- Joined
- Mar 15, 2005
- Messages
- 112
Need help debugging a trigger.
this trigger is meant to create a cool down on your player's attack like in Dark Invasion 2. This trigger works most of the time but delay on b.net causes it to malfunction a lot. Heres the trigger in text format. The first part is what activates the cool down funtions.
Attack1
Events
Unit - A unit owned by Player 1 (Red) Begins casting an ability
Conditions
Multiple ConditionsOr - Any (Conditions) are true
Conditions
(Ability being cast) Equal to (==) Attack
Actions
Floating Text - Destroy FloatingDamage[1]
Floating Text - Destroy FloatingIncrease[1]
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Less than (<) 15
Then - Actions
Floating Text - Create floating text that reads (String((Damage[1] x (Strength of Hero[1] (Include bonuses))))) above (Target unit of ability being cast) with Z offset 0.00, using font size 7.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
Set DamageIndicator[1] = (Last created floating text)
Else - Actions
Floating Text - Create floating text that reads (String((Damage[1] x (Strength of Hero[1] (Include bonuses))))) above (Target unit of ability being cast) with Z offset 0.00, using font size 13.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Set MaxedHit[1] = (Last created floating text)
Unit - Cause Hero[1] to damage (Target unit of ability being cast), dealing ((Real(Damage[1])) x (Real((Strength of Hero[1] (Include bonuses))))) damage of attack type Hero and damage type Normal
Set Damage[1] = 0
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Multiple ConditionsOr - Any (Conditions) are true
Conditions
(Owner of (Target unit of ability being cast)) Equal to (==) Player 9 (Gray)
Then - Actions
Unit - Change ownership of (Target unit of ability being cast) to Neutral Hostile and Change color
Else - Actions
Do nothing
Trigger - Run Attack1Damage <gen> (checking conditions)
Wait 0.30 seconds
Floating Text - Destroy DamageIndicator[1]
Floating Text - Destroy MaxedHit[1]
This next part is the cool down funtions:
Attack1Damage
Events
Conditions
Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 0
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Create floating text that reads IIIIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (5.00%, 5.00%, 5.00%), and 75.00% transparency
Set FloatingDamage[1] = (Last created floating text)
Floating Text - Create floating text that reads I above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 1
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads II above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 2
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads III above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 3
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 4
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 5
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 6
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 7
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 8
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 9
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 10
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 11
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 12
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 13
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 14
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 15
(Hero[1] is alive) Equal to (==) True
Then - Actions
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Destroy FloatingDamage[1]
Else - Actions
Do nothing
__________________
Every time you masterbate... God kills a kitten. (Please think of the kittens)
Last edited by IncubiProtocoL; 10-19-2008 at 09:50 AM.
this trigger is meant to create a cool down on your player's attack like in Dark Invasion 2. This trigger works most of the time but delay on b.net causes it to malfunction a lot. Heres the trigger in text format. The first part is what activates the cool down funtions.
Attack1
Events
Unit - A unit owned by Player 1 (Red) Begins casting an ability
Conditions
Multiple ConditionsOr - Any (Conditions) are true
Conditions
(Ability being cast) Equal to (==) Attack
Actions
Floating Text - Destroy FloatingDamage[1]
Floating Text - Destroy FloatingIncrease[1]
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Less than (<) 15
Then - Actions
Floating Text - Create floating text that reads (String((Damage[1] x (Strength of Hero[1] (Include bonuses))))) above (Target unit of ability being cast) with Z offset 0.00, using font size 7.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
Set DamageIndicator[1] = (Last created floating text)
Else - Actions
Floating Text - Create floating text that reads (String((Damage[1] x (Strength of Hero[1] (Include bonuses))))) above (Target unit of ability being cast) with Z offset 0.00, using font size 13.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Set MaxedHit[1] = (Last created floating text)
Unit - Cause Hero[1] to damage (Target unit of ability being cast), dealing ((Real(Damage[1])) x (Real((Strength of Hero[1] (Include bonuses))))) damage of attack type Hero and damage type Normal
Set Damage[1] = 0
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Multiple ConditionsOr - Any (Conditions) are true
Conditions
(Owner of (Target unit of ability being cast)) Equal to (==) Player 9 (Gray)
Then - Actions
Unit - Change ownership of (Target unit of ability being cast) to Neutral Hostile and Change color
Else - Actions
Do nothing
Trigger - Run Attack1Damage <gen> (checking conditions)
Wait 0.30 seconds
Floating Text - Destroy DamageIndicator[1]
Floating Text - Destroy MaxedHit[1]
This next part is the cool down funtions:
Attack1Damage
Events
Conditions
Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 0
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Create floating text that reads IIIIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (5.00%, 5.00%, 5.00%), and 75.00% transparency
Set FloatingDamage[1] = (Last created floating text)
Floating Text - Create floating text that reads I above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 1
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads II above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 2
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads III above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 3
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 4
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 5
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 6
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 7
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 8
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 9
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 10
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 11
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 12
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 13
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 14
(Hero[1] is alive) Equal to (==) True
Then - Actions
Set Damage[1] = (Damage[1] + 1)
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Create floating text that reads IIIIIIIIIIIIII above Hero[1] with Z offset 0.00, using font size 7.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
Set FloatingIncrease[1] = (Last created floating text)
Else - Actions
Do nothing
Wait (Real(AttackCooldown[1])) seconds
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage[1] Equal to (==) 15
(Hero[1] is alive) Equal to (==) True
Then - Actions
Floating Text - Destroy FloatingIncrease[1]
Floating Text - Destroy FloatingDamage[1]
Else - Actions
Do nothing
__________________
Every time you masterbate... God kills a kitten. (Please think of the kittens)
Last edited by IncubiProtocoL; 10-19-2008 at 09:50 AM.
Last edited: