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Fireball

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Fireball [Multi]

Actions


Set Max_Index = (Max_Index + 1)


Set Caster[Max_Index] = (Triggering unit)


Set TempPoint = (Position of Caster[Max_Index])


Set TempPoint2 = (Target point of ability being cast)


Set Angle[Max_Index] = (Angle from TempPoint to TempPoint2)


Set TempPoint3 = (TempPoint offset by 100.00 towards Angle[Max_Index] degrees)


Unit - Create 1 Fireball for (Owner of Caster[Max_Index]) at TempPoint3 facing Angle[Max_Index] degrees


Set Dummy[Max_Index] = (Last created unit)


Unit - Add a ((1000.00 x 0.03) x 0.03) second Generic expiration timer to Dummy[Max_Index]


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



If - Conditions




Max_Index Equal to 1



Then - Actions




Trigger - Turn on Loop <gen>



Else - Actions


Custom script: call RemoveLocation(udg_TempPoint)


Custom script: call RemoveLocation(udg_TempPoint2)


Custom script: call RemoveLocation(udg_TempPoint3)
Loop

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


For each (Integer Current_Index) from 1 to Max_Index, do (Actions)



Loop - Actions




Set TempPoint = (Position of Dummy[Current_Index])




Set TempPoint2 = (TempPoint offset by (1000.00 x 0.03) towards Angle[Current_Index] degrees)




Unit - Move Dummy[Current_Index] instantly to TempPoint2




Custom script: set bj_wantDestroyGroup = true




Unit Group - Pick every unit in (Units within 50.00 of TempPoint matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Caster[Current_Index])) Equal to True) and (((Matching unit) is A structure) Equal to False)))) and do (Actions)





Loop - Actions






Unit - Kill Dummy[Current_Index]




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





If - Conditions






(Dummy[Current_Index] is dead) Equal to True





Then - Actions






Special Effect - Create a special effect at TempPoint using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl






Special Effect - Destroy (Last created special effect)






Custom script: set bj_wantDestroyGroup = true






Unit Group - Pick every unit in (Units within 300.00 of TempPoint matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Caster[Current_Index])) Equal to True) and (((Matching unit) is A structure) Equal to False)))) and do (Actions)







Loop - Actions








Set TempUnit = (Picked unit)








Unit - Cause Caster[Current_Index] to damage TempUnit, dealing (100.00 x (Real((Level of Fireball [Multi] for Caster[Current_Index])))) damage of attack type Spells and damage type Normal






Set Caster[Current_Index] = Caster[Max_Index]






Set Caster[Max_Index] = No unit






Set Dummy[Current_Index] = Dummy[Max_Index]






Set Dummy[Max_Index] = No unit






Set Angle[Current_Index] = Angle[Max_Index]






Set Angle[Max_Index] = 0.00






Set Current_Index = (Current_Index - 1)






Set Max_Index = (Max_Index - 1)






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







If - Conditions








Max_Index Equal to 0







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions





Else - Actions




Custom script: call RemoveLocation(udg_TempPoint)




Custom script: call RemoveLocation(udg_TempPoint2)
Fireball ST

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Fireball [Single]

Actions


Set Max_Index = (Max_Index + 1)


Set Caster[Max_Index] = (Triggering unit)


Set Target[Max_Index] = (Target unit of ability being cast)


Set TempPoint = (Position of Caster[Max_Index])


Set TempPoint2 = (Position of Target[Max_Index])


Set Angle[Max_Index] = (Angle from TempPoint to TempPoint2)


Set TempPoint3 = (TempPoint offset by 100.00 towards Angle[Max_Index] degrees)


Unit - Create 1 Fireball for (Owner of Caster[Max_Index]) at TempPoint3 facing Angle[Max_Index] degrees


Set Dummy[Max_Index] = (Last created unit)


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



If - Conditions




Max_Index Equal to 1



Then - Actions




Trigger - Turn on Loop 2 <gen>



Else - Actions


Custom script: call RemoveLocation(udg_TempPoint)


Custom script: call RemoveLocation(udg_TempPoint2)


Custom script: call RemoveLocation(udg_TempPoint3)
Loop 2

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


For each (Integer Current_Index) from 1 to Max_Index, do (Actions)



Loop - Actions




Set TempPoint = (Position of Dummy[Current_Index])




Set TempPoint2 = (Position of Target[Current_Index])




Set Angle[Current_Index] = (Angle from TempPoint to TempPoint2)




Set TempPoint3 = (TempPoint offset by (1000.00 x 0.03) towards Angle[Current_Index] degrees)




Unit - Move Dummy[Current_Index] instantly to TempPoint3




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





If - Conditions






(Distance between TempPoint and TempPoint2) Less than or equal to 100.00





Then - Actions






Special Effect - Create a special effect at TempPoint using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl






Special Effect - Destroy (Last created special effect)






Unit - Kill Dummy[Current_Index]






Unit - Cause Caster[Current_Index] to damage Target[Current_Index], dealing (100.00 x (Real((Level of Fireball [Single] for Caster[Current_Index])))) damage of attack type Spells and damage type Normal






Set Caster[Current_Index] = Caster[Max_Index]






Set Caster[Max_Index] = No unit






Set Target[Current_Index] = Target[Max_Index]






Set Target[Max_Index] = No unit






Set Dummy[Current_Index] = Dummy[Max_Index]






Set Dummy[Max_Index] = No unit






Set Angle[Current_Index] = Angle[Max_Index]






Set Angle[Max_Index] = 0.00






Set Current_Index = (Current_Index - 1)






Set Max_Index = (Max_Index - 1)






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







If - Conditions








Max_Index Equal to 0







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions





Else - Actions




Custom script: call RemoveLocation(udg_TempPoint)




Custom script: call RemoveLocation(udg_TempPoint2)




Custom script: call RemoveLocation(udg_TempPoint3)
^ How to do that??? obstacle checker :/. Must be widgets.

