- Joined
- Jun 15, 2016
- Messages
- 752
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.
1.
1.
1.
Source: These are from Wc3c and all abbandoned. Feel free to edit it.
I. Storm Spirit - Static Remnant
1.
-
Static Remnant
-

Events
-


Unit - A unit Starts the effect of an ability
-
-

Conditions
-


(Ability being cast) Equal to Static Remnant
-
-

Actions
-


Set StaticRemnant_Counts = (StaticRemnant_Counts + 1)
-


Set StaticRemnant_Caster[StaticRemnant_Counts] = (Casting unit)
-


Set StaticRemnant_CasterLoc = (Position of StaticRemnant_Caster[StaticRemnant_Counts])
-


Set StaticRemnant_LightningEffects[StaticRemnant_Counts] = 0.00
-


Animation - Play StaticRemnant_Caster[StaticRemnant_Counts]'s spell animation
-


Special Effect - Create a special effect at StaticRemnant_CasterLoc using Abilities\Spells\Orc\LightningShield\LightningShieldTarget.mdl
-


Set StaticRemnant_SE[StaticRemnant_Counts] = (Last created special effect)
-


Unit - Create 1 Dummy (Common) for (Owner of StaticRemnant_Caster[StaticRemnant_Counts]) at StaticRemnant_CasterLoc facing (Facing of StaticRemnant_Caster[StaticRemnant_Counts]) degrees
-


Animation - Change (Last created unit)'s size to (150.00%, 150.00%, 150.00%) of its original size
-


Unit - Set the custom value of (Last created unit) to StaticRemnant_Counts
-


Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
-


Unit Group - Add (Last created unit) to StaticRemnant_StartGroup
-


Custom script: call RemoveLocation (udg_StaticRemnant_CasterLoc)
-
-
-
Static Remnant Start
-

Events
-


Unit - A unit Dies
-
-

Conditions
-


((Dying unit) is in StaticRemnant_StartGroup) Equal to True
-
-

Actions
-


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



Loop - Actions
-




Set StaticRemnant_CustomValue = (Custom value of (Picked unit))
-




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





If - Conditions
-






(Dying unit) Equal to (Picked unit)
-
-





Then - Actions
-






Special Effect - Destroy StaticRemnant_SE[StaticRemnant_CustomValue]
-






Set StaticRemnant_Point[1] = (Position of (Picked unit))
-






Unit - Create 1 Static Remnant for (Owner of StaticRemnant_Caster[StaticRemnant_CustomValue]) at StaticRemnant_Point[1] facing (Facing of (Picked unit)) degrees
-






Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 30.00% transparency
-






Unit - Set the custom value of (Last created unit) to StaticRemnant_CustomValue
-






Unit Group - Add (Last created unit) to StaticRemnant_DummyGroup
-






Unit - Add a 12.00 second Generic expiration timer to (Last created unit)
-






Unit Group - Remove (Picked unit) from StaticRemnant_StartGroup
-






Trigger - Turn on Static Remnant Damage <gen>
-






Custom script: call RemoveLocation (udg_StaticRemnant_Point[1])
-
-





Else - Actions
-
-
-
-
-
-
Static Remnant Damage
-

Events
-


Time - Every 0.20 seconds of game time
-
-

Conditions
-

Actions
-


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



Loop - Actions
-




Set StaticRemnant_CustomValue2 = (Custom value of (Picked unit))
-




Set StaticRemnant_Point[2] = (Position of (Picked unit))
-




Set StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] = (StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] + 0.20)
-




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





If - Conditions
-






StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] Greater than or equal to 1.00
-
-





Then - Actions
-






Set StaticRemnant_LightningEffects[StaticRemnant_CustomValue2] = 0.00
-






Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Human\ManaFlare\ManaFlareBoltImpact.mdl
-






Special Effect - Destroy (Last created special effect)
-
-





Else - Actions
-
-




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
-




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





If - Conditions
-






(Number of units in StaticRemnant_UnitGroup[1]) Greater than 0
-
-





Then - Actions
-






Special Effect - Create a special effect at StaticRemnant_Point[2] using Abilities\Weapons\Bolt\BoltImpact.mdl
-






Special Effect - Destroy (Last created special effect)
-






Set StaticRemnant_Unit = (Picked unit)
-






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
-






Unit Group - Pick every unit in StaticRemnant_UnitGroup[2] and do (Actions)
-







Loop - Actions
-








Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Weapons\Bolt\BoltImpact.mdl
-








