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Living Bomb

Status
Not open for further replies.
Level 9
Joined
Jul 22, 2007
Messages
261
Ive been trying to get this trigger to work but it just wont seem to work :(
  • Living Bomb
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
    • Conditions
      • (Unit-type of (Triggering unit)) Not equal to Mouse Tower
      • (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
      • (Random integer number between 1 and 100) Less than or equal to (Current research level of Living Bomb - 1 for (Triggering player))
    • Actions
      • Set Living_Bomb_Player = (Triggering player)
      • Unit - Add Living Bomb to (Triggering unit)
      • Unit Group - Add (Triggering unit) to Living_Bomb
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has buff FIRE ) Equal to True
          • ((Triggering unit) has buff EARTH ) Equal to True
          • ((Triggering unit) has buff SHADOW ) Equal to True
          • ((Triggering unit) has buff WATER ) Equal to True
        • Then - Actions
          • Unit Group - Pick every unit in Living_Bomb and do (Actions)
            • Loop - Actions
              • Wait 2.00 seconds
              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
              • Wait 2.00 seconds
              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
              • Wait 2.00 seconds
              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
              • Wait 2.00 seconds
              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
              • Wait 2.00 seconds
              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage (Triggering unit), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Triggering unit) has buff FIRE ) Equal to True
              • ((Triggering unit) has buff EARTH ) Equal to True
              • ((Triggering unit) has buff SHADOW ) Equal to True
            • Then - Actions
              • Unit Group - Pick every unit in Living_Bomb and do (Actions)
                • Loop - Actions
                  • Wait 2.00 seconds
                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                  • Wait 2.00 seconds
                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                  • Wait 2.00 seconds
                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                  • Wait 2.00 seconds
                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                  • Wait 2.00 seconds
                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage (Triggering unit), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 3.00) x 1.50) damage of attack type Spells and damage type Normal
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Triggering unit) has buff FIRE ) Equal to True
                  • ((Triggering unit) has buff WATER ) Equal to True
                • Then - Actions
                  • Unit Group - Pick every unit in Living_Bomb and do (Actions)
                    • Loop - Actions
                      • Wait 2.00 seconds
                      • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                      • Wait 2.00 seconds
                      • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                      • Wait 2.00 seconds
                      • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                      • Wait 2.00 seconds
                      • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                      • Wait 2.00 seconds
                      • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                      • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage (Triggering unit), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 3.00) x 0.75) damage of attack type Spells and damage type Normal
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Triggering unit) has buff FIRE ) Equal to True
                      • ((Triggering unit) has buff SHADOW ) Equal to True
                    • Then - Actions
                      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
                        • Loop - Actions
                          • Wait 2.00 seconds
                          • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                          • Wait 2.00 seconds
                          • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                          • Wait 2.00 seconds
                          • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                          • Wait 2.00 seconds
                          • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                          • Wait 2.00 seconds
                          • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                          • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage (Triggering unit), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Triggering unit) has buff FIRE ) Equal to True
                          • ((Triggering unit) has buff EARTH ) Equal to True
                        • Then - Actions
                          • Unit Group - Pick every unit in Living_Bomb and do (Actions)
                            • Loop - Actions
                              • Wait 2.00 seconds
                              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                              • Wait 2.00 seconds
                              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                              • Wait 2.00 seconds
                              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                              • Wait 2.00 seconds
                              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                              • Wait 2.00 seconds
                              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                              • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage (Triggering unit), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Triggering unit) has buff FIRE ) Equal to True
                            • Then - Actions
                              • Unit Group - Pick every unit in Living_Bomb and do (Actions)
                                • Loop - Actions
                                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Wait 2.00 seconds
                                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Wait 2.00 seconds
                                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Wait 2.00 seconds
                                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Wait 2.00 seconds
                                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Wait 2.00 seconds
                                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Triggering unit)), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Unit - Cause (Random unit from (Units owned by (Triggering player))) to damage (Triggering unit), dealing (((Real(Click_Damage[(Player number of (Triggering player))])) x 3.00) x 1.00) damage of attack type Spells and damage type Normal
                            • Else - Actions
      • Unit Group - Remove (Triggering unit) from Living_Bomb

