- Joined
- Jun 15, 2016
- Messages
- 753
I tested and found out some of them definitely have leaks. Show me anything solutions to fix them all over.
Source: These are from Wc3c and all abbandoned. Feel free to edit it.
I. Storm Spirit - Static Remnant
1.
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1.
Source: These are from Wc3c and all abbandoned. Feel free to edit it.
I. Storm Spirit - Static Remnant
1.
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Static Remnant
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Static Remnant
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Actions
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Set StaticRemnant_Counts = (StaticRemnant_Counts + 1)
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Set StaticRemnant_Caster[StaticRemnant_Counts] = (Casting unit)
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Set StaticRemnant_CasterLoc = (Position of StaticRemnant_Caster[StaticRemnant_Counts])
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Set StaticRemnant_LightningEffects[StaticRemnant_Counts] = 0.00
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Animation - Play StaticRemnant_Caster[StaticRemnant_Counts]'s spell animation
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Special Effect - Create a special effect at StaticRemnant_CasterLoc using Abilities\Spells\Orc\LightningShield\LightningShieldTarget.mdl
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Set StaticRemnant_SE[StaticRemnant_Counts] = (Last created special effect)
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Unit - Create 1 Dummy (Common) for (Owner of StaticRemnant_Caster[StaticRemnant_Counts]) at StaticRemnant_CasterLoc facing (Facing of StaticRemnant_Caster[StaticRemnant_Counts]) degrees
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Animation - Change (Last created unit)'s size to (150.00%, 150.00%, 150.00%) of its original size
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Unit - Set the custom value of (Last created unit) to StaticRemnant_Counts
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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Unit Group - Add (Last created unit) to StaticRemnant_StartGroup
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Custom script: call RemoveLocation (udg_StaticRemnant_CasterLoc)
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Static Remnant Start
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Events
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Unit - A unit Dies
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Conditions
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((Dying unit) is in StaticRemnant_StartGroup) Equal to True
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Actions
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Unit Group - Pick every unit in StaticRemnant_StartGroup and do (Actions)
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Loop - Actions
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Set StaticRemnant_CustomValue = (Custom value of (Picked unit))
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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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(Dying unit) Equal to (Picked unit)
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Then - Actions
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Special Effect - Destroy StaticRemnant_SE[StaticRemnant_CustomValue]
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Set StaticRemnant_Point[1] = (Position of (Picked unit))
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Unit - Create 1 Static Remnant for (Owner of StaticRemnant_Caster[StaticRemnant_CustomValue]) at StaticRemnant_Point[1] facing (Facing of (Picked unit)) degrees
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Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 30.00% transparency
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Unit - Set the custom value of (Last created unit) to StaticRemnant_CustomValue
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Unit Group - Add (Last created unit) to StaticRemnant_DummyGroup
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Unit - Add a 12.00 second Generic expiration timer to (Last created unit)
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Unit Group - Remove (Picked unit) from StaticRemnant_StartGroup
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Trigger - Turn on Static Remnant Damage <gen>
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Custom script: call RemoveLocation (udg_StaticRemnant_Point[1])
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Else - Actions
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Static Remnant Damage
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Events
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Time - Every 0.20 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in StaticRemnant_DummyGroup and do (Actions)
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Loop - Actions
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Set StaticRemnant_CustomValue2 = (Custom value of (Picked unit))
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Set StaticRemnant_Point[2] = (Position of (Picked unit))
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Set StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] = (StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] + 0.20)
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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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StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] Greater than or equal to 1.00
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Then - Actions
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Set StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] = 0.00
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Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\ManaFlare\ManaFlareBoltImpact.mdl
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Special Effect - Destroy (Last created special effect)
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Else - Actions
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Set StaticRemnant_UnitGroup[1] = (Units within 235.00 of StaticRemnant_Point[2] matching (((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of (Owner of StaticRemnant_Caster[StaticRemnant_CustomValu
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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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(Number of units in StaticRemnant_UnitGroup[1]) Greater than 0
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Then - Actions
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Special Effect - Create a special effect at StaticRemnant_Point[2] using Abilities\Weapons\Bolt\BoltImpact.mdl
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Special Effect - Destroy (Last created special effect)
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Set StaticRemnant_Unit = (Picked unit)
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Set StaticRemnant_UnitGroup[2] = (Units within 260.00 of StaticRemnant_Point[2] matching (((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of (Owner of StaticRemnant_Caster[StaticRemnant_CustomValu
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Unit Group - Pick every unit in StaticRemnant_UnitGroup[2] and do (Actions)
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Loop - Actions
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Cause StaticRemnant_Unit to damage (Picked unit), dealing (100.00 + (40.00 x (Real((Level of Static Remnant for StaticRemnant_Caster[StaticRemnant_CustomValue2]))))) damage of attack type Spells and damage type Normal
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Unit Group - Remove (Picked unit) from StaticRemnant_DummyGroup
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Unit - Remove (Picked unit) from the game
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Custom script: call DestroyGroup (udg_StaticRemnant_UnitGroup[2])
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Else - Actions
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Custom script: call RemoveLocation (udg_StaticRemnant_Point[2])
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Custom script: call DestroyGroup (udg_StaticRemnant_UnitGroup[1])
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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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(Number of units in StaticRemnant_DummyGroup) Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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Static Remnant End
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Events
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Unit - A unit Dies
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Conditions
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((Dying unit) is in StaticRemnant_DummyGroup) Equal to True
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Actions
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Unit Group - Remove (Dying unit) from StaticRemnant_DummyGroup
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Unit - Remove (Dying unit) from the game
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1.
