-
Agjold and Sveld
-
Events
-
Unit - A unit Is attacked
-
-
Conditions
-
((Attacking unit) has an item of type |c00540081Agjold & Sveld|r) Equal to True
-
((Attacking unit) is A Hero) Equal to True
-
-
Actions
-
-------- Start of Indexing --------
-
Set AjgoldMUI_1 = (AjgoldMUI_1 + 1)
-
-------- Start of Dynamic Indexing --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
AjgoldMUI_1 Greater than AgjoldMax_Index
-
-
Then - Actions
-
Set AgjoldMUI_2[AjgoldMUI_1] = AjgoldMUI_1
-
Set AgjoldMax_Index = AjgoldMUI_1
-
-
Else - Actions
-
-
For each (Integer AgjoldMUI_3) from 1 to AjgoldMUI_1, do (Actions)
-
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)
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
AgjoldAndSveld_FireNova[AjgoldTemp] Less than or equal to 7
-
-
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
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
AgjoldAndSveld_FrostTomb[AjgoldTemp] Less than or equal to 4
-
-
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
-
Unit Group - Pick every unit in AgjoldAndSveld_UnitGroup and do (Actions)
-
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]
-
-
-
-
Else - Actions
-
-
-------- ---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)
-
-
Sorry for the messy variable names
PS. I know there are guides for this, but I just need to be absolutely sure.