The trigger is for a spell summoning elementals full details can be seen here(Servants of the Sea)
heres the map.
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Servants of the Sea
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Servants of the Sea
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Actions
- Set ServantsoftheSea_Loc = (Position of (Casting unit))
- Unit - Cause (Casting unit) to damage (Casting unit), dealing (0.10 x (Max life of (Casting unit))) damage of attack type Chaos and damage type Normal
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Servants of the Sea for (Casting unit)) Equal to 1
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Then - Actions
- Unit - Create 1 Lesser Water Elemental (Level 1) for (Owner of (Casting unit)) at ServantsoftheSea_Loc facing Default building facing degrees
- Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
- Set Some_Unit = (Last created unit)
- Set Max_Hp = 150
- Trigger - Run Set Max Hp <gen> (ignoring conditions)
- Unit - Create 1 Lesser Water Elemental (Level 1) for (Owner of (Casting unit)) at ServantsoftheSea_Loc facing Default building facing degrees
- Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
- Set Some_Unit = (Last created unit)
- Set Max_Hp = (Integer((0.30 x (Max life of (Casting unit)))))
- Trigger - Run Set Max Hp <gen> (ignoring conditions)
- 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
- (Level of Servants of the Sea for (Casting unit)) Equal to 2
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Then - Actions
- Unit - Create 1 Lesser Water Elemental (Level 2) for (Owner of (Casting unit)) at ServantsoftheSea_Loc facing Default building facing degrees
- Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
- Set Max_Hp = (Integer((0.30 x (Max life of (Casting unit)))))
- Set Some_Unit = (Last created unit)
- Trigger - Run Set Max Hp <gen> (ignoring conditions)
- Unit - Create 1 Lesser Water Elemental (Level 2) for (Owner of (Casting unit)) at ServantsoftheSea_Loc facing Default building facing degrees
- Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
- Set Max_Hp = (Integer((0.30 x (Max life of (Casting unit)))))
- Set Some_Unit = (Last created unit)
- Trigger - Run Set Max Hp <gen> (ignoring conditions)
- 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
- (Level of Servants of the Sea for (Casting unit)) Equal to 3
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Then - Actions
- Unit - Create 1 Greater Water Elemental (Level 3) for (Owner of (Casting unit)) at ServantsoftheSea_Loc facing Default building facing degrees
- Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
- Set Max_Hp = (Integer((0.40 x (Max life of (Casting unit)))))
- Set Some_Unit = (Last created unit)
- Trigger - Run Set Max Hp <gen> (ignoring conditions)
- Unit - Create 1 Greater Water Elemental (Level 3) for (Owner of (Casting unit)) at ServantsoftheSea_Loc facing Default building facing degrees
- Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
- Set Max_Hp = (Integer((0.40 x (Max life of (Casting unit)))))
- Set Some_Unit = (Last created unit)
- Trigger - Run Set Max Hp <gen> (ignoring conditions)
- Unit - Create 1 Greater Water Elemental (Level 3) for (Owner of (Casting unit)) at ServantsoftheSea_Loc facing Default building facing degrees
- Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
- Set Max_Hp = (Integer((0.40 x (Max life of (Casting unit)))))
- Set Some_Unit = (Last created unit)
- Trigger - Run Set Max Hp <gen> (ignoring conditions)
- 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
- (Level of Servants of the Sea for (Casting unit)) Equal to 4
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Then - Actions
- Unit - Create 1 Demigod Water Elemental (Level 4) for (Owner of (Casting unit)) at ServantsoftheSea_Loc facing Default building facing degrees
- Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
- Set Max_Hp = (Integer((0.40 x (Max life of (Casting unit)))))
- Set Some_Unit = (Last created unit)
- Trigger - Run Set Max Hp <gen> (ignoring conditions)
- Unit - Create 1 Demigod Water Elemental (Level 4) for (Owner of (Casting unit)) at ServantsoftheSea_Loc facing Default building facing degrees
- Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
- Set Max_Hp = (Integer((0.40 x (Max life of (Casting unit)))))
- Set Some_Unit = (Last created unit)
- Trigger - Run Set Max Hp <gen> (ignoring conditions)
- Unit - Create 1 Demigod Water Elemental (Level 4) for (Owner of (Casting unit)) at ServantsoftheSea_Loc facing Default building facing degrees
- Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
- Set Max_Hp = (Integer((0.40 x (Max life of (Casting unit)))))
- Set Some_Unit = (Last created unit)
- Trigger - Run Set Max Hp <gen> (ignoring conditions)
