- Joined
- Jan 12, 2010
- Messages
- 132
So i have a td .And this trigger is suppoed to add some experience to the towers when kill a unit.But I`m wonder if it lagg for low pc in full house.
Pls take a look and tell me your opinion .
Pls take a look and tell me your opinion .
-
Experience
-
Events
- Unit - A unit Dies
-
Conditions
-
Or - Any (Conditions) are true
-
Conditions
- ((Killing unit) is A structure) Equal to True
- (Unit-type of (Killing unit)) Equal to Builder
-
Conditions
- ((Triggering unit) is an illusion) Equal to False
-
Or - Any (Conditions) are true
-
Actions
- Set Xp_group = (Units in Region[(Player number of (Owner of (Killing unit)))] matching (((((Matching unit) is A structure) Equal to True) and ((Load 9 of (Key (Matching unit)) from Table) Less than 20)) and (((Owner of (Matching unit)) Equal to (Owner of (Killing unit))) an
- Set Temp_integer[1] = (Number of units in Xp_group)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 9 of (Key (Killing unit)) from Table) Less than 20
-
Then - Actions
- Hashtable - Save ((Load 10 of (Key (Killing unit)) from Table) + (Bonus_xp[(Player number of (Owner of (Killing unit)))] + (Real(Wave)))) as 10 of (Key (Killing unit)) in Table
- Set Temp_real[1] = ((10.00 + (Bonus_xp[(Player number of (Owner of (Killing unit)))] x (Real(Temp_integer[1])))) / (Real(Temp_integer[1])))
-
Else - Actions
- Set Temp_real[1] = ((0.00 + (Bonus_xp[(Player number of (Owner of (Killing unit)))] + (Real(Wave)))) + 0.00)
- Set Temp_real[1] = (((10.00 + Temp_real[1]) + (Bonus_xp[(Player number of (Owner of (Killing unit)))] x (Real(Temp_integer[1])))) / (Real(Temp_integer[1])))
-
If - Conditions
-
Unit Group - Pick every unit in Xp_group and do (Actions)
-
Loop - Actions
- Set Temp_real[3] = (Load 10 of (Key (Picked unit)) from Table)
- Set Temp_real[2] = (Temp_real[1] + Temp_real[3])
- Hashtable - Save Temp_real[2] as 10 of (Key (Picked unit)) in Table
- Set Temp_integer[2] = (Load 9 of (Key (Picked unit)) from Table)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Temp_integer[2] Greater than or equal to 10
- Temp_integer[2] Less than or equal to 19
-
Then - Actions
-
For each (Integer A) from 10 to 20, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Temp_real[2] Greater than or equal to (Real(Lv_amount[(Integer A)]))
- Temp_integer[2] Less than (Integer A)
-
Then - Actions
- Set Hash_unit = (Picked unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to 20
-
Then - Actions
- Set Temp_point[1] = (Position of (Picked unit))
- Set Temp_group = (Units within 100.00 of Temp_point[1] matching ((((Matching unit) is A structure) Equal to False) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Owner of (Matching unit)) Not equal to Player 9 (Gray)))))
-
Unit Group - Pick every unit in Temp_group and do (Actions)
-
Loop - Actions
- Set Temp_point[2] = (Temp_point[1] offset by 150.00 towards (Random angle) degrees)
- Unit - Move (Picked unit) instantly to Temp_point[2]
- Custom script: call RemoveLocation(udg_Temp_point[2])
-
Loop - Actions
- Custom script: call RemoveLocation(udg_Temp_point[1])
- Custom script: call DestroyGroup(udg_Temp_group)
- Set Temp_real[4] = (Temp_real[2] - (Real(Lv_amount[(Integer A)])))
- Hashtable - Save Temp_real[4] as 10 of (Key (Picked unit)) in Table
- Hashtable - Save 20 as 9 of (Key (Picked unit)) in Table
- Set Temp_point[1] = (Position of (Picked unit))
- Set Temp_point[10] = (Center of Region 005 <gen>)
- Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
- Set Integer_x[7] = 0
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Picked unit) is in Char_group) Equal to True
-
Then - Actions
-
For each (Integer B) from 1 to 6, do (Actions)
-
Loop - Actions
- Set Temp_integer[11] = (Load ((Integer B) + 2) of (Key (Picked unit)) from Table_char)
- Set Temp_integer[12] = (Load (Integer B) of (Key (Picked unit)) from Table)
