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Living Bomb

Discussion in 'Triggers & Scripts' started by splashy5, Feb 14, 2010.

  1. splashy5

    splashy5

    Joined:
    Jul 22, 2007
    Messages:
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    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
     
  2. ED_Reborn

    ED_Reborn

    Joined:
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    The 'Damage unit' and 'Damage area' Doesn't work after waits.
     
  3. Justify

    Justify

    Joined:
    Mar 16, 2008
    Messages:
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    5
    Half correct, true in this case.
    Waits simply don't work in pick-loops and end them.
     
  4. skamigo

    skamigo

    Joined:
    May 22, 2009
    Messages:
    265
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    this, waits don't work in loops
     
  5. splashy5

    splashy5

    Joined:
    Jul 22, 2007
    Messages:
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    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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