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Electric Vortex
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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((Target unit of ability being cast) is in ElectricVortex_CheckGroup) Not equal to True
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(Ability being cast) Equal to Electric Vortex
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Actions
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Set ElectricVortex_Counts = (ElectricVortex_Counts + 1)
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Set ElectricVortex_Caster[ElectricVortex_Counts] = (Casting unit)
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Set ElectricVortex_CasterLoc = (Position of ElectricVortex_Caster[ElectricVortex_Counts])
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Set ElectricVortex_Target[ElectricVortex_Counts] = (Target unit of ability being cast)
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Set ElectricVortex_Distance[1] = 100.00
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Set ElectricVortex_Distance[2] = 150.00
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Set ElectricVortex_Distance[3] = 200.00
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Set ElectricVortex_Distance[4] = 250.00
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Set ElectricVortex_DistanceMoved[ElectricVortex_Counts] = 0.00
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Unit - Create 1 Dummy (Common) for (Owner of ElectricVortex_Caster[ElectricVortex_Counts]) at ElectricVortex_CasterLoc facing Default building facing degrees
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Unit - Add Electric Vortex Slow to (Last created unit)
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Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze ElectricVortex_Caster[ElectricVortex_Counts]
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Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
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Unit - Create 1 Electric Vortex for (Owner of ElectricVortex_Caster[ElectricVortex_Counts]) at ElectricVortex_CasterLoc facing Default building facing degrees
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Unit - Set level of Electric Vortex Dummy for (Last created unit) to (Level of Electric Vortex for ElectricVortex_Caster[ElectricVortex_Counts])
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Unit - Order (Last created unit) to Human Dragonhawk Rider - Aerial Shackles ElectricVortex_Target[ElectricVortex_Counts]
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Unit - Set the custom value of (Last created unit) to ElectricVortex_Counts
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Unit - Turn collision for ElectricVortex_Target[ElectricVortex_Counts] Off
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Unit Group - Add (Last created unit) to ElectricVortex_DummyGroup
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Unit Group - Add ElectricVortex_Target[ElectricVortex_Counts] to ElectricVortex_CheckGroup
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Unit - Remove Electric Vortex Caster buff from ElectricVortex_Target[ElectricVortex_Counts]
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Custom script: call RemoveLocation (udg_ElectricVortex_CasterLoc)
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Trigger - Turn on Electric Vortex Effects <gen>
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Electric Vortex Effects
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Events
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Time - Every 0.02 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in ElectricVortex_DummyGroup and do (Actions)
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Loop - Actions
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Set ElectricVortex_CustomValue = (Custom value of (Picked unit))
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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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(ElectricVortex_Target[ElectricVortex_CustomValue] is alive) Equal to True
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Then - Actions
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Set ElectricVortex_Point[1] = (Position of ElectricVortex_Target[ElectricVortex_CustomValue])
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Set ElectricVortex_Point[2] = (Position of (Picked unit))
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Set ElectricVortex_Angle = (Angle from ElectricVortex_Point[1] to ElectricVortex_Point[2])
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Set ElectricVortex_Point[3] = (ElectricVortex_Point[1] offset by 2.00 towards ElectricVortex_Angle degrees)
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Unit - Move ElectricVortex_Target[ElectricVortex_CustomValue] instantly to ElectricVortex_Point[3]
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Set ElectricVortex_DistanceMoved[ElectricVortex_CustomValue] = (ElectricVortex_DistanceMoved[ElectricVortex_CustomValue] + 2.00)
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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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ElectricVortex_DistanceMoved[ElectricVortex_CustomValue] Greater than or equal to ElectricVortex_Distance[(Level of Electric Vortex for ElectricVortex_Caster[ElectricVortex_CustomValue])]
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Then - Actions
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Unit - Turn collision for ElectricVortex_Target[ElectricVortex_CustomValue] On
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Unit Group - Remove (Picked unit) from ElectricVortex_DummyGroup
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Unit Group - Remove ElectricVortex_Target[ElectricVortex_CustomValue] from ElectricVortex_CheckGroup
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Unit - Remove (Picked unit) from the game
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Else - Actions
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Custom script: call RemoveLocation (udg_ElectricVortex_Point[1])
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Custom script: call RemoveLocation (udg_ElectricVortex_Point[2])
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Custom script: call RemoveLocation (udg_ElectricVortex_Point[3])
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Else - Actions
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Unit - Turn collision for ElectricVortex_Target[ElectricVortex_CustomValue] On