- Hashtable - Save (Temp_integer[12] - Temp_integer[11]) as (Integer B) of (Key (Picked unit)) in Table
-
Loop - Actions
- Special Effect - Destroy (Load 2 of (Key (Picked unit)) in Table_char)
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table_char
- Unit Group - Remove (Picked unit) from Char_group
-
For each (Integer B) from 1 to 6, do (Actions)
- Else - Actions
-
If - Conditions
-
For each (Integer B) from 1 to 6, do (Actions)
-
Loop - Actions
- Set Integer_x[(Integer B)] = (Load (Integer B) of (Key (Picked unit)) from Table)
- Set Integer_x[7] = (Integer_x[7] + Integer_x[(Integer B)])
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Level of Display (pierce) for (Picked unit)) Equal to 1
-
Then - Actions
- Unit - Create 1 Sin Eater for (Owner of (Picked unit)) at Temp_point[10] facing Default building facing degrees
- Set Temp_unit[3] = (Last created unit)
- Unit - Set the custom value of (Last created unit) to 1
-
Else - Actions
- Unit - Create 1 Overlord for (Owner of (Picked unit)) at Temp_point[10] facing Default building facing degrees
- Set Temp_unit[3] = (Last created unit)
- Unit - Set the custom value of (Last created unit) to 1
-
If - Conditions
- Set Hash_unit = (Last created unit)
-
For each (Integer B) from 1 to 7, do (Actions)
-
Loop - Actions
- Hashtable - Save (Load (Integer B) of (Key (Picked unit)) from Table) as (Integer B) of (Key (Last created unit)) in Table
-
Loop - Actions
- Hashtable - Save Handle Of(Load 8 of (Key (Picked unit)) in Table) as 8 of (Key (Last created unit)) in Table
- Hashtable - Save (Load 9 of (Key (Picked unit)) from Table) as 9 of (Key (Last created unit)) in Table
- Hashtable - Save (Load 10 of (Key (Picked unit)) from Table) as 10 of (Key (Last created unit)) in Table
- Hashtable - Save (Load 11 of (Key (Picked unit)) from Table) as 11 of (Key (Last created unit)) in Table
- Special Effect - Create a special effect at Temp_point[1] using war3mapImported\HolyAwakening.mdx
- Special Effect - Destroy (Last created special effect)
- Set Skill_points = ((Load 11 of (Key (Last created unit)) from Table) + 0)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Skill_points Equal to 0
-
Then - Actions
-
For each (Integer B) from 1 to 6, do (Actions)
-
Loop - Actions
- If ((Level of Ele_maxim[(Integer B)] for (Last created unit)) Equal to 0) then do (Unit - Add Ele_maxim[(Integer B)] to (Last created unit)) else do (Do nothing)
-
Loop - Actions
-
For each (Integer B) from 1 to 6, do (Actions)
- Else - Actions
-
If - Conditions
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table
- Unit - Remove (Picked unit) from the game
- Unit - Move Temp_unit[3] instantly to Temp_point[1]
- Unit - Make Temp_unit[3] Invulnerable
- Custom script: call RemoveLocation(udg_Temp_point[1])
- Custom script: call RemoveLocation(udg_Temp_point[10])
- Unit - Add T_ab[(Load 7 of (Key (Last created unit)) from Table)] to (Last created unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 456
-
Then - Actions
- Unit Group - Remove (Picked unit) from Impetus_group
- Unit Group - Add (Last created unit) to Impetus_group
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 235
-
Then - Actions
- Unit Group - Remove (Picked unit) from HF_group
- Unit Group - Add (Last created unit) to HF_group
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 135
-
Then - Actions
- Unit Group - Remove (Picked unit) from Storm_group
- Unit Group - Add (Last created unit) to Storm_group
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 25
-
Then - Actions
- Unit Group - Remove (Picked unit) from Charisma_auto
- Unit Group - Add (Last created unit) to Charisma_auto
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 136
-
Then - Actions
- Unit Group - Remove (Picked unit) from Dtemp_group
- Unit Group - Add (Last created unit) to Dtemp_group
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 145
-
Then - Actions