  • Living Bomb Copy
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is in Living_Bomb) Equal to True
    • Actions
      • Unit Group - Pick every unit in (Units within 300.00 of (Position of (Dying unit))) and do (Actions)
        • Loop - Actions
          • Unit - Add Living Bomb to (Picked unit)
          • Unit Group - Add (Picked unit) to Living_Bomb
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
              • Wait 2.00 seconds
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
              • Wait 2.00 seconds
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
              • Wait 2.00 seconds
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
              • Wait 2.00 seconds
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
              • Wait 2.00 seconds
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Wait 2.00 seconds
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                  • Wait 2.00 seconds
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                  • Wait 2.00 seconds
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                  • Wait 2.00 seconds
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                  • Wait 2.00 seconds
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.50) damage of attack type Spells and damage type Normal
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Wait 2.00 seconds
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                      • Wait 2.00 seconds
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                      • Wait 2.00 seconds
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                      • Wait 2.00 seconds
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                      • Wait 2.00 seconds
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 0.75) damage of attack type Spells and damage type Normal
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Wait 2.00 seconds
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                          • Wait 2.00 seconds
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                          • Wait 2.00 seconds
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                          • Wait 2.00 seconds
                          • Unit - Cause (Picked unit) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                          • Wait 2.00 seconds
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Wait 2.00 seconds
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                              • Wait 2.00 seconds
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                              • Wait 2.00 seconds
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                              • Wait 2.00 seconds
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                              • Wait 2.00 seconds
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Wait 2.00 seconds
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Wait 2.00 seconds
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Wait 2.00 seconds
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Wait 2.00 seconds
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Wait 2.00 seconds
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.00) damage of attack type Spells and damage type Normal
                                • Else - Actions
      • Unit Group - Remove (Picked unit) from Living_Bomb
It will add the ability but will not do the damage

+rep for help :D
 
so i have to put waits outside and make the if around every damage?
  • Living Bomb
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
    • Conditions
      • (Unit-type of (Triggering unit)) Not equal to Mouse Tower
      • (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
      • (Random integer number between 1 and 100) Less than or equal to (Current research level of Living Bomb - 1 for (Triggering player))
    • Actions
      • Set Living_Bomb_Player = (Triggering player)
      • Unit - Add Living Bomb to (Triggering unit)
      • Unit Group - Add (Triggering unit) to Living_Bomb
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.50) damage of attack type Spells and damage type Normal
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 0.75) damage of attack type Spells and damage type Normal
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.00) damage of attack type Spells and damage type Normal
                                • Else - Actions
      • Unit Group - Remove (Picked unit) from Living_Bomb
  • Living Bomb Copy
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is in Living_Bomb) Equal to True
    • Actions
      • Unit Group - Pick every unit in (Units within 300.00 of (Position of (Dying unit))) and do (Actions)
        • Loop - Actions
          • Unit - Add Living Bomb to (Picked unit)
          • Unit Group - Add (Picked unit) to Living_Bomb
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Wait 2.00 seconds
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.50) damage of attack type Chaos and damage type Fire
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 0.75) damage of attack type Chaos and damage type Fire
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.25) damage of attack type Chaos and damage type Fire
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Picked unit)), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 1.50) x 1.00) damage of attack type Chaos and damage type Fire
                                • Else - Actions
      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
      • Unit Group - Pick every unit in Living_Bomb and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff FIRE ) Equal to True
              • ((Picked unit) has buff EARTH ) Equal to True
              • ((Picked unit) has buff SHADOW ) Equal to True
              • ((Picked unit) has buff WATER ) Equal to True
            • Then - Actions
              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff FIRE ) Equal to True
                  • ((Picked unit) has buff EARTH ) Equal to True
                  • ((Picked unit) has buff SHADOW ) Equal to True
                • Then - Actions
                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.50) damage of attack type Spells and damage type Normal
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff FIRE ) Equal to True
                      • ((Picked unit) has buff WATER ) Equal to True
                    • Then - Actions
                      • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 0.75) damage of attack type Spells and damage type Normal
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) has buff FIRE ) Equal to True
                          • ((Picked unit) has buff SHADOW ) Equal to True
                        • Then - Actions
                          • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) has buff FIRE ) Equal to True
                              • ((Picked unit) has buff EARTH ) Equal to True
                            • Then - Actions
                              • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.25) damage of attack type Spells and damage type Normal
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • ((Picked unit) has buff FIRE ) Equal to True
                                • Then - Actions
                                  • Unit - Cause (Random unit from (Units owned by Living_Bomb_Player)) to damage (Picked unit), dealing (((Real(Click_Damage[(Player number of Living_Bomb_Player)])) x 3.00) x 1.00) damage of attack type Spells and damage type Normal
                                • Else - Actions
      • Unit Group - Remove (Picked unit) from Living_Bomb
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