Moderator
M
Moderator
21st Dec 2011
Bribe: Approved and Recommended (4/5).
Bribe: Approved and Recommended (4/5).
MEB Configuration

Events


Map initialization

Conditions

Actions


-------- Do not touch --------


Hashtable - Create a hashtable


Set MEB_Hash = (Last created hashtable)


-------- ------- --------


-------- Determines the damage the explosion when the Bombs explode --------


Set MEB_DamageBase = 100.00


Set MEB_DamagePerLevel = 50.00


-------- Determines the area of where the damage will be dealt --------


Set MEB_ExplosionAOEBase = 150.00


Set MEB_ExplosionAOPerLevel = 50.00


-------- Determines how fast the Orbs will leave the centre --------


Set MEB_DistanceIncrease = 4.00


-------- Determines how long each Bomb will last for before exploding --------


Set MEB_DurationBase = 2.00


Set MEB_DurationPerLevel = 0.50


-------- Determines the height of the lightning effects --------


Set MEB_LightningHeight = 75.00


-------- Determines the rate of the Knockback decreasing to 0 --------


Set MEB_KnockbackDetriment = 1.00


-------- Determines the strength behind the knockback/how far it will push --------


Set MEB_KnockbackStrengthBase = 25.00


Set MEB_KnockbackStrengthPerLevel = 10.00


-------- Determines the area effected by the magnetism of each Bomb --------


Set MEB_MagneticAOEBase = 100.00


Set MEB_MagneticAOEPerLevel = 25.00


-------- Determines the strength of the Magnetism --------


Set MEB_MagneticStrengthBase = 25.00


Set MEB_MagneticStrengthPerLevel = 5.00


-------- Determines the damage done to the mana of units --------


Set MEB_ManaDamageBase = 50.00


Set MEB_ManaDamagePerLevel = 25.00


-------- Determines the feedback ratio from mana to health damage --------


Set MEB_ManaToHealthDamageBase = 0.75


Set MEB_ManaToHealthDamagePerLevel = 0.25


-------- Determines the speed of revolution --------


Set MEB_Speed = 4.00


-------- Determines how far out the Bombs start from the caster --------


Set MEB_StartDistance = 150.00


-------- Determines how many Bombs are made --------


Set MEB_SidesBase = 1


Set MEB_SidesPerLevel = 1


-------- Determines the bonus damage for hitting against rocks --------


Set MEB_RockSmash = 75.00


-------- Determines how much damage the burning fire does --------


Set MEB_BurnDamageBase = 0.25


Set MEB_BurnDamagePerLevel = 0.10


-------- Determines the AOE of the burning fire --------


Set MEB_BurnAoe = 50.00


-------- Determines how far back the burning tail goes --------


Set MEB_TailDurationBase = 0.05


Set MEB_TailDurationPerLevel = 0.00


-------- Determines what unit will be used as the bomb --------


Set MEB_Bomb = Energy Magnet


-------- Determines what unit will be used as the tail --------


Set MEB_Tail = Energy Tail


-------- Determines what unit will be used as the spell --------


Set MEB_Spell = Magnetised Energy Bombs


-------- Determines what Lightning effect will be used for the magnetism --------


Set MEB_Lightning = CLPB


-------- Determines what Special effects will be used at different points of the spell --------


-------- Creation of the Bombs --------


Set MEB_SFXSpawn = Abilities\Spells\Items\AIre\AIreTarget.mdl


-------- Explosion --------


Set MEB_SFXDeath = Objects\Spawnmodels\NightElf\NEDeathSmall\NEDeathSmall.mdl


-------- Effect created on knockback --------


Set MEB_SFXKnockback = Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl


-------- Destroy Trees when knockbacked/dragged through them? --------


Set MEB_TreeKill = True


-------- Area of trees destroyed --------


Set MEB_TreeDestroyArea = 100.00


-------- ------- --------


-------- Do not touch --------


-------- Tree Checking Set up --------


Set MEB_TempPoint = (Center of (Playable map area))


Unit - Create 1 Peasant for Neutral Passive at MEB_TempPoint facing Default building facing degrees


Set MEB_TreeChecker = (Last created unit)


Unit - Hide MEB_TreeChecker


Unit - Make MEB_TreeChecker Invulnerable


Custom script: call RemoveLocation (udg_MEB_TempPoint)


-------- ------ --------
MEB Activation

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to MEB_Spell

Actions


-------- Cricle Set up --------


Set MEB_U = (Triggering unit)