- Unit Group - Remove (Picked unit) from LR_group
- Unit Group - Add (Last created unit) to LR_group
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 246
-
Then - Actions
- Unit - Add Attack to (Last created unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 345
-
Then - Actions
- Set Temp_point[5] = (Position of (Last created unit))
- Set Temp_unit[1] = (Last created unit)
- Unit - Create 1 Dummy (Boomerang for (Owner of Temp_unit[1]) at Temp_point[5] facing Default building facing degrees
- Hashtable - Save Handle OfTemp_unit[1] as 1 of (Key (Last created unit)) in Table_boomerang
- Unit Group - Add (Last created unit) to Boom_group
- Custom script: call RemoveLocation(udg_Temp_point[5])
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 245
-
Then - Actions
- Unit Group - Remove (Picked unit) from Purge_group
- Unit Group - Add (Last created unit) to Purge_group
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 235
-
Then - Actions
- Unit Group - Remove (Picked unit) from HF_group
- Unit Group - Add (Last created unit) to HF_group
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
- Custom script: set udg_Hash_key = GetHandleId(udg_Hash_unit)
- Set Temp_real[4] = (Temp_real[2] - (Real(Lv_amount[(Integer A)])))
- Hashtable - Save Temp_real[4] as 10 of Hash_key in Table
- Hashtable - Save (Integer A) as 9 of Hash_key in Table
- Special Effect - Create a special effect attached to the origin of Hash_unit using war3mapImported\HolyAwakening.mdx
- Special Effect - Destroy (Last created special effect)
- If ((Integer A) Equal to 15) then do (Special Effect - Create a special effect attached to the weapon of Hash_unit using war3mapImported\HolyBlessing.mdx) else do (Do nothing)
- Set GDR_value[1] = (30 x ((Integer A) - 10))
- Set GDR_unit = Hash_unit
- Trigger - Run GDR system <gen> (ignoring conditions)
- Hashtable - Save (30 x (Integer A)) as 12 of Hash_key in Table
- Else - Actions
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer A) from 10 to 20, do (Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Temp_integer[2] Less than or equal to 9
-
Then - Actions
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For each (Integer A) from 1 to 10, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Temp_real[2] Greater than or equal to (Real(Lv_amount[(Integer A)]))
- Temp_integer[2] Less than (Integer A)
-
Then - Actions
- Set Temp_point[1] = (Position of (Picked unit))
- Set Temp_group = (Units within 100.00 of Temp_point[1] matching ((((Matching unit) is A structure) Equal to False) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Owner of (Matching unit)) Not equal to Player 9 (Gray)))))
-
Unit Group - Pick every unit in Temp_group and do (Actions)
-
Loop - Actions
- Set Temp_point[2] = (Temp_point[1] offset by 150.00 towards (Random angle) degrees)
- Unit - Move (Picked unit) instantly to Temp_point[2]
- Custom script: call RemoveLocation(udg_Temp_point[2])
-
Loop - Actions
- Custom script: call RemoveLocation(udg_Temp_point[1])
- Custom script: call DestroyGroup(udg_Temp_group)
- Set Temp_real[4] = (Temp_real[2] - (Real(Lv_amount[(Integer A)])))
- Hashtable - Save Temp_real[4] as 10 of (Key (Picked unit)) in Table
- Hashtable - Save (Integer A) as 9 of (Key (Picked unit)) in Table
- Set Temp_point[1] = (Position of (Picked unit))
- Set Temp_point[10] = (Center of Region 005 <gen>)
- Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
- Set Integer_x[7] = 0
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Picked unit) is in Char_group) Equal to True
-
Then - Actions
-
For each (Integer B) from 1 to 6, do (Actions)
-
Loop - Actions
- Set Temp_integer[11] = (Load ((Integer B) + 2) of (Key (Picked unit)) from Table_char)
- Set Temp_integer[12] = (Load (Integer B) of (Key (Picked unit)) from Table)
- Hashtable - Save (Temp_integer[12] - Temp_integer[11]) as (Integer B) of (Key (Picked unit)) in Table
-
