- Joined
- Mar 13, 2008
- Messages
- 126
Have I removed all leaks well or should I change something??
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Healing Wave
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Healing Wave
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Actions
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Wait 0.10 game-time seconds
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Set CasterPoint = (Position of (Triggering unit))
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Set Wave_Points[(Player number of (Owner of (Triggering unit)))] = CasterPoint
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Set Wave_Angls[(Player number of (Owner of (Triggering unit)))] = (Facing of (Triggering unit))
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For each (Integer A) from 1 to 7, do (Actions)
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Loop - Actions
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Special Effect - Destroy Effect1[(Player number of (Owner of (Triggering unit)))]
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Special Effect - Destroy Effect2[(Player number of (Owner of (Triggering unit)))]
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Special Effect - Destroy Effect3[(Player number of (Owner of (Triggering unit)))]
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Set Wave_Points[(Player number of (Owner of (Triggering unit)))] = (Wave_Points[(Player number of (Owner of (Triggering unit)))] offset by 150.00 towards Wave_Angls[(Player number of (Owner of (Triggering unit)))] degrees)
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Special Effect - Create a special effect at Wave_Points[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Other\Charm\CharmTarget.mdl
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Set Effect1[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
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Special Effect - Create a special effect at (Wave_Points[(Player number of (Owner of (Triggering unit)))] offset by 100.00 towards (Wave_Angls[(Player number of (Owner of (Triggering unit)))] + 90.00) degrees) using Abilities\Spells\Other\Charm\CharmTarget.mdl
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Set Effect2[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
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Special Effect - Create a special effect at (Wave_Points[(Player number of (Owner of (Triggering unit)))] offset by 100.00 towards (Wave_Angls[(Player number of (Owner of (Triggering unit)))] + 270.00) degrees) using Abilities\Spells\Other\Charm\CharmTarget.mdl
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Set Effect3[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
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Set HealingUnits = (Units within 200.00 of Wave_Points[(Player number of (Owner of (Triggering unit)))] matching (((Matching unit) belongs to an ally of (Owner of (Triggering unit))) Equal to True))
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Unit Group - Pick every unit in HealingUnits and do (Actions)
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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
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((Picked unit) has buff Healed ) Equal to True
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Then - Actions
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Do nothing
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Else - Actions
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If (((Picked unit) is dead) Equal to True) then do (Skip remaining actions) else do (Do nothing)
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If (((Picked unit) is Mechanical) Equal to True) then do (Skip remaining actions) else do (Do nothing)
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If ((Unit-type of (Picked unit)) Equal to Paladin) then do (Skip remaining actions) else do (Do nothing)
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Unit - Create 1 Wave Caster for (Owner of (Triggering unit)) at Wave_Points[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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If ((Level of Healing Wave for (Triggering unit)) Greater than or equal to 1) then do (Unit - Add Dummy Buff Adder to (Last created unit)) else do (Do nothing)
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Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Picked unit)
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Unit - Create 1 Wave Caster for (Owner of (Triggering unit)) at Wave_Points[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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If ((Level of Healing Wave for (Triggering unit)) Equal to 1) then do (Unit - Add Wave Heal (Level 1) to (Last created unit)) else do (Do nothing)
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If ((Level of Healing Wave for (Triggering unit)) Equal to 2) then do (Unit - Add Wave Heal (Level 2) to (Last created unit)) else do (Do nothing)
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If ((Level of Healing Wave for (Triggering unit)) Equal to 3) then do (Unit - Add Wave Heal (Level 3) to (Last created unit)) else do (Do nothing)
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Unit - Order (Last created unit) to Human Paladin - Holy Light (Picked unit)
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Wait 0.10 seconds
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Custom script: call RemoveLocation(udg_Wave_Points[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))])
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Custom script: call DestroyGroup(udg_HealingUnits)
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Custom script: call RemoveLocation(udg_CasterPoint)
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Special Effect - Destroy Effect1[(Player number of (Owner of (Triggering unit)))]
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Special Effect - Destroy Effect2[(Player number of (Owner of (Triggering unit)))]
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Special Effect - Destroy Effect3[(Player number of (Owner of (Triggering unit)))]
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