Fireball ST

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Fireball [Single]

Actions


Set Max_Index = (Max_Index + 1)


Set Caster[Max_Index] = (Triggering unit)


Set Target[Max_Index] = (Target unit of ability being cast)


Set TempPoint = (Position of Caster[Max_Index])


Set TempPoint2 = (Position of Target[Max_Index])


Set Angle[Max_Index] = (Angle from TempPoint to TempPoint2)


Set TempPoint3 = (TempPoint offset by 100.00 towards Angle[Max_Index] degrees)


Unit - Create 1 Fireball for (Owner of Caster[Max_Index]) at TempPoint3 facing Angle[Max_Index] degrees


Set Dummy[Max_Index] = (Last created unit)


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



If - Conditions




Max_Index Equal to 1



Then - Actions




Trigger - Turn on Loop 2 <gen>



Else - Actions


Custom script: call RemoveLocation(udg_TempPoint)


Custom script: call RemoveLocation(udg_TempPoint2)


Custom script: call RemoveLocation(udg_TempPoint3)
Loop 2

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


For each (Integer Current_Index) from 1 to Max_Index, do (Actions)



Loop - Actions




Set TempPoint = (Position of Dummy[Current_Index])




Set TempPoint2 = (Position of Target[Current_Index])




Set Angle[Current_Index] = (Angle from TempPoint to TempPoint2)




Set TempPoint3 = (TempPoint offset by (1000.00 x 0.03) towards Angle[Current_Index] degrees)




Unit - Move Dummy[Current_Index] instantly to TempPoint3




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





If - Conditions






(Distance between TempPoint and TempPoint2) Less than or equal to 100.00





Then - Actions






Special Effect - Create a special effect at TempPoint using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl






Special Effect - Destroy (Last created special effect)






Unit - Kill Dummy[Current_Index]






Unit - Cause Caster[Current_Index] to damage Target[Current_Index], dealing (100.00 x (Real((Level of Fireball [Single] for Caster[Current_Index])))) damage of attack type Spells and damage type Normal






Set Caster[Current_Index] = Caster[Max_Index]






Set Caster[Max_Index] = No unit






Set Target[Current_Index] = Target[Max_Index]






Set Target[Max_Index] = No unit






Set Dummy[Current_Index] = Dummy[Max_Index]






Set Dummy[Max_Index] = No unit






Set Angle[Current_Index] = Angle[Max_Index]






Set Angle[Max_Index] = 0.00






Set Current_Index = (Current_Index - 1)






Set Max_Index = (Max_Index - 1)






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







If - Conditions








Max_Index Equal to 0







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions





Else - Actions




Custom script: call RemoveLocation(udg_TempPoint)




Custom script: call RemoveLocation(udg_TempPoint2)




Custom script: call RemoveLocation(udg_TempPoint3)
not this?
Fireball ST
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fireball [Single]
Actions
Set Max_Index = (Max_Index + 1)
Set Caster[Max_Index] = (Triggering unit)
Set Target[Max_Index] = (Target unit of ability being cast)
Set TempPoint = (Position of Caster[Max_Index])
Set TempPoint2 = (Position of Target[Max_Index])
Set Angle[Max_Index] = (Angle from TempPoint to TempPoint2)
Set TempPoint3 = (TempPoint offset by 100.00 towards Angle[Max_Index] degrees)
Unit - Create 1 Fireball for (Owner of Caster[Max_Index]) at TempPoint3 facing Angle[Max_Index] degrees
Set Dummy[Max_Index] = (Last created unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Max_Index Equal to 1
Then - Actions
Trigger - Turn on Loop 2 <gen>
Else - Actions
Custom script: call RemoveLocation(udg_TempPoint)
Custom script: call RemoveLocation(udg_TempPoint2)
Custom script: call RemoveLocation(udg_TempPoint3)
Loop 2
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer Current_Index) from 1 to Max_Index, do (Actions)
Loop - Actions
Set TempPoint = (Position of Dummy[Current_Index])
Set TempPoint2 = (Position of Target[Current_Index])
Set Angle[Current_Index] = (Angle from TempPoint to TempPoint2)
Set TempPoint3 = (TempPoint offset by (1000.00 x 0.03) towards Angle[Current_Index] degrees)
Unit - Move Dummy[Current_Index] instantly to TempPoint3
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between TempPoint and TempPoint2) Less than or equal to 100.00
Then - Actions
Special Effect - Create a special effect at TempPoint using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
Special Effect - Destroy (Last created special effect)
Unit - Kill Dummy[Current_Index]
Unit - Cause Caster[Current_Index] to damage Target[Current_Index], dealing (100.00 x (Real((Level of Fireball [Single] for Caster[Current_Index])))) damage of attack type Spells and damage type Normal
Set Caster[Current_Index] = Caster[Max_Index]
Set Caster[Max_Index] = No unit
Set Target[Current_Index] = Target[Max_Index]
Set Target[Max_Index] = No unit
Set Dummy[Current_Index] = Dummy[Max_Index]
Set Dummy[Max_Index] = No unit
Set Angle[Current_Index] = Angle[Max_Index]
Set Angle[Max_Index] = 0.00
Set Current_Index = (Current_Index - 1)
Set Max_Index = (Max_Index - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Max_Index Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Custom script: call RemoveLocation(udg_TempPoint)
Custom script: call RemoveLocation(udg_TempPoint2)
Custom script: call RemoveLocation(udg_TempPoint3)