Loop - Actions
- Special Effect - Destroy (Load 2 of (Key (Picked unit)) in Table_char)
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table_char
- Unit Group - Remove (Picked unit) from Char_group
-
For each (Integer B) from 1 to 6, do (Actions)
- Else - Actions
-
If - Conditions
-
For each (Integer B) from 1 to 6, do (Actions)
-
Loop - Actions
- Set Integer_x[(Integer B)] = (Load (Integer B) of (Key (Picked unit)) from Table)
- Set Integer_x[7] = (Integer_x[7] + Integer_x[(Integer B)])
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Level of Display (pierce) for (Picked unit)) Equal to 1
-
Then - Actions
- Unit - Create 1 Towers_target[(Integer A)] for (Owner of (Picked unit)) at Temp_point[10] facing Default building facing degrees
- Set Temp_unit[3] = (Last created unit)
- Unit - Set the custom value of (Last created unit) to 1
-
Else - Actions
- Unit - Create 1 Towers_splash[(Integer A)] for (Owner of (Picked unit)) at Temp_point[10] facing Default building facing degrees
- Set Temp_unit[3] = (Last created unit)
- Unit - Set the custom value of (Last created unit) to 1
-
If - Conditions
-
For each (Integer B) from 1 to 7, do (Actions)
-
Loop - Actions
- Hashtable - Save (Load (Integer B) of (Key (Picked unit)) from Table) as (Integer B) of (Key (Last created unit)) in Table
-
Loop - Actions
- Hashtable - Save Handle Of(Load 8 of (Key (Picked unit)) in Table) as 8 of (Key (Last created unit)) in Table
- Hashtable - Save (Load 9 of (Key (Picked unit)) from Table) as 9 of (Key (Last created unit)) in Table
- Hashtable - Save (Load 10 of (Key (Picked unit)) from Table) as 10 of (Key (Last created unit)) in Table
- Hashtable - Save (Load 11 of (Key (Picked unit)) from Table) as 11 of (Key (Last created unit)) in Table
- Set Temp_integer[100] = (Load 9 of (Key (Last created unit)) from Table)
- Special Effect - Create a special effect at Temp_point[1] using war3mapImported\HolyAwakening.mdx
- Special Effect - Destroy (Last created special effect)
- Set Skill_points = ((Load 11 of (Key (Last created unit)) from Table) + 0)
- If ((Temp_integer[100] Equal to 1) or (Temp_integer[100] Equal to 2)) then do (Set Skill_points = (Skill_points + 1)) else do (Do nothing)
- If ((Temp_integer[100] Equal to 3) or (Temp_integer[100] Equal to 4)) then do (Set Skill_points = (Skill_points + 2)) else do (Do nothing)
- If ((Temp_integer[100] Equal to 5) or (Temp_integer[100] Equal to 6)) then do (Set Skill_points = (Skill_points + 3)) else do (Do nothing)
- If ((Temp_integer[100] Equal to 7) or (Temp_integer[100] Equal to 8)) then do (Set Skill_points = (Skill_points + 4)) else do (Do nothing)
- If ((Temp_integer[100] Equal to 9) or (Temp_integer[100] Equal to 10)) then do (Set Skill_points = (Skill_points + 5)) else do (Do nothing)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Skill_points Equal to 0
-
Then - Actions
- Set Fx_point = (Position of (Picked unit))
- Unit - Create 1 Dummy (fx) for (Owner of (Picked unit)) at Fx_point facing Default building facing degrees
- Unit - Turn collision for (Last created unit) Off
- Unit - Move (Last created unit) instantly to Fx_point
- Hashtable - Save Handle Of(Last created unit) as 8 of (Key (Picked unit)) in Table
- Unit Group - Add (Last created unit) to Fx_gr
- Set Temp_integer[7] = 0
-
For each (Integer B) from 1 to 6, do (Actions)
-
Loop - Actions
- Set Temp_integer[(Integer B)] = (Load (Integer A) of (Key (Last created unit)) from Table)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Temp_integer[(Integer B)] Greater than or equal to 1
-
Then - Actions
- Set Temp_integer[7] = (Temp_integer[7] + 1)
- Else - Actions
-
If - Conditions
-
Loop - Actions
-
For each (Integer B) from 1 to 6, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Temp_integer[7] Greater than or equal to 3
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Temp_integer[(Integer B)] Equal to 0
-
Then - Actions
