- Joined
- Sep 22, 2012
- Messages
- 90
Yes, I'm blit a newbie programmer.
) and I thought war3 could work on my idea. Yes, it has memory leaks but then I would like improvise it.
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LOOPS
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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-------- every periodic time, all players are affected. --------
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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-------- ------------------------------------------------->Update_variables --------
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Set unit_pos[(Integer A)] = (Position of unit_main[(Integer A)])
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-------- walkability --------
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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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(Terrain pathing at (unit_pos[(Integer A)] offset by 60.00 towards 0.00 degrees) of type Walkability is off) Equal to True
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Then - Actions
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Set rect_ee[(Integer A)] = False
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Else - Actions
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Set rect_ee[(Integer A)] = True
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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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(Terrain pathing at (unit_pos[(Integer A)] offset by 60.00 towards 90.00 degrees) of type Walkability is off) Equal to True
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Then - Actions
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Set rect_nn[(Integer A)] = False
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Else - Actions
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Set rect_nn[(Integer A)] = True
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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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(Terrain pathing at (unit_pos[(Integer A)] offset by 60.00 towards 180.00 degrees) of type Walkability is off) Equal to True
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Then - Actions
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Set rect_ww[(Integer A)] = False
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Else - Actions
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Set rect_ww[(Integer A)] = True
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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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(Terrain pathing at (unit_pos[(Integer A)] offset by 60.00 towards 270.00 degrees) of type Walkability is off) Equal to True
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Then - Actions
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Set rect_ss[(Integer A)] = False
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Else - Actions
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Set rect_ss[(Integer A)] = True
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-------- walkability********** --------
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-------- speed/slowbuff --------
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-------- Check-Buff --------
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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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(unit_main[(Integer A)] has buff Stunned (Pause)) Equal to True
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Then - Actions
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Set unit_move_NObuff[(Integer A)] = False
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Else - Actions
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Set unit_move_NObuff[(Integer A)] = True
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-------- ------------------------------------------------------------------------------------------------>MOVE_LOOP --------
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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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And - All (Conditions) are true
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Conditions
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unit_move_valid[(Integer A)] Equal to True
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unit_move_NObuff[(Integer A)] Equal to True
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Then - 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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(unit_main[(Integer A)] is dead) Equal to False
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Or - Any (Conditions) are true
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Conditions
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arrow_east[(Integer A)] Equal to True
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arrow_west[(Integer A)] Equal to True
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arrow_north[(Integer A)] Equal to True
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arrow_south[(Integer A)] Equal to True
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Then - Actions
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-------- reset animation --------
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Set reset_anim[(Integer A)] = False
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Animation - Play unit_main[(Integer A)]'s walk animation
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-------- switchselect the direction******************************** --------
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-------- north --------
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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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And - All (Conditions) are true
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Conditions
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arrow_north[(Integer A)] Equal to True
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rect_nn[(Integer A)] Equal to True
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Then - Actions
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Unit - Move unit_main[(Integer A)] instantly to (unit_pos[(Integer A)] offset by unit_current_speed[(Integer A)] towards 90.00 degrees), facing 90.00 degrees
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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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And - All (Conditions) are true
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Conditions
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And - All (Conditions) are true
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Conditions
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arrow_north[(Integer A)] Equal to True
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arrow_west[(Integer A)] Equal to True
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And - All (Conditions) are true
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Conditions
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rect_nn[(Integer A)] Equal to True
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rect_ww[(Integer A)] Equal to True
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Then - Actions
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Unit - Move unit_main[(Integer A)] instantly to (unit_pos[(Integer A)] offset by unit_current_speed[(Integer A)] towards 135.00 degrees), facing 135.00 degrees
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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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And - All (Conditions) are true
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Conditions
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And - All (Conditions) are true
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Conditions
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arrow_north[(Integer A)] Equal to True
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arrow_east[(Integer A)] Equal to True
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And - All (Conditions) are true
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Conditions
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rect_nn[(Integer A)] Equal to True
