_Integer3] to damage (Picked unit), dealing FF_AoEDamages[FF_Integer3] damage of attack type Spells and damage type Fire










Custom script: call RemoveLocation(udg_FF_TempPoint1)










Unit - Remove FF_FireBall1[FF_Integer3] from the game










Unit - Remove FF_FireBall2[FF_Integer3] from the game









Else - Actions










Unit - Kill FF_FireBall1[FF_Integer3]










Unit - Kill FF_FireBall2[FF_Integer3]








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










FF_KillTreesAoE[FF_Integer3] Equal to True









Then - Actions










Destructible - Pick every destructible within FF_FinalAoE[FF_Integer3] of FF_TempPoint1 and do (Destructible - Kill (Picked destructible))









Else - Actions








Unit Group - Remove all units from FF_GroupFireBall1[FF_Integer3]








Unit Group - Remove all units from FF_GroupFireBall2[FF_Integer3]








Unit - Remove FF_DummyUnit[FF_Integer3] from the game








Set FF_Done[FF_Integer3] = True








Set FF_Integer2 = (FF_Integer2 - 1)








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










FF_Integer2 Equal to 0









Then - Actions










Set FF_Integer1 = 0










Trigger - Turn off (This trigger)









Else - Actions





Else - Actions
|
call ShowTextTagForceBJ( true, GetLastCreatedTextTag(), GetForceOfPlayer(GetOwningPlayer(GetEventDamageSource())) ) call ShowTextTagForceBJ( true, GetLastCreatedTextTag(), GetForceOfPlayer(GetOwningPlayer(GetTriggerUnit())) )PolarProjectionBJ(GetRectCenter(gg_rct_R__gion_000), 500.00, udg_Angle), GetRectCenter(gg_rct_R__gion_000) )

