- Joined
- May 20, 2009
- Messages
- 821
Nevermind the level check, I can fix that later. (Unless that'd make less visible lag in-game) Right now, this causes some pretty noticeable lag, which is bad because this is a common unit that has this ability.
Also, I'll fix the leaks on this later.
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Sense Calc
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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For each (Integer SenseInit) from 1 to SenseUnitMaxIndex, do (Actions)
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Loop - Actions
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Set SenseUnitPoint[SenseInit] = (Position of SenseUnit[SenseInit])
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Custom script: call RemoveLocation(GetUnitLoc(udg_SenseUnit[udg_SenseInit]))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Sense for SenseUnit[SenseInit]) Equal to 1
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Then - Actions
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Set SenseRange[SenseInit] = 1200.00
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Sense for SenseUnit[SenseInit]) Equal to 2
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Then - Actions
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Set SenseRange[SenseInit] = 1700.00
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Else - Actions
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Unit Group - Pick every unit in (Units within SenseRange[SenseInit] of SenseUnitPoint[SenseInit]) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked unit) has buff Sense ) Equal to True
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((Picked unit) is A structure) Equal to False
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((Picked unit) is alive) Equal to True
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((Picked unit) belongs to an ally of (Owner of SenseUnit[SenseInit])) Equal to False
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Or - Any (Conditions) are true
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Conditions
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((Picked unit) belongs to an enemy of (Owner of SenseUnit[SenseInit])) Equal to True
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(Owner of (Picked unit)) Equal to Neutral Hostile
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(Owner of (Picked unit)) Equal to Neutral Victim
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(Owner of (Picked unit)) Equal to Neutral Extra
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(Owner of (Picked unit)) Equal to Neutral Passive
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Then - Actions
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Set SensedPointMaxIndex = (SensedPointMaxIndex + 1)
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Set SensedUnitPoint[SensedPointMaxIndex] = (Position of (Picked unit))
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Custom script: call RemoveLocation(GetUnitLoc(GetEnumUnit()))
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For each (Integer SensedUnitInit) from 1 to SensedPointMaxIndex, do (Actions)
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Loop - Actions
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Unit - Create 1 Dummy Sense Unit for (Owner of SenseUnit[SenseInit]) at SensedUnitPoint[SensedUnitInit] facing SensedUnitPoint[SensedUnitInit]
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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Custom script: call RemoveLocation(udg_SensedUnitPoint[udg_SensedUnitInit])
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Custom script: call DestroyGroup(GetLastCreatedGroup())
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Custom script: call DestroyGroup(udg_SensingUnitGroup)
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Else - Actions
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Orb of Shadow Curse Calc
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Events
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Game - GDD_Event becomes Equal to 0.00
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(GDD_DamagedUnit has buff Curse (Orb of Shadow)) Equal to True
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Then - Actions
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Set RandomInitPayOut = (Random integer number between 1 and 5)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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RandomInitPayOut Equal to 5
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Then - Actions
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Set RandomInitPayOut = 4
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Else - Actions
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For each (Integer RandomInit) from 1 to RandomInitPayOut, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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RandomInit Equal to 4
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Then - Actions
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Set RandomInitPayOut = 0
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Game - Display to (All players) the text: (RandomInit has become equal to + ((String(RandomInit)) + !)) \\Debug text
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Unit - Remove Curse (Orb of Shadow) buff from GDD_DamagedUnit
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Unit - Create 1 Dummy Ability Unit 1 for (Owner of GDD_DamageSource) at (Position of GDD_DamagedUnit) facing (Position of GDD_DamagedUnit)
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Unit - Order (Last created unit) to Undead Banshee - Curse GDD_DamagedUnit
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Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
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Else - Actions
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Else - Actions
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Also, I'll fix the leaks on this later.
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