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rect_ee[(Integer A)] Equal to True
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Then - Actions
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Unit - Move unit_main[(Integer A)] instantly to (unit_pos[(Integer A)] offset by unit_current_speed[(Integer A)] towards 45.00 degrees), facing 45.00 degrees
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Else - Actions
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Else - Actions
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-------- South --------
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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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And - All (Conditions) are true
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Conditions
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arrow_south[(Integer A)] Equal to True
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rect_ss[(Integer A)] Equal to True
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Then - Actions
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Unit - Move unit_main[(Integer A)] instantly to (unit_pos[(Integer A)] offset by unit_current_speed[(Integer A)] towards 270.00 degrees), facing 270.00 degrees
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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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And - All (Conditions) are true
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Conditions
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And - All (Conditions) are true
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Conditions
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arrow_south[(Integer A)] Equal to True
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arrow_east[(Integer A)] Equal to True
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And - All (Conditions) are true
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Conditions
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rect_ss[(Integer A)] Equal to True
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rect_ee[(Integer A)] Equal to True
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Then - Actions
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Unit - Move unit_main[(Integer A)] instantly to (unit_pos[(Integer A)] offset by unit_current_speed[(Integer A)] towards 315.00 degrees), facing 315.00 degrees
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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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And - All (Conditions) are true
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Conditions
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And - All (Conditions) are true
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Conditions
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arrow_south[(Integer A)] Equal to True
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arrow_west[(Integer A)] Equal to True
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And - All (Conditions) are true
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Conditions
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rect_ss[(Integer A)] Equal to True
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rect_ww[(Integer A)] Equal to True
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Then - Actions
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Unit - Move unit_main[(Integer A)] instantly to (unit_pos[(Integer A)] offset by unit_current_speed[(Integer A)] towards 225.00 degrees), facing 225.00 degrees
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Else - Actions
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Else - Actions
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-------- East --------
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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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And - All (Conditions) are true
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Conditions
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arrow_east[(Integer A)] Equal to True
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rect_ee[(Integer A)] Equal to True
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Then - Actions
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Unit - Move unit_main[(Integer A)] instantly to (unit_pos[(Integer A)] offset by unit_current_speed[(Integer A)] towards 0.00 degrees), facing 0.00 degrees
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Else - Actions
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-------- west --------
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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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And - All (Conditions) are true
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Conditions
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arrow_west[(Integer A)] Equal to True
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rect_ww[(Integer A)] Equal to True
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Then - Actions
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Unit - Move unit_main[(Integer A)] instantly to (unit_pos[(Integer A)] offset by unit_current_speed[(Integer A)] towards 180.00 degrees), facing 180.00 degrees
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Else - Actions
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Else - Actions
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-------- and stop movement --------
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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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reset_anim[(Integer A)] Equal to False
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Then - Actions
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Set reset_anim[(Integer A)] = True
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Animation - Reset unit_main[(Integer A)]'s animation
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Else - Actions
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Animation - Queue unit_main[(Integer A)]'s stand animation
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Else - Actions
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-------- ---------------------------------------------------------------------------------------->CAMERA_LOOP --------
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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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(unit_main[(Integer A)] is dead) Equal to False
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(Life of unit_main[(Integer A)]) Less than (0.40 x (Max life of unit_main[(Integer A)]))
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Then - Actions
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Camera - Shake the camera for (Player((Integer A))) with magnitude 8.00
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Camera - Sway the camera target for (Player((Integer A))) with magnitude 20.00 and velocity 1500.00
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Cinematic - Apply a filter over 0.30 seconds using Normal blending on texture Dream, starting with color (100.00%, 20.00%, 20.00%) and 30.00% transparency and ending with color (0.00%, 0.00%, 0.00%) and 100.00% transparency
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Else - Actions
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Camera - Stop swaying/shaking the camera for (Player((Integer A)))
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-------- goldsoins_loop --------
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Unit Group - Pick every unit in (Units within 50.00 of (Position of unit_main[(Integer A)])) 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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(Unit-type of (Picked unit)) Equal to Coins
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Then - Actions
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Unit - Remove (Picked unit) from the game
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Player - Add 2 to (Owner of unit_main[(Integer A)]) Current gold
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Else - Actions
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-------- All their variables,function must be updated from player 1 to player 12 --------
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