Set MEB_TempI = (Level of MEB_Spell for MEB_U)


Set MEB_TempReal = (Real(MEB_TempI))


Set MEB_TempPoint = (Position of MEB_U)


Set MEB_Angle = 0.00


-------- ------ --------


-------- Spell Start --------


For each (Integer MEB_I) from 1 to (MEB_SidesBase + (MEB_SidesPerLevel x MEB_TempI)), do (Actions)



Loop - Actions




-------- Creation --------




Set MEB_Angle = (MEB_Angle + (360.00 / ((Real(MEB_SidesBase)) + ((Real(MEB_SidesPerLevel)) x MEB_TempReal))))




Set MEB_TempPoint2 = (MEB_TempPoint offset by MEB_StartDistance towards MEB_Angle degrees)




Unit - Create 1 MEB_Bomb for Neutral Passive at MEB_TempPoint2 facing Default building facing degrees




Special Effect - Create a special effect at MEB_TempPoint2 using MEB_SFXSpawn




Special Effect - Destroy (Last created special effect)




Custom script: call RemoveLocation (udg_MEB_TempPoint2)




-------- ------ --------




-------- Set up --------




Set MEB_TempU = (Last created unit)




Unit - Add a (MEB_DurationBase + (MEB_DurationPerLevel x MEB_TempReal)) second Generic expiration timer to MEB_TempU




Unit Group - Add MEB_TempU to MEB_Bombs




Custom script: set udg_MEB_UHandle = GetHandleId(udg_MEB_TempU)




-------- ------ --------




-------- Passing Information --------




Hashtable - Save Handle OfMEB_U as 1 of MEB_UHandle in MEB_Hash




Hashtable - Save (MEB_BurnDamageBase + (MEB_BurnDamagePerLevel x MEB_TempReal)) as 2 of MEB_UHandle in MEB_Hash




Hashtable - Save (MEB_DamageBase + (MEB_DamagePerLevel x MEB_TempReal)) as 3 of MEB_UHandle in MEB_Hash




Hashtable - Save (MEB_KnockbackStrengthBase + (MEB_KnockbackStrengthPerLevel x MEB_TempReal)) as 4 of MEB_UHandle in MEB_Hash




Hashtable - Save (MEB_MagneticStrengthBase + (MEB_MagneticStrengthPerLevel x MEB_TempReal)) as 5 of MEB_UHandle in MEB_Hash




Hashtable - Save (MEB_ManaDamageBase + (MEB_ManaDamagePerLevel x MEB_TempReal)) as 6 of MEB_UHandle in MEB_Hash




Hashtable - Save (MEB_ManaToHealthDamageBase + (MEB_ManaToHealthDamagePerLevel x MEB_TempReal)) as 7 of MEB_UHandle in MEB_Hash




Hashtable - Save (MEB_TailDurationBase + (MEB_TailDurationPerLevel x MEB_TempReal)) as 8 of MEB_UHandle in MEB_Hash




Hashtable - Save (MEB_MagneticAOEBase + (MEB_MagneticAOEPerLevel x MEB_TempReal)) as 9 of MEB_UHandle in MEB_Hash




Hashtable - Save (MEB_ExplosionAOEBase + (MEB_MagneticAOEPerLevel x MEB_TempReal)) as 15 of MEB_UHandle in MEB_Hash




Hashtable - Save MEB_Angle as 10 of MEB_UHandle in MEB_Hash




Hashtable - Save MEB_StartDistance as 11 of MEB_UHandle in MEB_Hash




Hashtable - Save 1 as 12 of MEB_UHandle in MEB_Hash




-------- ------ --------


Trigger - Turn on MEB Death <gen>


Trigger - Turn on MEB Loop <gen>


-------- ------ --------
MEB Death

Events


Unit - A unit owned by Neutral Passive Dies

Conditions


(Unit-type of (Triggering unit)) Equal to MEB_Bomb

Actions


-------- Death Setup --------


Set MEB_U = (Triggering unit)


Custom script: set udg_MEB_UHandle = GetHandleId(udg_MEB_U)


Set MEB_TempPoint = (Position of MEB_U)


Special Effect - Create a special effect at MEB_TempPoint using MEB_SFXDeath


Special Effect - Destroy (Last created special effect)


-------- ------ --------


-------- Explosion --------


Set MEB_TempGroup = (Units in (Playable map area) matching ((Load 14 of (Key (Matching unit)) in MEB_Hash) Equal to MEB_U))