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Unit Group - Remove (Picked unit) from ElectricVortex_DummyGroup
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Unit Group - Remove ElectricVortex_Target[ElectricVortex_CustomValue] from ElectricVortex_CheckGroup
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Unit - Remove (Picked unit) from the game
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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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(Number of units in ElectricVortex_DummyGroup) Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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1.
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Ball Lightning
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Ball Lightning
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Actions
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Set BallLightning_Counts = (BallLightning_Counts + 1)
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Set BallLightning_Caster[BallLightning_Counts] = (Casting unit)
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Unit - Set mana of BallLightning_Caster[BallLightning_Counts] to ((Mana of BallLightning_Caster[BallLightning_Counts]) - (1.00 + (0.02 x (Max mana of BallLightning_Caster[BallLightning_Counts]))))
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Set BallLightning_CasterLoc[BallLightning_Counts] = (Position of BallLightning_Caster[BallLightning_Counts])
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Set BallLightning_TargetPoint[BallLightning_Counts] = (Target point of ability being cast)
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Set BallLightning_Angle[BallLightning_Counts] = (Angle from BallLightning_CasterLoc[BallLightning_Counts] to BallLightning_TargetPoint[BallLightning_Counts])
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Set BallLightning_Levels = (Level of Ball Lightning for BallLightning_Caster[BallLightning_Counts])
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Set BallLightning_Speed[1] = 25.00
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Set BallLightning_Speed[2] = 37.50
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Set BallLightning_Speed[3] = 50.00
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Set BallLightning_SpeedMove[BallLightning_Counts] = BallLightning_Speed[BallLightning_Levels]
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Set BallLightning_Distance[BallLightning_Counts] = (Distance between BallLightning_CasterLoc[BallLightning_Counts] and BallLightning_TargetPoint[BallLightning_Counts])
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Set BallLightning_DistanceMoved[BallLightning_Counts] = 0.00
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Set BallLightning_Damage[1] = 8.00
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Set BallLightning_Damage[2] = 12.00
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Set BallLightning_Damage[3] = 16.00
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Set BallLightning_DamageRate[BallLightning_Counts] = BallLightning_Damage[BallLightning_Levels]
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Set BallLightning_DamageDealt[BallLightning_Counts] = 0.00
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Set BallLightning_DamageCount[BallLightning_Counts] = 0.00
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Set BallLightning_AoE[1] = 150.00
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Set BallLightning_AoE[2] = 225.00
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Set BallLightning_AoE[3] = 300.00
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Set BallLightning_AoEHit[BallLightning_Counts] = BallLightning_AoE[BallLightning_Levels]
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Animation - Change BallLightning_Caster[BallLightning_Counts]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
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Unit - Create 1 Ball Lightning for (Owner of BallLightning_Caster[BallLightning_Counts]) at BallLightning_CasterLoc[BallLightning_Counts] facing BallLightning_Angle[BallLightning_Counts] degrees
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Unit - Set the custom value of (Last created unit) to BallLightning_Counts
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Unit Group - Add (Last created unit) to BallLightning_DummyGroup
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Static_Remnant_FX.mdx
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Set BallLightning_SE[BallLightning_Counts] = (Last created special effect)
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Unit - Turn collision for BallLightning_Caster[BallLightning_Counts] Off
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Unit - Make BallLightning_Caster[BallLightning_Counts] Invulnerable
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Lightning - Create a Forked Lightning lightning effect from source BallLightning_CasterLoc[BallLightning_Counts] to target BallLightning_CasterLoc[BallLightning_Counts]
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Set BallLightning_Lightning[BallLightning_Counts] = (Last created lightning effect)
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Trigger - Turn on Ball Lightning Move <gen>
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Ball Lightning Move
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Events
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Time - Every 0.02 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in BallLightning_DummyGroup and do (Actions)
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Loop - Actions
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Set BallLightning_CustomValue = (Custom value of (Picked unit))
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Set BallLightning_ManaUsed = (1.00 + (0.01 x (Max mana of BallLightning_Caster[BallLightning_CustomValue])))
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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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(Mana of BallLightning_Caster[BallLightning_CustomValue]) Greater than or equal to BallLightning_ManaUsed
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Then - Actions
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Set BallLightning_Point[1] = (Position of (Picked unit))
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Set BallLightning_Point[2] = (BallLightning_Point[1] offset by BallLightning_SpeedMove[BallLightning_CustomValue] towards BallLightning_Angle[BallLightning_CustomValue] degrees)
