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Living Bomb

Status
Not open for further replies.
Level 10
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
 
Level 10
Joined
Jul 22, 2007
Messages
261
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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