Unit Group - Pick every unit in MEB_TempGroup and do (Actions)



Loop - Actions




-------- Check Set up --------




Set MEB_TempU = (Picked unit)




Custom script: set udg_MEB_UHandleC = GetHandleId(udg_MEB_TempU)




Set MEB_TempPoint2 = (Position of MEB_TempU)




Lightning - Destroy (Load 13 of MEB_UHandleC in MEB_Hash)




-------- ------ --------




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





If - Conditions






(Distance between MEB_TempPoint and MEB_TempPoint2) Greater than (Load 15 of MEB_UHandle from MEB_Hash)





Then - Actions






-------- Unit outside of range cleanup --------






Hashtable - Save 0 as 12 of MEB_UHandleC in MEB_Hash






Unit Group - Remove MEB_TempU from MEB_Bombs






Hashtable - Clear all child hashtables of child MEB_UHandleC in MEB_Hash






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







If - Conditions








(Number of units in MEB_Bombs) Equal to 0







Then - Actions








Trigger - Turn off MEB Loop <gen>







Else - Actions






-------- ------ --------





Else - Actions






-------- Explosion Damage effect --------






Unit - Cause (Load 1 of MEB_UHandle in MEB_Hash) to damage MEB_TempU, dealing (Load 3 of MEB_UHandle from MEB_Hash) damage of attack type Spells and damage type Normal






Set MEB_TempReal = (Mana of MEB_TempU)






Unit - Set mana of MEB_TempU to ((Mana of MEB_TempU) - (Load 6 of MEB_UHandle from MEB_Hash))






Unit - Cause (Load 1 of MEB_UHandle in MEB_Hash) to damage MEB_TempU, dealing ((MEB_TempReal - (Mana of MEB_TempU)) x (Load 7 of MEB_UHandle from MEB_Hash)) damage of attack type Spells and damage type Normal






-------- ------ --------






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







If - Conditions








(MEB_TempU is alive) Equal to True







Then - Actions








-------- Knockback Setup --------








Hashtable - Save Handle OfMEB_TempPoint as 15 of MEB_UHandleC in MEB_Hash








Hashtable - Save 3 as 12 of MEB_UHandleC in MEB_Hash








Hashtable - Save (Load 4 of MEB_UHandle from MEB_Hash) as 16 of MEB_UHandleC in MEB_Hash








-------- ------ --------







Else - Actions








-------- Dead unit clean up --------








Hashtable - Clear all child hashtables of child MEB_UHandleC in MEB_Hash








-------- ------ --------




Custom script: call RemoveSavedHandle(udg_MEB_Hash, udg_MEB_UHandleC, 14)




Custom script: call RemoveLocation(udg_MEB_TempPoint2)


-------- ------ --------


Custom script: call DestroyGroup(udg_MEB_TempGroup)


Custom script: call RemoveLocation(udg_MEB_TempPoint)


-------- Clean Up --------


Custom script: set bj_wantDestroyGroup = true


If ((Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to MEB_Bomb))) Equal to 0) then do (Trigger - Turn off (This trigger)) else do (Do nothing)


Hashtable - Clear all child hashtables of child MEB_UHandle in MEB_Hash


Unit Group - Remove MEB_U from MEB_Bombs


-------- ------ --------
MEB Loop

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


Unit Group - Pick every unit in MEB_Bombs and do (Actions)



Loop - Actions




Set MEB_U = (Picked unit)




Custom script: set udg_MEB_UHandle = GetHandleId(udg_MEB_U)




-------- Bomb Spinning --------




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





If - Conditions






(Load 12 of MEB_UHandle from MEB_Hash) Equal to 1





Then - Actions






-------- Movement --------






Set MEB_Angle = ((Load 10 of MEB_UHandle from MEB_Hash) + MEB_Speed)






Hashtable - Save MEB_Angle as 10 of MEB_UHandle in MEB_Hash






Set MEB_TempReal = ((Load 11 of MEB_UHandle from MEB_Hash) + MEB_DistanceIncrease)






Hashtable - Save MEB_TempReal as 11 of MEB_UHandle in MEB_Hash






Set MEB_TempPoint = (Position of (Load 1 of MEB_UHandle in MEB_Hash))






Set MEB_TempPoint2 = (MEB_TempPoint offset by MEB_TempReal towards MEB_Angle degrees)






-------- For Flame Trail --------






Set MEB_TempReal2 = (Load 8 of MEB_UHandle from MEB_Hash)






