- Joined
- Jan 16, 2015
- Messages
- 3
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Untitled Trigger 001

Events


Unit - A unit Begins casting an ability

Conditions


(Ability being cast) Equal to Ensnare

Actions


Set Temp_Integer = (Temp_Integer + 1)


Set MyTarget[Temp_Integer] = (Target unit of ability being cast)


Unit - Pause MyTarget[Temp_Integer]


Wait 5.00 seconds


Set Temp_Recycle = (Temp_Recycle + 1)


Unit - Unpause MyTarget[Temp_Recycle]


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



If - Conditions




Temp_Recycle Equal to Temp_Integer



Then - Actions




Set Temp_Integer = 0




Set Temp_Recycle = 0



Else - Actions
Actions

Custom script: call UnitRemoveAbilityBJ( 'Amov', GetLastCreatedUnit() )

Custom script: call UnitRemoveAbilityBJ( 'ARal', GetLastCreatedUnit() )

Custom script: call UnitRemoveAbilityBJ( 'Aatk', GetLastCreatedUnit() )

Custom script: call UnitRemoveAbilityBJ( 'Adef', GetLastCreatedUnit() )
Ensnare Stun

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Ensnare

Actions


Unit - Create 1 DUMMY for (Triggering player) at (Position of (Triggering unit)) facing Default building facing degrees


Unit - Add STUN ABILITY to (Last created unit)


Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Target unit of ability being cast)


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

Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)


Loop - Actions



Unit - Order DUMMY to Human Mountain King - Storm Bolt (Picked unit)
Not perfect (magic immune units are targetable while ensnared), but this works.
Thanks everyone!