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Might
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Events
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Game - PDD_damageEventTrigger becomes Equal to 0.00
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Conditions
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(Level of Might (Completed) for PDD_target) Greater than 0
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(PDD_target belongs to an enemy of (Owner of PDD_source).) Equal to True
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(Random integer number between 1 and 100) Less than or equal to 33
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Actions
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Hashtable - Save Handle Of(Triggering unit) as 3 of (Key (Triggering unit).) in MightHash.
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Set VariableSet MightStacksMax = ((Level of Might (Completed) for (Load 3 of (Key (Triggering unit).) in MightHash.)) x 5)
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Hashtable - Save MightStacksMax as 2 of (Key (Triggering unit).) in MightHash.
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Game - Display to (All players) the text: ((String(MightStacks)) + ( / + (String(MightStacksMax))))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Load 3 of (Key (Triggering unit).) in MightHash.) is in MightUG.) Equal to False
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Then - Actions
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Unit Group - Add (Load 3 of (Key (Triggering unit).) in MightHash.) to MightUG
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Game - Display to (All players) the text: Unit Added To Group
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Hashtable - Save 15.00 as 1 of (Key (Load 3 of (Key (Triggering unit).) in MightHash.).) in MightHash.
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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MightStacks Less than MightStacksMax
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Then - Actions
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Hashtable - Save (MightStacks + 1) as 0 of (Key (Load 3 of (Key (Triggering unit).) in MightHash.).) in MightHash.
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Hero - Modify Strength of (Load 3 of (Key (Triggering unit).) in MightHash.): Add 4.
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Number of units in MightUG) Equal to 1
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Then - Actions
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Trigger - Turn on Might Check <gen>
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Else - Actions
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Might Check
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in MightUG and do (Actions)
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Loop - Actions
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Set VariableSet MightTime = (Load 1 of (Key (Picked unit).) from MightHash.)
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Set VariableSet MightStacks = (Load 0 of (Key (Picked unit).) from MightHash.)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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MightTime Greater than 0.00
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Then - Actions
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Hashtable - Save (MightTime - 1.00) as 1 of (Key (Picked unit).) in MightHash.
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Game - Display to (All players) the text: (String(MightTime))
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Else - Actions
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Hero - Modify Strength of (Picked unit): Subtract 4.
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Hashtable - Save (MightStacks - 1) as 0 of (Key (Load 3 of (Key (Picked unit).) in MightHash.).) in MightHash.
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Game - Display to (All players) the text: End of Timer --- Re...
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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