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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 (skill)
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Actions
- Set Fissure_Level = (Level of Fissure (skill) for (Casting unit))
- Set Fissure_Count = 0
- Set Fissure_Unit[0] = (Casting unit)
- Set Fissure_Point[1] = (Position of (Casting unit))
- Set Fissure_Point[2] = ((Position of (Casting unit)) offset by 1600.00 towards (Angle from (Position of (Casting unit)) to (Target point of ability being cast)) degrees)
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For each (Integer A) from 1 to 16, do (Actions)
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Loop - Actions
- Set Fissure_Count = (Fissure_Count + 1)
- Unit - Create 1 Dummy_For_Map for (Owner of Fissure_Unit[0]) at (Fissure_Point[1] offset by ((Real((Integer A))) x 100.00) towards (Angle from Fissure_Point[1] to Fissure_Point[2]) degrees) facing Default building facing degrees
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Set Fissure_Unit[Fissure_Count] = (Last created unit)
- Destructible - Create a Rock Chunks wall at (Position of Fissure_Unit[Fissure_Count]) facing 0.00 with scale 1.00 and variation (Random integer number between 1 and 6)
- Set Fissure_Doodad[(Integer A)] = (Last created destructible)
- Set fissure_d[(indx + 1)] = (Last created destructible)
- Special Effect - Create a special effect at (Position of Fissure_Unit[Fissure_Count]) using Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
- Special Effect - Destroy (Last created special effect)
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Unit Group - Pick every unit in (Units within 225.00 of (Position of Fissure_Unit[Fissure_Count]) matching ((((Matching unit) belongs to an enemy of (Owner of Fissure_Unit[Fissure_Count])) Equal to True) and (((Matching unit) Not equal to Fissure_Unit[Fissure_Count]) and ((((Matching unit) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked unit) is in Fissure_Group) Equal to False
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Then - Actions
- Unit Group - Add (Picked unit) to Fissure_Group
- Unit - Create 1 Dummy_For_Map for (Owner of Fissure_Unit[Fissure_Count]) at (Position of Fissure_Unit[Fissure_Count]) facing Default building facing degrees
- Unit - Add Fissure (Dummy) to (Last created unit)
- Unit - Set level of Fissure (Dummy) for (Last created unit) to Fissure_Level
- Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Set Fissure_Unit[Fissure_Count] = No unit
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Loop - Actions
- Unit Group - Remove all units from Fissure_Group
- Set Fissure_Unit[0] = No unit
- Trigger - Turn on Fissure Doodad Remove <gen>
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Events
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Fissure Doodad Remove
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Events
- Time - Every 8.00 seconds of game time
- Conditions
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Actions
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For each (Integer A) from 1 to 16, do (Actions)
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Loop - Actions
- Destructible - Remove Fissure_Doodad[(Integer A)]
- Set Fissure_Doodad[(Integer A)] = No destructible
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Loop - Actions
- Trigger - Turn off (This trigger)
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For each (Integer A) from 1 to 16, do (Actions)
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Events