- 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
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Or - Any (Conditions) are true
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Conditions
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((Killing unit) is A structure) Equal to True
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(Unit-type of (Killing unit)) Equal to Builder
-
-
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((Triggering unit) is an illusion) Equal to False
-
-

Actions
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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
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Set Temp_integer[1] = (Number of units in Xp_group)
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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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(Load 9 of (Key (Killing unit)) from Table) Less than 20
-
-



Then - Actions
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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
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Set Temp_real[1] = ((10.00 + (Bonus_xp[(Player number of (Owner of (Killing unit)))] x (Real(Temp_integer[1])))) / (Real(Temp_integer[1])))
-
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Else - Actions
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Set Temp_real[1] = ((0.00 + (Bonus_xp[(Player number of (Owner of (Killing unit)))] + (Real(Wave)))) + 0.00)
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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])))
-
-
-


Unit Group - Pick every unit in Xp_group and do (Actions)
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Loop - Actions
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Set Temp_real[3] = (Load 10 of (Key (Picked unit)) from Table)
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Set Temp_real[2] = (Temp_real[1] + Temp_real[3])
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Hashtable - Save Temp_real[2] as 10 of (Key (Picked unit)) in Table
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Set Temp_integer[2] = (Load 9 of (Key (Picked unit)) from Table)
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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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Temp_integer[2] Greater than or equal to 10
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Temp_integer[2] Less than or equal to 19
-
-





Then - Actions
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For each (Integer A) from 10 to 20, 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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Temp_real[2] Greater than or equal to (Real(Lv_amount[(Integer A)]))
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Temp_integer[2] Less than (Integer A)
-
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Then - Actions
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Set Hash_unit = (Picked unit)
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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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(Integer A) Equal to 20
-
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Then - Actions
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Set Temp_point[1] = (Position of (Picked unit))
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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)))))
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Unit Group - Pick every unit in Temp_group and do (Actions)
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Loop - Actions
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Set Temp_point[2] = (Temp_point[1] offset by 150.00 towards (Random angle) degrees)
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Unit - Move (Picked unit) instantly to Temp_point[2]
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Custom script: call RemoveLocation(udg_Temp_point[2])
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-
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Custom script: call RemoveLocation(udg_Temp_point[1])
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Custom script: call DestroyGroup(udg_Temp_group)
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Set Temp_real[4] = (Temp_real[2] - (Real(Lv_amount[(Integer A)])))
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Hashtable - Save Temp_real[4] as 10 of (Key (Picked unit)) in Table
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Hashtable - Save 20 as 9 of (Key (Picked unit)) in Table
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Set Temp_point[1] = (Position of (Picked unit))
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Set Temp_point[10] = (Center of Region 005 <gen>)
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Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
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Set Integer_x[7] = 0
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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) is in Char_group) Equal to True
-
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Then - Actions
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For each (Integer B) from 1 to 6, do (Actions)
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Loop - Actions
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Set Temp_integer[11] = (Load ((Integer B) + 2) of (Key (Picked unit)) from Table_char)
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Set Temp_integer[12] = (Load (Integer B) of (Key (Picked unit)) from Table)
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Hashtable - Save (Temp_integer[12] - Temp_integer[11]) as (Integer B) of (Key (Picked unit)) in Table
-
-
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Special Effect - Destroy (Load 2 of (Key (Picked unit)) in Table_char)
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Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table_char
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Unit Group - Remove (Picked unit) from Char_group
-
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Else - Actions
-
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For each (Integer B) from 1 to 6, do (Actions)
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Loop - Actions
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Set Integer_x[(Integer B)] = (Load (Integer B) of (Key (Picked unit)) from Table)
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Set Integer_x[7] = (Integer_x[7] + Integer_x[(Integer B)])
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-
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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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(Level of Display (pierce) for (Picked unit)) Equal to 1
-
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Then - Actions
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Unit - Create 1 Sin Eater for (Owner of (Picked unit)) at Temp_point[10] facing Default building facing degrees
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Set Temp_unit[3] = (Last created unit)
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Unit - Set the custom value of (Last created unit) to 1
-
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Else - Actions
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Unit - Create 1 Overlord for (Owner of (Picked unit)) at Temp_point[10] facing Default building facing degrees
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Set Temp_unit[3] = (Last created unit)
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Unit - Set the custom value of (Last created unit) to 1
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-
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Set Hash_unit = (Last created unit)
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For each (Integer B) from 1 to 7, do (Actions)
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Loop - Actions
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Hashtable - Save (Load (Integer B) of (Key (Picked unit)) from Table) as (Integer B) of (Key (Last created unit)) in Table
-
-
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Hashtable - Save Handle Of(Load 8 of (Key (Picked unit)) in Table) as 8 of (Key (Last created unit)) in Table
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Hashtable - Save (Load 9 of (Key (Picked unit)) from Table) as 9 of (Key (Last created unit)) in Table
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Hashtable - Save (Load 10 of (Key (Picked unit)) from Table) as 10 of (Key (Last created unit)) in Table
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Hashtable - Save (Load 11 of (Key (Picked unit)) from Table) as 11 of (Key (Last created unit)) in Table
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Special Effect - Create a special effect at Temp_point[1] using war3mapImported\HolyAwakening.mdx
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Special Effect - Destroy (Last created special effect)
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Set Skill_points = ((Load 11 of (Key (Last created unit)) from Table) + 0)
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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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Skill_points Equal to 0
-
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Then - Actions
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For each (Integer B) from 1 to 6, do (Actions)
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Loop - Actions
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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)
-
-
-
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Else - Actions
-
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Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table
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Unit - Remove (Picked unit) from the game
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Unit - Move Temp_unit[3] instantly to Temp_point[1]
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Unit - Make Temp_unit[3] Invulnerable
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Custom script: call RemoveLocation(udg_Temp_point[1])
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Custom script: call RemoveLocation(udg_Temp_point[10])
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Unit - Add T_ab[(Load 7 of (Key (Last created unit)) from Table)] to (Last created unit)
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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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(Load 7 of (Key (Last created unit)) from Table) Equal to 456
-
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Then - Actions
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Unit Group - Remove (Picked unit) from Impetus_group
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Unit Group - Add (Last created unit) to Impetus_group
-
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Else - Actions
-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
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(Load 7 of (Key (Last created unit)) from Table) Equal to 235
-
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Then - Actions
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Unit Group - Remove (Picked unit) from HF_group
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Unit Group - Add (Last created unit) to HF_group
-
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Else - Actions
-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
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(Load 7 of (Key (Last created unit)) from Table) Equal to 135
-
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Then - Actions
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Unit Group - Remove (Picked unit) from Storm_group
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Unit Group - Add (Last created unit) to Storm_group
-
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Else - Actions
-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
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(Load 7 of (Key (Last created unit)) from Table) Equal to 25
-
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Then - Actions
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Unit Group - Remove (Picked unit) from Charisma_auto
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Unit Group - Add (Last created unit) to Charisma_auto
-
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Else - Actions
-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
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(Load 7 of (Key (Last created unit)) from Table) Equal to 136
-
-













