- Joined
- Jul 15, 2018
- Messages
- 111
Hello, I am working on a map that involves mining. The mining system has been integrated into a damage detected system that is also used for other professions. It is written so that when a unit holds the pickaxe item, and attacks a ore rock, they will create resources. I have gotten the system to work for heroes, however I can't get an equivalent version of the ' Hero - Give (Last created item) to dmgDetectDamagingUnit ' to work. How do i rewrite these parts of code to create items and give them to non hero units also?
-
[B]Actions
- Set dmgDetectDamagedUnit = (Triggering unit)
- Set dmgDetectDamagingUnit = (Damage source)
- Set dmgDetectDamagedPosition = (Position of dmgDetectDamagedUnit)
- Set dmgDetectDamage = (Damage taken)
- Set dmgDetectDamagedUT = (Unit-type of dmgDetectDamagedUnit)[/B]
- -------- Skinning Trigger --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (dmgDetectDamagingUnit has an item of type Skinning Knife) Equal to True
- aab Equal to False
-
Or - Any (Conditions) are true
-
Conditions
- dmgDetectDamagedUT Equal to Chicken
- dmgDetectDamagedUT Equal to Pig
- dmgDetectDamagedUT Equal to Sheep
- dmgDetectDamagedUT Equal to Cow
-
Conditions
-
Then - Actions
- Set aab = True
- Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing 70.00 damage of attack type Hero and damage type Normal
- Set aab = False
- Else - Actions
-
If - Conditions
- -------- Hunting Trigger --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (dmgDetectDamagingUnit has an item of type Hunting Sword) Equal to True
- aab Equal to False
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- dmgDetectDamagedUT Equal to Deer
- dmgDetectDamagedUT Equal to Rabbit
- dmgDetectDamagedUT Equal to Raccoon
- dmgDetectDamagedUT Equal to Bear (Level 1)
- dmgDetectDamagedUT Equal to Mammoth
- dmgDetectDamagedUT Equal to Frost Bear
- dmgDetectDamagedUT Equal to Quilbeast (Level 1)
- dmgDetectDamagedUT Equal to Frost Wolf
- dmgDetectDamagedUT Equal to Giant Wolf
- dmgDetectDamagedUT Equal to Dire Wolf
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Unit - Set dmgDetectDamagedUnit movement speed to ((Default movement speed of dmgDetectDamagedUnit) x 0.80)
- Set aab = True
- Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing 50.00 damage of attack type Normal and damage type Normal
- Set aab = False
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (dmgDetectDamagingUnit has an item of type Improved Hunting Sword) Equal to True
- aab Equal to False
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- dmgDetectDamagedUT Equal to Deer
- dmgDetectDamagedUT Equal to Rabbit
- dmgDetectDamagedUT Equal to Raccoon
- dmgDetectDamagedUT Equal to Bear (Level 1)
- dmgDetectDamagedUT Equal to Mammoth
- dmgDetectDamagedUT Equal to Frost Bear
- dmgDetectDamagedUT Equal to Quilbeast (Level 1)
- dmgDetectDamagedUT Equal to Frost Wolf
- dmgDetectDamagedUT Equal to Giant Wolf
- dmgDetectDamagedUT Equal to Dire Wolf
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Unit - Set dmgDetectDamagedUnit movement speed to ((Default movement speed of dmgDetectDamagedUnit) x 0.80)
- Set aab = True
- Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing 100.00 damage of attack type Normal and damage type Normal
- Set aab = False
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
[B] -------- Mining Triggers --------
- -------- ------------------------------------------------------- --------
- -------- Iron Vein --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
And - All (Conditions) are true
-
Conditions
- dmgDetectDamagedUT Equal to Iron Vein
- (dmgDetectDamagingUnit has an item of type Pickaxe) Equal to True
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Set realRand1 = (Random real number between 0.00 and 100.00)
- Unit - Set life of dmgDetectDamagedUnit to 100.00%
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (dmgDetectDamagingUnit is A Hero) Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- realRand1 Greater than or equal to 66.66
-
Then - Actions
- Item - Create Iron Ore at dmgDetectDamagedPosition
- Hero - Give (Last created item) to dmgDetectDamagingUnit
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- realRand1 Greater than or equal to 83.33
-
Then - Actions
- Item - Create Iron Ore at dmgDetectDamagedPosition
- Hero - Give (Last created item) to dmgDetectDamagingUnit
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
- -------- ------------------------------------------------------- --------
- -------- Silver Vein --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
And - All (Conditions) are true
-
Conditions
- (Unit-type of dmgDetectDamagedUnit) Equal to Silver Vein
- (dmgDetectDamagingUnit has an item of type Pickaxe) Equal to True
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Set realRand1 = (Random real number between 0.00 and 100.00)
- Unit - Set life of dmgDetectDamagedUnit to 100.00%
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (dmgDetectDamagingUnit is A Hero) Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- realRand1 Greater than or equal to 81.82
-
Then - Actions
- Item - Create Silver ore at dmgDetectDamagedPosition
- Hero - Give (Last created item) to dmgDetectDamagingUnit
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- realRand1 Greater than or equal to 90.90
-
Then - Actions
- Item - Create Silver ore at dmgDetectDamagedPosition