- Unit - Add Ele_disabled[(Integer B)] to (Last created unit)
-
Else - Actions
- If (Temp_integer[7] Equal to 0) then do (Set Temp_integer[7] = 1) else do (Do nothing)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Temp_integer[(Integer B)] Less than (30 / Temp_integer[7])
-
Then - Actions
- Unit - Add Ele_ab[(Integer B)] to (Last created unit)
-
Else - Actions
- If ((Level of Ele_maxim[(Integer B)] for (Last created unit)) Equal to 0) then do (Unit - Add Ele_maxim[(Integer B)] to (Last created unit)) else do (Do nothing)
-
If - Conditions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
- If (Temp_integer[7] Equal to 0) then do (Set Temp_integer[7] = 1) else do (Do nothing)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Temp_integer[(Integer B)] Less than (30 / Temp_integer[7])
-
Then - Actions
- Unit - Add Ele_ab[(Integer B)] to (Last created unit)
-
Else - Actions
- If ((Level of Ele_maxim[(Integer B)] for (Last created unit)) Equal to 0) then do (Unit - Add Ele_maxim[(Integer B)] to (Last created unit)) else do (Do nothing)
-
If - Conditions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- Custom script: call RemoveLocation (udg_Fx_point)
- Else - Actions
-
If - Conditions
- Hashtable - Save Skill_points as 11 of (Key (Last created unit)) in Table
- Unit - Remove (Picked unit) from the game
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table
- Unit - Move Temp_unit[3] instantly to Temp_point[1]
- Unit - Make Temp_unit[3] Invulnerable
- Custom script: call RemoveLocation(udg_Temp_point[1])
- Custom script: call RemoveLocation(udg_Temp_point[10])
- Unit - Add T_ab[(Load 7 of (Key (Last created unit)) from Table)] to (Last created unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 456
-
Then - Actions
- Unit Group - Remove (Picked unit) from Impetus_group
- Unit Group - Add (Last created unit) to Impetus_group
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 135
-
Then - Actions
- Unit Group - Remove (Picked unit) from Storm_group
- Unit Group - Add (Last created unit) to Storm_group
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 25
-
Then - Actions
- Unit Group - Remove (Picked unit) from Charisma_auto
- Unit Group - Add (Last created unit) to Charisma_auto
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 136
-
Then - Actions
- Unit Group - Remove (Picked unit) from Dtemp_group
- Unit Group - Add (Last created unit) to Dtemp_group
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 145
-
Then - Actions
- Unit Group - Remove (Picked unit) from LR_group
- Unit Group - Add (Last created unit) to LR_group
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 246
-
Then - Actions
- Unit - Add Attack to (Last created unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 345
-
Then - Actions
- Set Temp_point[5] = (Position of (Last created unit))
- Set Temp_unit[1] = (Last created unit)
- Unit - Create 1 Dummy (Boomerang for (Owner of Temp_unit[1]) at Temp_point[5] facing Default building facing degrees
- Hashtable - Save Handle OfTemp_unit[1] as 1 of (Key (Last created unit)) in Table_boomerang
- Unit Group - Add (Last created unit) to Boom_group
- Custom script: call RemoveLocation(udg_Temp_point[5])
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 245
-
Then - Actions
- Unit Group - Remove (Picked unit) from Purge_group
- Unit Group - Add (Last created unit) to Purge_group
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Load 7 of (Key (Last created unit)) from Table) Equal to 235
-
Then - Actions
- Unit Group - Remove (Picked unit) from HF_group
- Unit Group - Add (Last created unit) to HF_group
- Else - Actions
-
If - Conditions
- Trigger - Run Update <gen> (ignoring conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer A) from 1 to 10, do (Actions)
- Else - Actions
-
If - Conditions
-
Loop - Actions
- Custom script: call DestroyGroup(udg_Xp_group)
-
Events