-
GB Init
-
Events
- Time - Elapsed game time is 0.01 seconds
- Conditions
-
Actions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Here you can change the Speed of the projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Projectile_Speed = 17.00
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Here you can change the Right/Left Turning --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Turning = (45.00 / P_Projectile_Speed)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Here you change change the Up/Down motion of the projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Arc = (210.00 / P_Projectile_Speed)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- here you can change the AOE of the Projectile Explosion --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Aoe_Explosion = 250.00
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- here you can change the Special Effects --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Explosion_Effect = Units\NightElf\Wisp\WispExplode.mdl
- Set P_Explosion_Effect2 = Objects\Spawnmodels\Undead\UCancelDeath\UCancelDeath.mdl
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Here you can change the damage --------
- -------- The Damage will be multiplied by the level of the ability. --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Damage = 100.00
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
Events
-
Casting a GB
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Green Ball
-
Actions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Don't change anything in this trigger. --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Index_P[0] Equal to 0
-
Then - Actions
- Trigger - Turn on GB Loop <gen>
- Else - Actions
-
If - Conditions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Indexs --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set Index_P[0] = (Index_P[0] + 1)
- Set Index_P[1] = (Index_P[1] + 1)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting Points --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Caster[Index_P[0]] = (Triggering unit)
- Set P_Caster_Point[Index_P[0]] = (Position of P_Caster[Index_P[0]])
- Set P_Target_Point = (Target point of ability being cast)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting Angle --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Angle[Index_P[0]] = (Angle from P_Caster_Point[Index_P[0]] to P_Target_Point)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting remaining distance --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Remaining_Distance[Index_P[0]] = (Distance between P_Caster_Point[Index_P[0]] and P_Target_Point)
- Set P_Creating_Point = (P_Caster_Point[Index_P[0]] offset by 20.00 towards P_Angle[Index_P[0]] degrees)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Here i set the level. dont change it. --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Level[Index_P[0]] = (Level of (Ability being cast) for (Triggering unit))
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Reseting everything --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_AT_Time[Index_P[0]] = 0.24
- Set P_Condition_Integer[Index_P[0]] = 0
- Set P_Up_Down_Int[Index_P[0]] = 0
- Set P_Range[Index_P[0]] = 20.00
- Set P_Integer_Heigh[Index_P[2]] = 0
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting what if it will go right or left first --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Random integer number between 1 and 2) Equal to 1
-
Then - Actions
- Set P_Turning_Boo[Index_P[0]] = True
- Set P_Integer[Index_P[0]] = 1
-
Else - Actions
- Set P_Turning_Boo[Index_P[0]] = False
- Set P_Integer[Index_P[2]] = 0
-
If - Conditions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting if it will go up or down first. --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Random integer number between 1 and 2) Equal to 1
-
Then - Actions
- Set P_Arc_Up_Boo[Index_P[0]] = True
-
Else - Actions
- Set P_Arc_Up_Boo[Index_P[0]] = False
-
If - Conditions
- Set P_Run_Boolean[Index_P[0]] = True
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Creating the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Unit - Create 1 Projectile for (Owner of (Triggering unit)) at P_Creating_Point facing Default building facing degrees
- Unit - Deny shared vision of (Last created unit) to (Owner of (Triggering unit))
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Making unit flying --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Unit - Add Storm Crow Form to (Last created unit)
- Unit - Remove Storm Crow Form from (Last created unit)
- Animation - Change (Last created unit) flying height to 100.00 at 0.00
- Set P_Dummy_Unit[Index_P[0]] = (Last created unit)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting heigh. --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Custom script: set udg_P_Projectile_Heigh[udg_Index_P[0]] = GetLocationZ(udg_P_Creating_Point)
- Custom script: set udg_P_Projectile_Heigh4[udg_Index_P[0]] = GetLocationZ(udg_P_Target_Point)
- Set P_Projectile_Heigh2 = (P_Projectile_Heigh[Index_P[0]] + (Current flying height of (Last created unit)))
- Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh2 - P_Projectile_Heigh[Index_P[0]])
- Animation - Change (Last created unit) flying height to P_Projectile_Heigh3[Index_P[0]] at 0.00
- Custom script: call RemoveLocation(udg_P_Target_Point)
- Custom script: call RemoveLocation(udg_P_Creating_Point)
-
Events
-
GB Loop
-
Events
- Time - Every 0.03 seconds of game time
- Conditions
-
Actions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Dont change anything in this trigger --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
For each (Integer Index_P[2]) from 1 to Index_P[0], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- P_Run_Boolean[Index_P[2]] Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (P_Projectile_Heigh3[Index_P[2]] - P_Projectile_Heigh5[Index_P[2]]) Less than or equal to 10.00
-
Then - Actions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting everything for the Explosion --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Current_Point = (Position of P_Dummy_Unit[Index_P[2]])
- Set P_Damaged_Group = (Units within P_Aoe_Explosion of P_Current_Point matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of P_Dummy_Unit[Index_P[2]])) Equal to True))))
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Creating cool Special Effects --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Special Effect - Create a special effect at P_Current_Point using P_Explosion_Effect
- Special Effect - Destroy (Last created special effect)
- Special Effect - Create a special effect at P_Current_Point using P_Explosion_Effect2
- Special Effect - Destroy (Last created special effect)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Dealing damage to group --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
Unit Group - Pick every unit in P_Damaged_Group and do (Actions)
-
Loop - Actions
- Unit - Cause P_Caster[Index_P[2]] to damage (Picked unit), dealing (P_Damage x (Real(P_Level[Index_P[2]]))) damage of attack type Spells and damage type Normal
-
Loop - Actions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Removing Leaks --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Custom script: call DestroyGroup(udg_P_Damaged_Group)
