-
Might
-

Events
-


Game - PDD_damageEventTrigger becomes Equal to 0.00
-
-

Conditions
-


(Level of Might (Completed) for PDD_target) Greater than 0
-


(PDD_target belongs to an enemy of (Owner of PDD_source).) Equal to True
-


(Random integer number between 1 and 100) Less than or equal to 33
-
-

Actions
-


Hashtable - Save Handle Of(Triggering unit) as 3 of (Key (Triggering unit).) in MightHash.
-


Set VariableSet MightStacksMax = ((Level of Might (Completed) for (Load 3 of (Key (Triggering unit).) in MightHash.)) x 5)
-


Hashtable - Save MightStacksMax as 2 of (Key (Triggering unit).) in MightHash.
-


Game - Display to (All players) the text: ((String(MightStacks)) + ( / + (String(MightStacksMax))))
-


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



If - Conditions
-




((Load 3 of (Key (Triggering unit).) in MightHash.) is in MightUG.) Equal to False
-
-



Then - Actions
-




Unit Group - Add (Load 3 of (Key (Triggering unit).) in MightHash.) to MightUG
-




Game - Display to (All players) the text: Unit Added To Group
-




Hashtable - Save 15.00 as 1 of (Key (Load 3 of (Key (Triggering unit).) in MightHash.).) in MightHash.
-
-



Else - Actions
-
-


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



If - Conditions
-




MightStacks Less than MightStacksMax
-
-



Then - Actions
-




Hashtable - Save (MightStacks + 1) as 0 of (Key (Load 3 of (Key (Triggering unit).) in MightHash.).) in MightHash.
-




Hero - Modify Strength of (Load 3 of (Key (Triggering unit).) in MightHash.): Add 4.
-
-



Else - Actions
-
-


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



If - Conditions
-




(Number of units in MightUG) Equal to 1
-
-



Then - Actions
-




Trigger - Turn on Might Check <gen>
-
-



Else - Actions
-
-
-
-
Might Check
-

Events
-


Time - Every 1.00 seconds of game time
-
-

Conditions
-

Actions
-


Unit Group - Pick every unit in MightUG and do (Actions)
-



Loop - Actions
-




Set VariableSet MightTime = (Load 1 of (Key (Picked unit).) from MightHash.)
-




Set VariableSet MightStacks = (Load 0 of (Key (Picked unit).) from MightHash.)
-




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





If - Conditions
-






MightTime Greater than 0.00
-
-





Then - Actions
-






Hashtable - Save (MightTime - 1.00) as 1 of (Key (Picked unit).) in MightHash.
-






Game - Display to (All players) the text: (String(MightTime))
-
-





Else - Actions
-






Hero - Modify Strength of (Picked unit): Subtract 4.
-






Hashtable - Save (MightStacks - 1) as 0 of (Key (Load 3 of (Key (Picked unit).) in MightHash.).) in MightHash.
-






Game - Display to (All players) the text: End of Timer --- Re...
-
-
-
-
-
-
It was a lot harder than I supposed it to be and my brain is exploding.
There are not really much here on abilities with stacks. I also tried to google. No answers were found.
A Complete Beginners Guide to Hashtables
Hashtables and MUI