Special Effect - Destroy (Last created special effect)
-








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
-
-
-






Unit Group - Remove (Picked unit) from StaticRemnant_DummyGroup
-






Unit - Remove (Picked unit) from the game
-






Custom script: call DestroyGroup (udg_StaticRemnant_UnitGroup[2])
-
-





Else - Actions
-
-




Custom script: call RemoveLocation (udg_StaticRemnant_Point[2])
-




Custom script: call DestroyGroup (udg_StaticRemnant_UnitGroup[1])
-
-
-


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



If - Conditions
-




(Number of units in StaticRemnant_DummyGroup) Equal to 0
-
-



Then - Actions
-




Trigger - Turn off (This trigger)
-
-



Else - Actions
-
-
-
-
Static Remnant End
-

Events
-


Unit - A unit Dies
-
-

Conditions
-


((Dying unit) is in StaticRemnant_DummyGroup) Equal to True
-
-

Actions
-


Unit Group - Remove (Dying unit) from StaticRemnant_DummyGroup
-


Unit - Remove (Dying unit) from the game
-
-
1.
-
Electric Vortex
-

Events
-


Unit - A unit Starts the effect of an ability
-
-

Conditions
-


((Target unit of ability being cast) is in ElectricVortex_CheckGroup) Not equal to True
-


(Ability being cast) Equal to Electric Vortex
-
-

Actions
-


Set ElectricVortex_Counts = (ElectricVortex_Counts + 1)
-


Set ElectricVortex_Caster[ElectricVortex_Counts] = (Casting unit)
-


Set ElectricVortex_CasterLoc = (Position of ElectricVortex_Caster[ElectricVortex_Counts])
-


Set ElectricVortex_Target[ElectricVortex_Counts] = (Target unit of ability being cast)
-


Set ElectricVortex_Distance[1] = 100.00
-


Set ElectricVortex_Distance[2] = 150.00
-


Set ElectricVortex_Distance[3] = 200.00
-


Set ElectricVortex_Distance[4] = 250.00
-


Set ElectricVortex_DistanceMoved[ElectricVortex_Counts] = 0.00
-


Unit - Create 1 Dummy (Common) for (Owner of ElectricVortex_Caster[ElectricVortex_Counts]) at ElectricVortex_CasterLoc facing Default building facing degrees
-


Unit - Add Electric Vortex Slow to (Last created unit)
-


Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze ElectricVortex_Caster[ElectricVortex_Counts]
-


Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
-


Unit - Create 1 Electric Vortex for (Owner of ElectricVortex_Caster[ElectricVortex_Counts]) at ElectricVortex_CasterLoc facing Default building facing degrees
-


Unit - Set level of Electric Vortex Dummy for (Last created unit) to (Level of Electric Vortex for ElectricVortex_Caster[ElectricVortex_Counts])
-


Unit - Order (Last created unit) to Human Dragonhawk Rider - Aerial Shackles ElectricVortex_Target[ElectricVortex_Counts]
-


Unit - Set the custom value of (Last created unit) to ElectricVortex_Counts
-


Unit - Turn collision for ElectricVortex_Target[ElectricVortex_Counts] Off
-


Unit Group - Add (Last created unit) to ElectricVortex_DummyGroup
-


Unit Group - Add ElectricVortex_Target[ElectricVortex_Counts] to ElectricVortex_CheckGroup
-


Unit - Remove Electric Vortex Caster buff from ElectricVortex_Target[ElectricVortex_Counts]
-


Custom script: call RemoveLocation (udg_ElectricVortex_CasterLoc)
-


Trigger - Turn on Electric Vortex Effects <gen>
-
-
-
Electric Vortex Effects
-

Events
-


Time - Every 0.02 seconds of game time
-
-

Conditions
-

Actions
-


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



Loop - Actions
-




Set ElectricVortex_CustomValue = (Custom value of (Picked unit))
-




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





If - Conditions
-






(ElectricVortex_Target[ElectricVortex_CustomValue] is alive) Equal to True
-
-





Then - Actions
-






Set ElectricVortex_Point[1] = (Position of ElectricVortex_Target[ElectricVortex_CustomValue])
-






Set ElectricVortex_Point[2] = (Position of (Picked unit))
-






Set ElectricVortex_Angle = (Angle from ElectricVortex_Point[1] to ElectricVortex_Point[2])
-






Set ElectricVortex_Point[3] = (ElectricVortex_Point[1] offset by 2.00 towards ElectricVortex_Angle degrees)
-






Unit - Move ElectricVortex_Target[ElectricVortex_CustomValue] instantly to ElectricVortex_Point[3]
-