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Destructible - Pick every destructible within 100.00 of BallLightning_Point[2] and do (Actions)
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Loop - Actions
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Destructible - Kill (Picked destructible)
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Unit - Move (Picked unit) instantly to BallLightning_Point[2]
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Custom script: call SetUnitX( udg_BallLightning_Caster[udg_BallLightning_CustomValue], GetLocationX( udg_BallLightning_Point[2] ) )
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Custom script: call SetUnitY( udg_BallLightning_Caster[udg_BallLightning_CustomValue], GetLocationY( udg_BallLightning_Point[2] ) )
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Lightning - Move BallLightning_Lightning[BallLightning_CustomValue] to source BallLightning_CasterLoc[BallLightning_Counts] and target BallLightning_Point[2]
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Set BallLightning_DistanceMoved[BallLightning_CustomValue] = (BallLightning_DistanceMoved[BallLightning_CustomValue] + BallLightning_SpeedMove[BallLightning_CustomValue])
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Set BallLightning_DamageCount[BallLightning_CustomValue] = (BallLightning_DamageCount[BallLightning_CustomValue] + BallLightning_SpeedMove[BallLightning_CustomValue])
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Unit - Set mana of BallLightning_Caster[BallLightning_CustomValue] to ((Mana of BallLightning_Caster[BallLightning_CustomValue]) - (1.00 + (0.01 x (Max mana of BallLightning_Caster[BallLightning_CustomValue]))))
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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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BallLightning_DamageCount[BallLightning_CustomValue] Greater than or equal to 100.00
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Then - Actions
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Set BallLightning_DamageCount[BallLightning_CustomValue] = 0.00
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Set BallLightning_DamageDealt[BallLightning_CustomValue] = (BallLightning_DamageDealt[BallLightning_CustomValue] + BallLightning_DamageRate[BallLightning_CustomValue])
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Else - Actions
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Set BallLightning_UnitGroup = (Units within BallLightning_AoEHit[BallLightning_CustomValue] of BallLightning_Point[2] matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is in BallLightning_HitGroup[BallLightning_CustomValue]) Not equal to True) and ((((M
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Unit Group - Pick every unit in BallLightning_UnitGroup and do (Actions)
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Loop - Actions
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Unit Group - Add (Picked unit) to BallLightning_HitGroup[BallLightning_CustomValue]
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\ManaFlare\ManaFlareBoltImpact.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Cause BallLightning_Caster[BallLightning_CustomValue] to damage (Picked unit), dealing BallLightning_DamageDealt[BallLightning_CustomValue] damage of attack type Spells and damage type Normal
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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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BallLightning_DistanceMoved[BallLightning_CustomValue] Greater than or equal to BallLightning_Distance[BallLightning_CustomValue]
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Then - Actions
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Unit - Make BallLightning_Caster[BallLightning_CustomValue] Vulnerable
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Lightning - Destroy BallLightning_Lightning[BallLightning_CustomValue]
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Unit - Turn collision for BallLightning_Caster[BallLightning_CustomValue] On
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Animation - Change BallLightning_Caster[BallLightning_CustomValue]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Unit Group - Remove (Picked unit) from BallLightning_DummyGroup
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Unit - Remove (Picked unit) from the game
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Special Effect - Destroy BallLightning_SE[BallLightning_CustomValue]
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Custom script: call RemoveLocation (udg_BallLightning_CasterLoc[udg_BallLightning_CustomValue])
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Custom script: call DestroyGroup (udg_BallLightning_HitGroup[udg_BallLightning_CustomValue])
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Else - Actions
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Custom script: call RemoveLocation (udg_BallLightning_Point[1])
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Custom script: call RemoveLocation (udg_BallLightning_Point[2])
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Custom script: call DestroyGroup (udg_BallLightning_UnitGroup)
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Else - Actions
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Unit - Make BallLightning_Caster[BallLightning_CustomValue] Vulnerable
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Lightning - Destroy BallLightning_Lightning[BallLightning_CustomValue]
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Unit - Turn collision for BallLightning_Caster[BallLightning_CustomValue] On
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Animation - Change BallLightning_Caster[BallLightning_CustomValue]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Unit Group - Remove (Picked unit) from BallLightning_DummyGroup
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Unit - Remove (Picked unit) from the game
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Special Effect - Destroy BallLightning_SE[BallLightning_CustomValue]
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Custom script: call RemoveLocation (udg_BallLightning_CasterLoc[udg_BallLightning_CustomValue])
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Custom script: call DestroyGroup (udg_BallLightning_HitGroup[udg_BallLightning_CustomValue])
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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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(Number of units in BallLightning_DummyGroup) Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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1.