-------- ------ --------






-------- Spinning Movement --------






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







If - Conditions








((Playable map area) contains MEB_TempPoint2) Equal to True








(Terrain pathing at MEB_TempPoint2 of type Walkability is off) Equal to False







Then - Actions








Custom script: set udg_MEB_TempX = GetLocationX(udg_MEB_TempPoint)








Custom script: set udg_MEB_TempY = GetLocationY(udg_MEB_TempPoint)








Custom script: call SetUnitX(udg_MEB_U, udg_MEB_TempX + udg_MEB_TempReal * Cos(udg_MEB_Angle * bj_DEGTORAD))








Custom script: call SetUnitY(udg_MEB_U, udg_MEB_TempY + udg_MEB_TempReal * Sin(udg_MEB_Angle * bj_DEGTORAD))







Else - Actions








-------- Rock Smash --------








Unit - Kill MEB_U








Set MEB_TempGroup = (Units in (Playable map area) matching ((Load 14 of (Key (Matching unit)) in MEB_Hash) Equal to MEB_U))








Unit Group - Pick every unit in MEB_TempGroup and do (Actions)









Loop - Actions










Set MEB_TempU = (Picked unit)










Set MEB_TempPoint3 = (Position of MEB_TempU)










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











If - Conditions












(Distance between MEB_TempPoint and MEB_TempPoint2) Less than or equal to (Load 15 of MEB_UHandle from MEB_Hash)











Then - Actions












Unit - Cause (Load 1 of MEB_UHandle in MEB_Hash) to damage MEB_TempU, dealing MEB_RockSmash damage of attack type Spells and damage type Normal











Else - Actions










Custom script: call RemoveLocation(udg_MEB_TempPoint3)








Custom script: call DestroyGroup(udg_MEB_TempGroup)








-------- ------ --------






-------- ------ --------






Custom script: call RemoveLocation(udg_MEB_TempPoint2)






Custom script: call RemoveLocation(udg_MEB_TempPoint)






-------- Flame Trail --------






Set MEB_TempPoint = (Position of MEB_U)






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







If - Conditions








(Load 20 of MEB_UHandle from MEB_Hash) Equal to 1







Then - Actions








Unit - Create 1 Energy Tail for (Owner of MEB_U) at MEB_TempPoint facing Default building facing degrees








Set MEB_TempU = (Last created unit)








Custom script: set udg_MEB_UHandleC = GetHandleId(udg_MEB_TempU)








Unit - Add a MEB_TempReal2 second Generic expiration timer to MEB_TempU








Hashtable - Save Handle Of(Load 1 of MEB_UHandle in MEB_Hash) as 1 of MEB_UHandleC in MEB_Hash








Hashtable - Save 4 as 12 of MEB_UHandleC in MEB_Hash








Hashtable - Save (Load 2 of MEB_UHandle from MEB_Hash) as 17 of MEB_UHandleC in MEB_Hash








Hashtable - Save Handle Of(Load 1 of MEB_UHandle in MEB_Hash) as 1 of MEB_UHandleC in MEB_Hash








Unit Group - Add MEB_TempU to MEB_Bombs








Hashtable - Save 0 as 20 of MEB_UHandle in MEB_Hash







Else - Actions








Hashtable - Save ((Load 20 of MEB_UHandle from MEB_Hash) + 1) as 20 of MEB_UHandle in MEB_Hash






-------- ------ --------






-------- Magnetising units --------






Set MEB_TempGroup = (Units within (Load 9 of MEB_UHandle from MEB_Hash) of MEB_TempPoint)






Unit Group - Pick every unit in MEB_TempGroup and do (Actions)







Loop - Actions








Set MEB_TempU = (Picked unit)








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









If - Conditions










(MEB_TempU is Magic Immune) Equal to False










(MEB_TempU is A structure) Equal to False










(MEB_TempU is alive) Equal to True










(MEB_TempU belongs to an enemy of (Owner of (Load 1 of MEB_UHandle in MEB_Hash))) Equal to True










(MEB_TempU is A ground unit) Equal to True










(MEB_TempU is in MEB_Bombs) Equal to False









Then - Actions










Custom script: set udg_MEB_UHandleC = GetHandleId(udg_MEB_TempU)










