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Agjold and Sveld
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Events
- Unit - A unit Is attacked
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Conditions
- ((Attacking unit) has an item of type |c00540081Agjold & Sveld|r) Equal to True
- ((Attacking unit) is A Hero) Equal to True
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Actions
- -------- Start of Indexing --------
- Set AjgoldMUI_1 = (AjgoldMUI_1 + 1)
- -------- Start of Dynamic Indexing --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- AjgoldMUI_1 Greater than AgjoldMax_Index
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Then - Actions
- Set AgjoldMUI_2[AjgoldMUI_1] = AjgoldMUI_1
- Set AgjoldMax_Index = AjgoldMUI_1
- Else - Actions
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If - Conditions
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For each (Integer AgjoldMUI_3) from 1 to AjgoldMUI_1, do (Actions)
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Loop - Actions
- Set AjgoldTemp = AgjoldMUI_2[AgjoldMUI_3]
- Set Ajgold_AOE[AjgoldTemp] = 1200.00
- Set AgjoldAndSveld_Attacker[AjgoldTemp] = (Attacking unit)
- Set AgjoldAndSveld_FireNova[AjgoldTemp] = (Random integer number between 1 and 100)
- Set AgjoldAndSveld_FrostTomb[AjgoldTemp] = (Random integer number between 1 and 100)
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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
- AgjoldAndSveld_FireNova[AjgoldTemp] Less than or equal to 7
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Then - Actions
- Set AgjoldAndSveld_TempLoc = (Position of AgjoldAndSveld_Attacker[AjgoldTemp])
- Unit - Create 1 DummyUnit for (Owner of AgjoldAndSveld_Attacker[AjgoldTemp]) at AgjoldAndSveld_TempLoc facing Default building facing degrees
- Set AgjoldAndSveld_TempUnit[AjgoldTemp] = (Last created unit)
- Unit - Hide AgjoldAndSveld_TempUnit[AjgoldTemp]
- Unit - Turn collision for AgjoldAndSveld_TempUnit[AjgoldTemp] Off
- Unit - Add a 3.00 second Generic expiration timer to AgjoldAndSveld_TempUnit[AjgoldTemp]
- Unit - Add Fire Nova (Fan of Knives) to AgjoldAndSveld_TempUnit[AjgoldTemp]
- Unit - Order AgjoldAndSveld_TempUnit[AjgoldTemp] to Night Elf Warden - Fan Of Knives
- 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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If - Conditions
- AgjoldAndSveld_FrostTomb[AjgoldTemp] Less than or equal to 4
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Then - Actions
- Set AgjoldAndSveld_TempLoc = (Position of AgjoldAndSveld_Attacker[AjgoldTemp])
- Set AgjoldAndSveld_UnitGroup = (Units within Ajgold_AOE[AjgoldTemp] of AgjoldAndSveld_TempLoc matching ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of AgjoldAndSveld_Attacker[AjgoldT
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Unit Group - Pick every unit in AgjoldAndSveld_UnitGroup and do (Actions)
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Loop - Actions
- Set AgjoldAndSveld_FT_Target[AjgoldTemp] = (Picked unit)
- Set AgjoldAndSveld_TempLoc2 = (Position of AgjoldAndSveld_FT_Target[AjgoldTemp])
- Unit - Create 1 DummyUnit for (Owner of AgjoldAndSveld_Attacker[AjgoldTemp]) at AgjoldAndSveld_TempLoc2 facing Default building facing degrees
- Set AgjoldAndSveld_TempUnit[AjgoldTemp] = (Last created unit)
- Unit - Turn collision for AgjoldAndSveld_TempUnit[AjgoldTemp] Off
- Unit - Hide AgjoldAndSveld_TempUnit[AjgoldTemp]
- Unit - Add a 0.50 second Generic expiration timer to AgjoldAndSveld_TempUnit[AjgoldTemp]
- Unit - Add Frost Tomb (Storm Bolt) to AgjoldAndSveld_TempUnit[AjgoldTemp]
- Unit - Order AgjoldAndSveld_TempUnit[AjgoldTemp] to Human Mountain King - Storm Bolt AgjoldAndSveld_FT_Target[AjgoldTemp]
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Loop - Actions
- Else - Actions
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If - Conditions
- -------- ---Recycling Indexes--- --------
- Set AgjoldMUI_2[AgjoldMUI_3] = AgjoldMUI_2[AjgoldMUI_1]
- Set AgjoldMUI_2[AjgoldMUI_1] = AjgoldTemp
- Set AjgoldMUI_1 = (AjgoldMUI_1 - 1)
- Set AgjoldMUI_3 = (AgjoldMUI_3 - 1)
- Custom script: call RemoveLocation (udg_AgjoldAndSveld_TempLoc)
- Custom script: call RemoveLocation (udg_AgjoldAndSveld_TempLoc2)
- Custom script: call DestroyGroup (udg_AgjoldAndSveld_UnitGroup)
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Events
Sorry for the messy variable names
PS. I know there are guides for this, but I just need to be absolutely sure.