- Hero - Give (Last created item) to dmgDetectDamagingUnit
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
- -------- ------------------------------------------------------- --------
- -------- Gold Vein --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
And - All (Conditions) are true
-
Conditions
- (Unit-type of dmgDetectDamagedUnit) Equal to Gold Vein
- (dmgDetectDamagingUnit has an item of type Pickaxe) Equal to True
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Set realRand1 = (Random real number between 0.00 and 100.00)
- Unit - Set life of dmgDetectDamagedUnit to 100.00%
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (dmgDetectDamagingUnit is A Hero) Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- realRand1 Greater than or equal to 88.24
-
Then - Actions
- Item - Create Gold ore at dmgDetectDamagedPosition
- Hero - Give (Last created item) to dmgDetectDamagingUnit
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- realRand1 Greater than or equal to 94.12
-
Then - Actions
- Item - Create Gold ore at dmgDetectDamagedPosition
- Hero - Give (Last created item) to dmgDetectDamagingUnit
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
- -------- ------------------------------------------------------- --------
- -------- Stone Vein --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
And - All (Conditions) are true
-
Conditions
- (Unit-type of dmgDetectDamagedUnit) Equal to Stone
- (dmgDetectDamagingUnit has an item of type Pickaxe) Equal to True
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Set realRand1 = (Random real number between 0.00 and 100.00)
- Unit - Set life of dmgDetectDamagedUnit to 100.00%
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (dmgDetectDamagingUnit is A Hero) Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- realRand1 Greater than or equal to 50.00
-
Then - Actions
- Item - Create Stone at dmgDetectDamagedPosition
- Hero - Give (Last created item) to dmgDetectDamagingUnit
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- realRand1 Greater than or equal to 75.00
-
Then - Actions
- Item - Create Stone at dmgDetectDamagedPosition
- Hero - Give (Last created item) to dmgDetectDamagingUnit
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
- -------- ------------------------------------------------------- --------
- -------- Copper Vein --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
And - All (Conditions) are true
-
Conditions
- (Unit-type of dmgDetectDamagedUnit) Equal to Copper Vein
- (dmgDetectDamagingUnit has an item of type Pickaxe) Equal to True
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Set realRand1 = (Random real number between 0.00 and 100.00)
- Unit - Set life of dmgDetectDamagedUnit to 100.00%
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (dmgDetectDamagingUnit is A Hero) Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- realRand1 Greater than or equal to 75.00
-
Then - Actions
- Item - Create Copper ore at dmgDetectDamagedPosition
- Hero - Give (Last created item) to dmgDetectDamagingUnit
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- realRand1 Greater than or equal to 87.50
-
Then - Actions
- Item - Create Copper ore at dmgDetectDamagedPosition
- Hero - Give (Last created item) to dmgDetectDamagingUnit
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- Else - Actions[/B]
-
If - Conditions
- -------- ------------------------------------------------------- --------
- -------- Rank system --------
- -------- ------------------------------------------------------- --------
- Set rankAttacker = (Damage source)
- Set rankAttacked = (Triggering unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (rankAttacker has buff Unit Training ) Equal to True
- (Point-value of rankAttacker) Greater than or equal to 30
-
Then - Actions
- -------- Unit variations --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of rankAttacked) Equal to Dummy
-
Then - Actions
- Unit - Set the custom value of rankAttacker to ((Custom value of rankAttacker) + 1)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Owner of rankAttacked) is an enemy of (Owner of rankAttacker)) Equal to True
-
Then - Actions
- Unit - Set the custom value of rankAttacker to ((Custom value of rankAttacker) + 10)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- -------- Rank up Main --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of rankAttacker) Greater than or equal to 3450
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (rankAttacker has buff Rank 10 -|c00FFFF00Elite|r- ) Equal to False
-
Then - Actions
- Unit - Remove Rank 9 from rankAttacker
- Unit - Add Rank 10 to rankAttacker
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of rankAttacker) Greater than or equal to 2650
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (rankAttacker has buff Rank 9 -|c00FFFF00Master|r- ) Equal to False
-
Then - Actions
- Unit - Remove Rank 8 from rankAttacker
- Unit - Add Rank 9 to rankAttacker
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of rankAttacker) Greater than or equal to 2050
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (rankAttacker has buff Rank 8 -|c00FFFF00Specialist|r- ) Equal to False
-
Then - Actions
- Unit - Remove Rank 7 from rankAttacker
- Unit - Add Rank 8 to rankAttacker
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of rankAttacker) Greater than or equal to 1450
