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Essence Shift
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Events
- Game - GDD_Event becomes Equal to 0.00
- Conditions
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Actions
- Set Ess_Index = (Ess_Index + 1)
- Set Ess_Caster[Ess_Index] = GDD_DamageSource
- Set Ess_Target[Ess_Index] = GDD_DamagedUnit
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Ess_Caster[Ess_Index] has buff Essence Shift ) Equal to True
- (Ess_Caster[Ess_Index] is an illusion) Not equal to True
- (Unit-type of Ess_Caster[Ess_Index]) Not equal to Shadow Dummy
- (Ess_Target[Ess_Index] is A Hero) Equal to True
- (Ess_Target[Ess_Index] belongs to an enemy of (Owner of Ess_Caster[Ess_Index])) Equal to True
- (Agility of Ess_Target[Ess_Index] (Exclude bonuses)) Greater than or equal to 10
- Ess_Index Greater than or equal to 1
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Then - Actions
- Set Ess_Timer[Ess_Index] = (8.00 x (Real((Level of Essence Shift for Ess_Caster[Ess_Index]))))
- Hero - Modify Strength of Ess_Target[Ess_Index]: Subtract 3
- Hero - Modify Agility of Ess_Target[Ess_Index]: Subtract 3
- Hero - Modify Intelligence of Ess_Target[Ess_Index]: Subtract 3
- Hero - Modify Agility of Ess_Caster[Ess_Index]: Add 9
- Trigger - Turn on Essence Shift Timer <gen>
- Else - Actions
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If - Conditions
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Events
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Essence Shift Timer
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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For each (Integer Ess_Index2) from 1 to Ess_Index, do (Actions)
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Loop - Actions
- Set Ess_Timer[Ess_Index2] = (Ess_Timer[Ess_Index2] - 0.03)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Ess_Timer[Ess_Index2] Less than or equal to 0.00
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Then - Actions
- Hero - Modify Strength of Ess_Target[Ess_Index2]: Add 3
- Hero - Modify Agility of Ess_Target[Ess_Index2]: Add 3
- Hero - Modify Intelligence of Ess_Target[Ess_Index2]: Add 3
- Hero - Modify Agility of Ess_Caster[Ess_Index2]: Subtract 9
- Set Ess_Caster[Ess_Index2] = Ess_Caster[Ess_Index]
- Set Ess_Target[Ess_Index2] = Ess_Target[Ess_Index2]
- Set Ess_Timer[Ess_Index2] = Ess_Timer[Ess_Index]
- Set Ess_Index = (Ess_Index - 1)
- Set Ess_Index2 = (Ess_Index2 - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Ess_Index Equal to 0
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Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
- Else - Actions
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If - Conditions
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Loop - Actions
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For each (Integer Ess_Index2) from 1 to Ess_Index, do (Actions)
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Events