Then - Actions
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Unit Group - Remove (Picked unit) from Dtemp_group
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Unit Group - Add (Last created unit) to Dtemp_group
-
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Else - Actions
-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
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(Load 7 of (Key (Last created unit)) from Table) Equal to 145
-
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Then - Actions
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Unit Group - Remove (Picked unit) from LR_group
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Unit Group - Add (Last created unit) to LR_group
-
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Else - Actions
-
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
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(Load 7 of (Key (Last created unit)) from Table) Equal to 246
-
-













Then - Actions
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Unit - Add Attack to (Last created unit)
-
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Else - 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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(Load 7 of (Key (Last created unit)) from Table) Equal to 345
-
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Then - Actions
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Set Temp_point[5] = (Position of (Last created unit))
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Set Temp_unit[1] = (Last created unit)
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Unit - Create 1 Dummy (Boomerang for (Owner of Temp_unit[1]) at Temp_point[5] facing Default building facing degrees
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Hashtable - Save Handle OfTemp_unit[1] as 1 of (Key (Last created unit)) in Table_boomerang
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Unit Group - Add (Last created unit) to Boom_group
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Custom script: call RemoveLocation(udg_Temp_point[5])
-
-













Else - Actions
-
-












If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-













If - Conditions
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(Load 7 of (Key (Last created unit)) from Table) Equal to 245
-
-













Then - Actions
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Unit Group - Remove (Picked unit) from Purge_group
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Unit Group - Add (Last created unit) to Purge_group
-
-













Else - Actions
-
-












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
-
-
-











Else - Actions
-
-










Custom script: set udg_Hash_key = GetHandleId(udg_Hash_unit)
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Set Temp_real[4] = (Temp_real[2] - (Real(Lv_amount[(Integer A)])))
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Hashtable - Save Temp_real[4] as 10 of Hash_key in Table
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Hashtable - Save (Integer A) as 9 of Hash_key in Table
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Special Effect - Create a special effect attached to the origin of Hash_unit using war3mapImported\HolyAwakening.mdx
-










Special Effect - Destroy (Last created special effect)
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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))
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Set GDR_unit = Hash_unit
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Trigger - Run GDR system <gen> (ignoring conditions)
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Hashtable - Save (30 x (Integer A)) as 12 of Hash_key in Table
-
-









Else - Actions
-
-
-
-
-





Else - Actions
-
-




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
-






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])
-
-
-










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
-
-
-












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
-
-











Else - Actions
-
-










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)])
-
-
-










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
-
-
-










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
-
-
-










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
-
-
-
-












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)
-
-
-
-
-
-















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)
-
-
-
-
-
-
-












Custom script: call RemoveLocation (udg_Fx_point)
-
-











Else - Actions
-
-










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 (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 (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 (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 (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 (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
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Unit - Add Attack to (Last created unit)
-
-











Else - Actions
-
-










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
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Hashtable - Save Handle OfTemp_unit[1] as 1 of (Key (Last created unit)) in Table_boomerang
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Unit Group - Add (Last created unit) to Boom_group
-












Custom script: call RemoveLocation(udg_Temp_point[5])
-
-











Else - Actions
-
-










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 (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
-
-










Trigger - Run Update <gen> (ignoring conditions)
-
-









Else - Actions
-
-
-
-
-





Else - Actions
-
-
-
-


Custom script: call DestroyGroup(udg_Xp_group)
-
-