- Unit - Create 1 Demigod Water Elemental (Level 4) for (Owner of (Casting unit)) at ServantsoftheSea_Loc facing Default building facing degrees
- Unit - Add a 30.00 second Water Elemental expiration timer to (Last created unit)
- Set Max_Hp = (Integer((0.40 x (Max life of (Casting unit)))))
- Set Some_Unit = (Last created unit)
- Trigger - Run Set Max Hp <gen> (ignoring conditions)
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation (udg_ServantsoftheSea_Loc)
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Events
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Set Max Hp
- Events
- Conditions
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Actions
- Set Max_Hp = (Max_Hp - (Integer((Max life of Some_Unit))))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Max_Hp Greater than 0
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Then - Actions
- Set Loop_Integer = ((Max_Hp - (Max_Hp mod 100)) / 100)
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For each (Integer A) from 1 to Loop_Integer, do (Actions)
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Loop - Actions
- Unit - Add Max Life Modifier to Some_Unit
- Unit - Set level of Max Life Modifier for Some_Unit to 4
- Unit - Remove Max Life Modifier from Some_Unit
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Loop - Actions
- Set Max_Hp = (Max_Hp mod 100)
- Set Loop_Integer = ((Max_Hp - (Max_Hp mod 10)) / 10)
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For each (Integer A) from 1 to Loop_Integer, do (Actions)
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Loop - Actions
- Unit - Add Max Life Modifier to Some_Unit
- Unit - Set level of Max Life Modifier for Some_Unit to 3
- Unit - Remove Max Life Modifier from Some_Unit
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Loop - Actions
- Set Max_Hp = (Max_Hp mod 10)
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For each (Integer A) from 1 to Max_Hp, do (Actions)
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Loop - Actions
- Unit - Add Max Life Modifier to Some_Unit
- Unit - Set level of Max Life Modifier for Some_Unit to 2
- Unit - Remove Max Life Modifier from Some_Unit
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Loop - Actions
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Else - Actions
- Set Max_Hp = (0 - Max_Hp)
- Set Loop_Integer = ((Max_Hp - (Max_Hp mod 100)) / 100)
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For each (Integer A) from 1 to Loop_Integer, do (Actions)
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Loop - Actions
- Unit - Add Max Life Modifier to Some_Unit
- Unit - Set level of Max Life Modifier for Some_Unit to 7
- Unit - Remove Max Life Modifier from Some_Unit
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Loop - Actions
- Set Max_Hp = (Max_Hp mod 100)
- Set Loop_Integer = ((Max_Hp - (Max_Hp mod 10)) / 10)
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For each (Integer A) from 1 to Loop_Integer, do (Actions)
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Loop - Actions
- Unit - Add Max Life Modifier to Some_Unit
- Unit - Set level of Max Life Modifier for Some_Unit to 6
- Unit - Remove Max Life Modifier from Some_Unit
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Loop - Actions
- Set Max_Hp = (Max_Hp mod 10)
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For each (Integer A) from 1 to Max_Hp, do (Actions)
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Loop - Actions
- Unit - Add Max Life Modifier to Some_Unit
- Unit - Set level of Max Life Modifier for Some_Unit to 5
- Unit - Remove Max Life Modifier from Some_Unit
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Loop - Actions
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If - Conditions
- Custom script: set udg_Some_Unit = null
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Trigger Unit Adder
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Events
- Time - Every 0.25 seconds of game time
- Conditions
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Actions
- Set Trigger_Adder_1 = (Units in (Playable map area))
- Unit Group - Remove all units of Trigger_Adder_2 from Trigger_Adder_1
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Unit Group - Pick every unit in Trigger_Adder_1 and do (Actions)
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Loop - Actions
- Unit Group - Add (Picked unit) to Trigger_Adder_2
- Trigger - Add to Cyclone aura <gen> the event (Unit - (Picked unit) Takes damage)
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Loop - Actions
- Custom script: call DestroyGroup (udg_Trigger_Adder_1)
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Events
heres the map.
Attachments
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