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (rankAttacker has buff Rank 7 -|c00FFFF00Veteran|r- ) Equal to False
-
Then - Actions
- Unit - Remove Rank 6 from rankAttacker
- Unit - Add Rank 7 to rankAttacker
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of rankAttacker) Greater than or equal to 1050
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (rankAttacker has buff Rank 6 -|c00FFFF00Duelist|r- ) Equal to False
-
Then - Actions
- Unit - Remove Rank 5 from rankAttacker
- Unit - Add Rank 6 to rankAttacker
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of rankAttacker) Greater than or equal to 650
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (rankAttacker has buff Rank 5 -|c00FFFF00Fighter|r- ) Equal to False
-
Then - Actions
- Unit - Remove Rank 4 from rankAttacker
- Unit - Add Rank 5 to rankAttacker
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of rankAttacker) Greater than or equal to 450
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (rankAttacker has buff Rank 4 -|c00FFFF00Brawler|r- ) Equal to False
-
Then - Actions
- Unit - Remove Rank 3 from rankAttacker
- Unit - Add Rank 4 to rankAttacker
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of rankAttacker) Greater than or equal to 250
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (rankAttacker has buff Rank 3 -|c00FFFF00Aspirant|r- ) Equal to False
-
Then - Actions
- Unit - Remove Rank 2 from rankAttacker
- Unit - Add Rank 3 to rankAttacker
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of rankAttacker) Greater than or equal to 150
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (rankAttacker has buff Rank 2 -|c00FFFF00Novice|r- ) Equal to False
-
Then - Actions
- Unit - Remove Rank 1 from rankAttacker
- Unit - Add Rank 2 to rankAttacker
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Custom value of rankAttacker) Greater than or equal to 50
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (rankAttacker has buff Rank 1 -|c00FFFF00Recuit|r- ) Equal to False
-
Then - Actions
- Unit - Add Rank 1 to rankAttacker
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Else - Actions
-
If - Conditions
- -------- ------------------------------------------------------- --------
- -------- Hero progression system --------
- -------- ------------------------------------------------------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Unit-type of dmgDetectDamagingUnit) Equal to Villager) or ((Unit-type of dmgDetectDamagingUnit) Equal to Villager)
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (dmgDetectDamagedUnit belongs to an enemy of (Owner of dmgDetectDamagingUnit)) Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- classinteger[(Player number of (Owner of dmgDetectDamagingUnit))] Equal to 3
-
Then - Actions
- Set heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] = (heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] + 20)
-
Else - Actions
- Set heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] = (heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] + 10)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
- Set heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] = (heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] + 2)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] Greater than or equal to (Integer((Power((Real((Strength of dmgDetectDamagingUnit (Exclude bonuses)))), 1.50))))
-
Then - Actions
- Hero - Modify Strength of dmgDetectDamagingUnit: Add 1
- Set heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] = 0
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
- -------- ------------------------------------------------------- --------
- -------- Assassin Passive Damage --------
- -------- ------------------------------------------------------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- aab Equal to False
- (Level of Combat Training for dmgDetectDamagingUnit) Equal to 1
- classinteger[(Player number of (Owner of dmgDetectDamagingUnit))] Equal to 1
- dmgDetectDamagingUnit Not equal to dmgDetectDamagedUnit
-
Then - Actions
- Set aab = True
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Max life of dmgDetectDamagedUnit) Less than or equal to 3500.00
-
Then - Actions
- Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing ((Max life of dmgDetectDamagedUnit) x 0.10) damage of attack type Chaos and damage type Unknown
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Max life of dmgDetectDamagedUnit) Less than or equal to 10000.00
-
Then - Actions
- Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing ((Max life of dmgDetectDamagedUnit) x 0.05) damage of attack type Chaos and damage type Unknown
-
Else - Actions
- Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing ((Max life of dmgDetectDamagedUnit) x 0.03) damage of attack type Chaos and damage type Unknown
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Set aab = False
- Else - Actions
-
If - Conditions
- -------- ------------------------------------------------------- --------
- -------- Routing system --------
- -------- ------------------------------------------------------- --------
- -------- Leak Removal --------
- Custom script: call RemoveLocation (udg_dmgDetectDamagedPosition)
-
Add detectable damage heros runtime
-
Events
- Unit - A unit enters (Playable map area)
- Conditions
-
Actions
- Trigger - Add to Damage Detected <gen> the event (Unit - (Entering unit) Takes damage)
-
Events
Last edited: