- Joined
- Nov 4, 2009
- Messages
- 18
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Fissure
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Fissure
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Actions
- Set Fissure_Caster = (Casting unit)
- Set Fissure_Level = (Level of Fissure for (Casting unit))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Current order of (Triggering unit)) Equal to (Order(stomp))
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Then - Actions
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For each (Integer A) from 1 to 1, do (Actions)
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Loop - Actions
- Unit - Create 1 Fissure for (Owner of Fissure_Caster) at ((Position of (Casting unit)) offset by (Random real number between -500.00 and 500.00) towards (Random real number between -500.00 and 500.00) degrees) facing Default building facing degrees
- Set Fissure = (Last created unit)
- Unit - Cause Fissure to damage circular area after 0.00 seconds of radius 300.00 at (Position of Fissure), dealing (100.00 x (Real(Fissure_Level))) damage of attack type Chaos and damage type Normal
- Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
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Loop - Actions
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For each (Integer A) from 1 to 1, do (Actions)
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Else - Actions
- Skip remaining actions
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If - Conditions
- Wait 0.10 seconds
- Trigger - Run (This trigger) (ignoring conditions)
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Events
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