Unit Group - Add MEB_TempU to MEB_Bombs










Hashtable - Save 2 as 12 of MEB_UHandleC in MEB_Hash










Hashtable - Save Handle OfMEB_U as 14 of MEB_UHandleC in MEB_Hash










Hashtable - Save Handle Of(Load 1 of MEB_UHandle in MEB_Hash) as 1 of MEB_UHandleC in MEB_Hash









Else - Actions






-------- ------ --------






Custom script: call DestroyGroup(udg_MEB_TempGroup)






Custom script: call RemoveLocation(udg_MEB_TempPoint)





Else - Actions




-------- Magnetised Units --------




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





If - Conditions






(Load 12 of MEB_UHandle from MEB_Hash) Equal to 2





Then - Actions






-------- Lightning effects --------






Lightning - Destroy (Load 13 of MEB_UHandle in MEB_Hash)






Set MEB_TempPoint = (Position of MEB_U)






Set MEB_TempPoint2 = (Position of (Load 14 of MEB_UHandle in MEB_Hash))






Set MEB_TempU = (Load 14 of MEB_UHandle in MEB_Hash)






Custom script: set udg_MEB_UHandleC = GetHandleId(udg_MEB_TempU)






Set MEB_TempReal = (Load 5 of MEB_UHandleC from MEB_Hash)






Custom script: set udg_MEB_TempZ = GetLocationZ(udg_MEB_TempPoint) + udg_MEB_LightningHeight






Custom script: set udg_MEB_TempZ2 = GetLocationZ(udg_MEB_TempPoint2) + udg_MEB_LightningHeight






Custom script: set udg_MEB_TempLightning = AddLightningEx(udg_MEB_Lightning, true, GetLocationX(udg_MEB_TempPoint), GetLocationY(udg_MEB_TempPoint), udg_MEB_TempZ, GetLocationX(udg_MEB_TempPoint2), GetLocationY(udg_MEB_TempPoint2), udg_MEB_TempZ2)






Hashtable - Save Handle OfMEB_TempLightning as 13 of MEB_UHandle in MEB_Hash






-------- ------ --------






-------- Magnetised movement --------






Set MEB_Angle = (Angle from MEB_TempPoint to MEB_TempPoint2)






Custom script: call RemoveLocation(udg_MEB_TempPoint2)






Set MEB_TempPoint2 = (MEB_TempPoint offset by MEB_TempReal towards MEB_Angle degrees)






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







If - Conditions








((Playable map area) contains MEB_TempPoint2) Equal to True








(Terrain pathing at MEB_TempPoint2 of type Walkability is off) Equal to False







Then - Actions








Custom script: set udg_MEB_TempX = GetUnitX(udg_MEB_U)








Custom script: set udg_MEB_TempY = GetUnitY(udg_MEB_U)








Custom script: call SetUnitX(udg_MEB_U, udg_MEB_TempX + udg_MEB_TempReal * Cos(udg_MEB_Angle * bj_DEGTORAD))








Custom script: call SetUnitY(udg_MEB_U, udg_MEB_TempY + udg_MEB_TempReal * Sin(udg_MEB_Angle * bj_DEGTORAD))








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









If - Conditions










MEB_TreeKill Equal to True









Then - Actions










-------- Tree Destruction --------










Destructible - Pick every destructible within MEB_TreeDestroyArea of MEB_TempPoint2 and do (Actions)











Loop - Actions












Unit - Order MEB_TreeChecker to Harvest (Picked destructible)












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













If - Conditions














(Current order of MEB_TreeChecker) Equal to (Order(harvest))













Then - Actions














Destructible - Kill (Picked destructible)













Else - Actions












Unit - Order MEB_TreeChecker to Stop










-------- ------ --------









Else - Actions







Else - Actions






-------- ------ --------






Custom script: call RemoveLocation(udg_MEB_TempPoint2)






Custom script: call RemoveLocation(udg_MEB_TempPoint)





Else - Actions




-------- Knocked Back Units --------




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





If - Conditions






(Load 12 of MEB_UHandle from MEB_Hash) Equal to 3





Then - Actions






-------- Movement --------






Set MEB_TempPoint = (Load 15 of MEB_UHandle in MEB_Hash)






Set MEB_TempPoint2 = (Position of MEB_U)






-------- ------ --------






-------- Knockback effects --------






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







If - Conditions








(Load 20 of MEB_UHandle from MEB_Hash) Equal to 3







Then - Actions








Special Effect - Create a special effect at MEB_TempPoint2 using MEB_SFXKnockback








Special Effect - Destroy (Last created special effect)