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Overload Start
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Events
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Unit - A unit Learns a skill
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Conditions
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(Learned Hero Skill) Equal to Overload
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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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((Learning Hero) is in Overload_StartGroup) Not equal to True
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Then - Actions
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Unit Group - Add (Learning Hero) to Overload_StartGroup
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Else - Actions
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Overload
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Events
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Unit - A unit Begins casting an ability
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Conditions
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((Casting unit) is in Overload_StartGroup) Equal to True
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Or - Any (Conditions) are true
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Conditions
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(Ability being cast) Equal to Ball Lightning
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(Ability being cast) Equal to Electric Vortex
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(Ability being cast) Equal to Static Remnant
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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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((Casting unit) is in Overload_DamageStart) Not equal to True
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Then - Actions
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Unit Group - Add (Casting unit) to Overload_DamageStart
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Set Overload_Point[1] = (Position of (Casting unit))
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Unit - Create 1 Dummy (Common) for (Owner of (Casting unit)) at Overload_Point[1] facing Default building facing degrees
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Unit - Add Overload Dummy to (Last created unit)
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Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Casting unit)
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Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
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Custom script: call RemoveLocation (udg_Overload_Point[1])
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Else - Actions
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Overload Damage Start
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Events
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Unit - A unit Is attacked
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Conditions
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((Attacked unit) is A structure) Not equal to True
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((Attacking unit) is in Overload_DamageStart) Equal to True
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((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True
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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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((Attacked unit) is in Overload_DamageGroup) Not equal to True
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Then - Actions
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Unit Group - Add (Attacked unit) to Overload_DamageGroup
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Trigger - Add to Overload Damage <gen> the event (Unit - (Attacked unit) Takes damage)
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Else - Actions
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Overload Damage
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Events
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Conditions
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((Attacked unit) is in Overload_DamageGroup) Equal to True
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((Damage source) is in Overload_DamageStart) Equal to True
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((Damage source) has buff Overload ) Equal to True
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Actions
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Set Overload_Point[2] = (Position of (Attacked unit))
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Special Effect - Create a special effect at Overload_Point[2] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Set Overload_DamageSource = (Damage source)
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Unit Group - Remove (Damage source) from Overload_DamageStart
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Unit - Remove Overload buff from (Damage source)
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Set Overload_UnitGroup = (Units within 300.00 of Overload_Point[2] matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Damage source))) Equal to True))))
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Unit Group - Pick every unit in Overload_UnitGroup and do (Actions)
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Loop - Actions
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Unit - Cause Overload_DamageSource to damage (Picked unit), dealing (15.00 + (15.00 x (Real((Level of Overload for Overload_DamageSource))))) damage of attack type Spells and damage type Normal
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Unit - Create 1 Dummy (Common) for (Owner of (Damage source)) at Overload_Point[2] facing Default building facing degrees
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Unit - Add Overload Slow to (Last created unit)
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Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze (Picked unit)
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Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
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Custom script: call RemoveLocation (udg_Overload_Point[2])
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Custom script: call DestroyGroup (udg_Overload_UnitGroup)
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