Set ElectricVortex_DistanceMoved[ElectricVortex_CustomValue] = (ElectricVortex_DistanceMoved[ElectricVortex_CustomValue] + 2.00)
-






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







If - Conditions
-








ElectricVortex_DistanceMoved[ElectricVortex_CustomValue] Greater than or equal to ElectricVortex_Distance[(Level of Electric Vortex for ElectricVortex_Caster[ElectricVortex_CustomValue])]
-
-







Then - Actions
-








Unit - Turn collision for ElectricVortex_Target[ElectricVortex_CustomValue] On
-








Unit Group - Remove (Picked unit) from ElectricVortex_DummyGroup
-








Unit Group - Remove ElectricVortex_Target[ElectricVortex_CustomValue] from ElectricVortex_CheckGroup
-








Unit - Remove (Picked unit) from the game
-
-







Else - Actions
-
-






Custom script: call RemoveLocation (udg_ElectricVortex_Point[1])
-






Custom script: call RemoveLocation (udg_ElectricVortex_Point[2])
-






Custom script: call RemoveLocation (udg_ElectricVortex_Point[3])
-
-





Else - Actions
-






Unit - Turn collision for ElectricVortex_Target[ElectricVortex_CustomValue] On
-






Unit Group - Remove (Picked unit) from ElectricVortex_DummyGroup
-






Unit Group - Remove ElectricVortex_Target[ElectricVortex_CustomValue] from ElectricVortex_CheckGroup
-






Unit - Remove (Picked unit) from the game
-
-
-
-
-


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



If - Conditions
-




(Number of units in ElectricVortex_DummyGroup) Equal to 0
-
-



Then - Actions
-




Trigger - Turn off (This trigger)
-
-



Else - Actions
-
-
-
1.
-
Ball Lightning
-

Events
-


Unit - A unit Starts the effect of an ability
-
-

Conditions
-


(Ability being cast) Equal to Ball Lightning
-
-

Actions
-


Set BallLightning_Counts = (BallLightning_Counts + 1)
-


Set BallLightning_Caster[BallLightning_Counts] = (Casting unit)
-


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]))))
-


Set BallLightning_CasterLoc[BallLightning_Counts] = (Position of BallLightning_Caster[BallLightning_Counts])
-


Set BallLightning_TargetPoint[BallLightning_Counts] = (Target point of ability being cast)
-


Set BallLightning_Angle[BallLightning_Counts] = (Angle from BallLightning_CasterLoc[BallLightning_Counts] to BallLightning_TargetPoint[BallLightning_Counts])
-


Set BallLightning_Levels = (Level of Ball Lightning for BallLightning_Caster[BallLightning_Counts])
-


Set BallLightning_Speed[1] = 25.00
-


Set BallLightning_Speed[2] = 37.50
-


Set BallLightning_Speed[3] = 50.00
-


Set BallLightning_SpeedMove[BallLightning_Counts] = BallLightning_Speed[BallLightning_Levels]
-


Set BallLightning_Distance[BallLightning_Counts] = (Distance between BallLightning_CasterLoc[BallLightning_Counts] and BallLightning_TargetPoint[BallLightning_Counts])
-


Set BallLightning_DistanceMoved[BallLightning_Counts] = 0.00
-


Set BallLightning_Damage[1] = 8.00
-


Set BallLightning_Damage[2] = 12.00
-


Set BallLightning_Damage[3] = 16.00
-


Set BallLightning_DamageRate[BallLightning_Counts] = BallLightning_Damage[BallLightning_Levels]
-


Set BallLightning_DamageDealt[BallLightning_Counts] = 0.00
-


Set BallLightning_DamageCount[BallLightning_Counts] = 0.00
-


Set BallLightning_AoE[1] = 150.00
-


Set BallLightning_AoE[2] = 225.00
-


Set BallLightning_AoE[3] = 300.00
-


Set BallLightning_AoEHit[BallLightning_Counts] = BallLightning_AoE[BallLightning_Levels]
-


Animation - Change BallLightning_Caster[BallLightning_Counts]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
-


Unit - Create 1 Ball Lightning for (Owner of BallLightning_Caster[BallLightning_Counts]) at BallLightning_CasterLoc[BallLightning_Counts] facing BallLightning_Angle[BallLightning_Counts] degrees
-


Unit - Set the custom value of (Last created unit) to BallLightning_Counts
-


Unit Group - Add (Last created unit) to BallLightning_DummyGroup
-


Special Effect - Create a special effect attached to the origin of (Last created unit) using Static_Remnant_FX.mdx
-