Hashtable - Save 0 as 20 of MEB_UHandle in MEB_Hash







Else - Actions








Hashtable - Save ((Load 20 of MEB_UHandle from MEB_Hash) + 1) as 20 of MEB_UHandle in MEB_Hash






-------- ------ --------






-------- Movement --------






Set MEB_TempReal = ((Load 16 of MEB_UHandle from MEB_Hash) - MEB_KnockbackDetriment)






Hashtable - Save MEB_TempReal as 16 of MEB_UHandle in MEB_Hash






Set MEB_Angle = (Angle from MEB_TempPoint to MEB_TempPoint2)






Custom script: call RemoveLocation(udg_MEB_TempPoint)






Set MEB_TempPoint = (MEB_TempPoint2 offset by MEB_TempReal towards MEB_Angle degrees)






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







If - Conditions








((Playable map area) contains MEB_TempPoint) Equal to True








(Terrain pathing at MEB_TempPoint of type Walkability is off) Equal to False








(Terrain pathing at MEB_TempPoint of type Walkability is off) Equal to False







Then - Actions








Custom script: set udg_MEB_TempX = GetUnitX(udg_MEB_U)








Custom script: set udg_MEB_TempY = GetUnitY(udg_MEB_U)








Custom script: call SetUnitX(udg_MEB_U, udg_MEB_TempX + udg_MEB_TempReal * Cos(udg_MEB_Angle * bj_DEGTORAD))








Custom script: call SetUnitY(udg_MEB_U, udg_MEB_TempY + udg_MEB_TempReal * Sin(udg_MEB_Angle * bj_DEGTORAD))








-------- Tree Destruction --------








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









If - Conditions










MEB_TreeKill Equal to True









Then - Actions










Destructible - Pick every destructible within MEB_TreeDestroyArea of MEB_TempPoint and do (Actions)











Loop - Actions












Unit - Order MEB_TreeChecker to Harvest (Picked destructible)












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













If - Conditions














(Current order of MEB_TreeChecker) Equal to (Order(harvest))













Then - Actions














Destructible - Kill (Picked destructible)













Else - Actions












Unit - Order MEB_TreeChecker to Stop









Else - Actions








-------- ------ --------







Else - Actions








-------- Rock Smash --------








Unit - Cause (Load 1 of MEB_UHandle in MEB_Hash) to damage MEB_U, dealing MEB_RockSmash damage of attack type Spells and damage type Normal








Hashtable - Save 0.00 as 16 of MEB_UHandle in MEB_Hash








-------- ------ --------






-------- ------ --------






Custom script: call RemoveLocation(udg_MEB_TempPoint2)






Custom script: call RemoveLocation(udg_MEB_TempPoint)






-------- End of Knockback --------






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







If - Conditions








(Load 16 of MEB_UHandle from MEB_Hash) Less than or equal to 0.00







Then - Actions








Unit Group - Remove MEB_U from MEB_Bombs








Hashtable - Save 0 as 12 of MEB_UHandle in MEB_Hash








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









If - Conditions










(MEB_Bombs is empty) Equal to True









Then - Actions










Trigger - Turn off (This trigger)










Trigger - Turn off MEB Death <gen>









Else - Actions







Else - Actions






-------- ------ --------





Else - Actions




-------- Fire Trail damage --------




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





If - Conditions






(Load 12 of MEB_UHandle from MEB_Hash) Equal to 4





Then - Actions






-------- Burn Damage --------






Set MEB_TempPoint = (Position of MEB_U)






Set MEB_TempGroup = (Units within MEB_BurnAoe of MEB_TempPoint)






Unit Group - Pick every unit in MEB_TempGroup and do (Actions)







Loop - Actions








Set MEB_TempU = (Picked unit)








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









If - Conditions










(MEB_TempU is Magic Immune) Equal to False










(MEB_TempU is A structure) Equal to False










(MEB_TempU is alive) Equal to True










(MEB_TempU belongs to an enemy of (Owner of (Load 1 of MEB_UHandle in MEB_Hash))) Equal to True










(MEB_TempU is A ground unit) Equal to True









Then - Actions










Unit - Cause (Load 1 of MEB_UHandle in MEB_Hash) to damage MEB_TempU, dealing (Load 17 of MEB_UHandle from MEB_Hash) damage of attack type Spells and damage type Normal









Else - Actions






-------- ------ --------






Custom script: call DestroyGroup(udg_MEB_TempGroup)






Custom script: call RemoveLocation(udg_MEB_TempPoint)





Else - Actions