- Joined
- Jul 22, 2007
- Messages
- 261
Ive been trying to get this trigger to work but it just wont seem to work
+rep for help
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Living Bomb
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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
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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))
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Actions
- Set Living_Bomb_Player = (Triggering player)
- Unit - Add Living Bomb to (Triggering unit)
- Unit Group - Add (Triggering unit) to Living_Bomb
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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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
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Then - Actions
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Unit Group - Pick every unit in Living_Bomb and do (Actions)
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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
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Loop - Actions
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Unit Group - Pick every unit in Living_Bomb and do (Actions)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((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
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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
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Loop - Actions
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Unit Group - Pick every unit in Living_Bomb and do (Actions)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((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
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Loop - Actions
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Unit Group - Pick every unit in Living_Bomb and do (Actions)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Triggering unit) has buff FIRE ) Equal to True
- ((Triggering unit) has buff SHADOW ) Equal to True
-
Then - Actions
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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
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Loop - Actions
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Unit Group - Pick every unit in Living_Bomb and do (Actions)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Triggering unit) has buff FIRE ) Equal to True
- ((Triggering unit) has buff EARTH ) Equal to True
-
Then - Actions
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Unit Group - Pick every unit in Living_Bomb and do (Actions)
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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
-
Loop - Actions
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Unit Group - Pick every unit in Living_Bomb and do (Actions)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Triggering unit) has buff FIRE ) Equal to True
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Then - Actions
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Unit Group - Pick every unit in Living_Bomb and do (Actions)
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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
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Loop - Actions
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Unit Group - Pick every unit in Living_Bomb and do (Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Unit Group - Remove (Triggering unit) from Living_Bomb
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Events
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Living Bomb Copy
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Events
- Unit - A unit Dies
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Conditions
- ((Triggering unit) is in Living_Bomb) Equal to True
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Actions
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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
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Loop - Actions
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Unit Group - Pick every unit in Living_Bomb and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
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
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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
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Unit Group - Remove (Picked unit) from Living_Bomb
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Unit Group - Pick every unit in (Units within 300.00 of (Position of (Dying unit))) and do (Actions)
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Events
+rep for help