Set BallLightning_SE[BallLightning_Counts] = (Last created special effect)
-


Unit - Turn collision for BallLightning_Caster[BallLightning_Counts] Off
-


Unit - Make BallLightning_Caster[BallLightning_Counts] Invulnerable
-


Lightning - Create a Forked Lightning lightning effect from source BallLightning_CasterLoc[BallLightning_Counts] to target BallLightning_CasterLoc[BallLightning_Counts]
-


Set BallLightning_Lightning[BallLightning_Counts] = (Last created lightning effect)
-


Trigger - Turn on Ball Lightning Move <gen>
-
-
-
Ball Lightning Move
-

Events
-


Time - Every 0.02 seconds of game time
-
-

Conditions
-

Actions
-


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



Loop - Actions
-




Set BallLightning_CustomValue = (Custom value of (Picked unit))
-




Set BallLightning_ManaUsed = (1.00 + (0.01 x (Max mana of BallLightning_Caster[BallLightning_CustomValue])))
-




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





If - Conditions
-






(Mana of BallLightning_Caster[BallLightning_CustomValue]) Greater than or equal to BallLightning_ManaUsed
-
-





Then - Actions
-






Set BallLightning_Point[1] = (Position of (Picked unit))
-






Set BallLightning_Point[2] = (BallLightning_Point[1] offset by BallLightning_SpeedMove[BallLightning_CustomValue] towards BallLightning_Angle[BallLightning_CustomValue] degrees)
-






Destructible - Pick every destructible within 100.00 of BallLightning_Point[2] and do (Actions)
-







Loop - Actions
-








Destructible - Kill (Picked destructible)
-
-
-






Unit - Move (Picked unit) instantly to BallLightning_Point[2]
-






Custom script: call SetUnitX( udg_BallLightning_Caster[udg_BallLightning_CustomValue], GetLocationX( udg_BallLightning_Point[2] ) )
-






Custom script: call SetUnitY( udg_BallLightning_Caster[udg_BallLightning_CustomValue], GetLocationY( udg_BallLightning_Point[2] ) )
-






Lightning - Move BallLightning_Lightning[BallLightning_CustomValue] to source BallLightning_CasterLoc[BallLightning_Counts] and target BallLightning_Point[2]
-






Set BallLightning_DistanceMoved[BallLightning_CustomValue] = (BallLightning_DistanceMoved[BallLightning_CustomValue] + BallLightning_SpeedMove[BallLightning_CustomValue])
-






Set BallLightning_DamageCount[BallLightning_CustomValue] = (BallLightning_DamageCount[BallLightning_CustomValue] + BallLightning_SpeedMove[BallLightning_CustomValue])
-






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]))))
-






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







If - Conditions
-








BallLightning_DamageCount[BallLightning_CustomValue] Greater than or equal to 100.00
-
-







Then - Actions
-








Set BallLightning_DamageCount[BallLightning_CustomValue] = 0.00
-








Set BallLightning_DamageDealt[BallLightning_CustomValue] = (BallLightning_DamageDealt[BallLightning_CustomValue] + BallLightning_DamageRate[BallLightning_CustomValue])
-
-







Else - Actions
-
-






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
-






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







Loop - Actions
-








Unit Group - Add (Picked unit) to BallLightning_HitGroup[BallLightning_CustomValue]
-








Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\ManaFlare\ManaFlareBoltImpact.mdl
-








Special Effect - Destroy (Last created special effect)
-








Unit - Cause BallLightning_Caster[BallLightning_CustomValue] to damage (Picked unit), dealing BallLightning_DamageDealt[BallLightning_CustomValue] damage of attack type Spells and damage type Normal
-
-
-






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







If - Conditions
-








BallLightning_DistanceMoved[BallLightning_CustomValue] Greater than or equal to BallLightning_Distance[BallLightning_CustomValue]
-
-







Then - Actions
-








Unit - Make BallLightning_Caster[BallLightning_CustomValue] Vulnerable
-








Lightning - Destroy BallLightning_Lightning[BallLightning_CustomValue]
-








Unit - Turn collision for BallLightning_Caster[BallLightning_CustomValue] On
-








Animation - Change BallLightning_Caster[BallLightning_CustomValue]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-








Unit Group - Remove (Picked unit) from BallLightning_DummyGroup
-








Unit - Remove (Picked unit) from the game
-








Special Effect - Destroy BallLightning_SE[BallLightning_CustomValue]
-








Custom script: call RemoveLocation (udg_BallLightning_CasterLoc[udg_BallLightning_CustomValue])
-








Custom script: call DestroyGroup (udg_BallLightning_HitGroup[udg_BallLightning_CustomValue])
-
-