- Custom script: call RemoveLocation(udg_P_Current_Point)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Removing the unto --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Unit - Remove P_Dummy_Unit[Index_P[2]] from the game
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Making the this integer not able to run the trigger --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set Index_P[1] = (Index_P[1] - 1)
- Set P_Run_Boolean[Index_P[2]] = False
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Removing Leak --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Custom script: call RemoveLocation(udg_P_Caster_Point[udg_Index_P[2]])
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Turning off the Trigger --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Index_P[1] Equal to 0
-
Then - Actions
- Set Index_P[0] = 0
- Trigger - Turn off GB Loop <gen>
- Else - Actions
-
If - Conditions
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- P_Remaining_Distance[Index_P[2]] Less than or equal to (4.00 x P_Projectile_Speed)
-
Then - Actions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Making the projectile fall down --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting everything to make move the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Range[Index_P[2]] = (P_Range[Index_P[2]] + P_Projectile_Speed)
- Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Moving the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting everything for the heigh of the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Custom script: set udg_P_Projectile_Heigh5[udg_Index_P[2]] = GetLocationZ(udg_P_Moving_Point)
- Set P_Projectile_Heigh3[Index_P[2]] = ((P_Projectile_Heigh[Index_P[2]] + (Current flying height of P_Dummy_Unit[Index_P[2]])) - P_Projectile_Heigh5[Index_P[2]])
- Set P_Integer_Heigh[Index_P[2]] = (P_Integer_Heigh[Index_P[2]] + 1)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Changing the heigh of the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Animation - Change P_Dummy_Unit[Index_P[2]] flying height to (P_Projectile_Heigh3[Index_P[2]] - ((Real(P_Integer_Heigh[Index_P[2]])) x 15.00)) at 0.00
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Removing Leaks --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Custom script: call RemoveLocation(udg_P_Moving_Point)
-
Else - Actions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Moving the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting everything to move the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Range[Index_P[2]] = (P_Range[Index_P[2]] + P_Projectile_Speed)
- Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Moving the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting Heigh --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Custom script: set udg_P_Projectile_Heigh5[udg_Index_P[2]] = GetLocationZ(udg_P_Moving_Point)
- Custom script: call RemoveLocation(udg_P_Moving_Point)
- Set P_Projectile_Heigh3[Index_P[2]] = ((P_Projectile_Heigh[Index_P[2]] + (Current flying height of P_Dummy_Unit[Index_P[2]])) - P_Projectile_Heigh5[Index_P[2]])
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Changing heigh of the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- P_Arc_Up_Boo[Index_P[2]] Equal to True
-
Then - Actions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Making go Up then down the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- P_AT_Time[Index_P[2]] Greater than or equal to 0.12
-
Then - Actions
- Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] + P_Arc)
- Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
-
Else - Actions
- Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] - P_Arc)
- Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
-
If - Conditions
-
Else - Actions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Making go Down than Up the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- P_AT_Time[Index_P[2]] Greater than or equal to 0.12
-
Then - Actions
- Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] - P_Arc)
- Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
-
Else - Actions
- Set P_Projectile_Heigh3[Index_P[0]] = (P_Projectile_Heigh3[Index_P[2]] + P_Arc)
- Animation - Change P_Dummy_Unit[Index_P[2]] flying height to P_Projectile_Heigh3[Index_P[2]] at 0.00
-
If - Conditions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- P_Turning_Boo[Index_P[2]] Equal to True
-
Then - Actions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Making go Left then Right the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- P_AT_Time[Index_P[2]] Greater than or equal to 0.12
-
Then - Actions
- Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] + P_Turning)
- Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
- Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
-
Else - Actions
- Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] - P_Turning)
- Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
- Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
-
If - Conditions
- Custom script: call RemoveLocation(udg_P_Moving_Point)
-
Else - Actions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Making go Right than Left the Projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- P_AT_Time[Index_P[2]] Greater than or equal to 0.12
-
Then - Actions
- Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] - P_Turning)
- Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
- Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
-
Else - Actions
- Set P_Angle[Index_P[0]] = (P_Angle[Index_P[2]] + P_Turning)
- Set P_Moving_Point = (P_Caster_Point[Index_P[2]] offset by P_Range[Index_P[2]] towards P_Angle[Index_P[2]] degrees)
- Unit - Move P_Dummy_Unit[Index_P[2]] instantly to P_Moving_Point
-
If - Conditions
- Custom script: call RemoveLocation(udg_P_Moving_Point)
-
If - Conditions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Reseting everything to make go right/left, Up/Down the projectile --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- P_AT_Time[Index_P[2]] Less than or equal to 0.00
-
Then - Actions
- Set P_AT_Time[Index_P[2]] = 0.24
- Set P_Integer[Index_P[2]] = (P_Integer[Index_P[2]] + 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- P_Integer[Index_P[2]] Equal to 2
-
Then - Actions
- Set P_Turning_Boo[Index_P[2]] = False
- Set P_Integer[Index_P[2]] = 0
-
Else - Actions
- Set P_Turning_Boo[Index_P[2]] = True
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Random integer number between 1 and 2) Equal to 1
-
Then - Actions
- Set P_Arc_Up_Boo[Index_P[0]] = True
-
Else - Actions
- Set P_Arc_Up_Boo[Index_P[0]] = False
-
If - Conditions
-
Else - Actions
- Set P_AT_Time[Index_P[2]] = (P_AT_Time[Index_P[2]] - 0.03)
-
If - Conditions
-
If - Conditions
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- -------- Setting remaining Distance --------
- -------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --------
- Set P_Remaining_Distance[Index_P[2]] = (P_Remaining_Distance[Index_P[2]] - P_Projectile_Speed)
-
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)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Events