Else - Actions
-
-






Custom script: call RemoveLocation (udg_BallLightning_Point[1])
-






Custom script: call RemoveLocation (udg_BallLightning_Point[2])
-






Custom script: call DestroyGroup (udg_BallLightning_UnitGroup)
-
-





Else - Actions
-






Unit - Make BallLightning_Caster[BallLightning_CustomValue] Vulnerable
-






Lightning - Destroy BallLightning_Lightning[BallLightning_CustomValue]
-






Unit - Turn collision for BallLightning_Caster[BallLightning_CustomValue] On
-






Animation - Change BallLightning_Caster[BallLightning_CustomValue]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-






Unit Group - Remove (Picked unit) from BallLightning_DummyGroup
-






Unit - Remove (Picked unit) from the game
-






Special Effect - Destroy BallLightning_SE[BallLightning_CustomValue]
-






Custom script: call RemoveLocation (udg_BallLightning_CasterLoc[udg_BallLightning_CustomValue])
-






Custom script: call DestroyGroup (udg_BallLightning_HitGroup[udg_BallLightning_CustomValue])
-
-
-
-
-


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



If - Conditions
-




(Number of units in BallLightning_DummyGroup) Equal to 0
-
-



Then - Actions
-




Trigger - Turn off (This trigger)
-
-



Else - Actions
-
-
-
1.
-
Overload Start
-

Events
-


Unit - A unit Learns a skill
-
-

Conditions
-


(Learned Hero Skill) Equal to Overload
-
-

Actions
-


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



If - Conditions
-




((Learning Hero) is in Overload_StartGroup) Not equal to True
-
-



Then - Actions
-




Unit Group - Add (Learning Hero) to Overload_StartGroup
-
-



Else - Actions
-
-
-
-
Overload
-

Events
-


Unit - A unit Begins casting an ability
-
-

Conditions
-


((Casting unit) is in Overload_StartGroup) Equal to True
-


Or - Any (Conditions) are true
-



Conditions
-




(Ability being cast) Equal to Ball Lightning
-




(Ability being cast) Equal to Electric Vortex
-




(Ability being cast) Equal to Static Remnant
-
-
-
-

Actions
-


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



If - Conditions
-




((Casting unit) is in Overload_DamageStart) Not equal to True
-
-



Then - Actions
-




Unit Group - Add (Casting unit) to Overload_DamageStart
-




Set Overload_Point[1] = (Position of (Casting unit))
-




Unit - Create 1 Dummy (Common) for (Owner of (Casting unit)) at Overload_Point[1] facing Default building facing degrees
-




Unit - Add Overload Dummy to (Last created unit)
-




Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Casting unit)
-




Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
-




Custom script: call RemoveLocation (udg_Overload_Point[1])
-
-



Else - Actions
-
-
-
-
Overload Damage Start
-

Events
-


Unit - A unit Is attacked
-
-

Conditions
-


((Attacked unit) is A structure) Not equal to True
-


((Attacking unit) is in Overload_DamageStart) Equal to True
-


((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True
-
-

Actions
-


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



If - Conditions
-




((Attacked unit) is in Overload_DamageGroup) Not equal to True
-
-



Then - Actions
-




Unit Group - Add (Attacked unit) to Overload_DamageGroup
-




Trigger - Add to Overload Damage <gen> the event (Unit - (Attacked unit) Takes damage)
-
-



Else - Actions
-
-
-
-
Overload Damage
-

Events
-

Conditions
-


((Attacked unit) is in Overload_DamageGroup) Equal to True
-


((Damage source) is in Overload_DamageStart) Equal to True
-


((Damage source) has buff Overload ) Equal to True
-
-

Actions
-


Set Overload_Point[2] = (Position of (Attacked unit))
-


Special Effect - Create a special effect at Overload_Point[2] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
-


Special Effect - Destroy (Last created special effect)
-


Set Overload_DamageSource = (Damage source)
-


Unit Group - Remove (Damage source) from Overload_DamageStart
-


Unit - Remove Overload buff from (Damage source)
-


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))))
-


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



Loop - Actions
-




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
-




Unit - Create 1 Dummy (Common) for (Owner of (Damage source)) at Overload_Point[2] facing Default building facing degrees
-




Unit - Add Overload Slow to (Last created unit)
-




Unit - Order (Last created unit) to Neutral Pandaren Brewmaster - Drunken Haze (Picked unit)
-




Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
-
-
-


Custom script: call RemoveLocation (udg_Overload_Point[2])
-


Custom script: call DestroyGroup (udg_Overload_UnitGroup)
-
-
