- Joined
- Feb 22, 2009
- Messages
- 260
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Mass Entangling roots
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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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(Level of Demigod Power for (Triggering unit)) Greater than 0
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(Ability being cast) Equal to Entangling Roots
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Actions
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Set Owner = (Owner of (Casting unit))
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Set Abilitylevel = (Level of (Ability being cast) for (Triggering unit))
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Set Target_Pos = (Position of (Target unit of ability being cast))
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Set TargetedGroup = (Units within AbilityStat[(Level of Demigod Power for (Triggering unit))] of Target_Pos)
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Unit Group - Pick every unit in TargetedGroup 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) is Mechanical) Equal to False
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((Picked unit) is A structure) Equal to False
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((Picked unit) is A flying unit) Equal to False
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((Picked unit) is alive) Equal to True
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(Picked unit) Not equal to (Target unit of ability being cast)
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((Picked unit) is visible to Owner) Equal to True
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((Picked unit) belongs to an enemy of Owner) Equal to True
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Then - Actions
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Unit - Create 1 Dummy for Owner at Target_Pos facing Default building facing degrees
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Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
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Unit - Add Entangling Roots to (Last created unit)
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Unit - Set level of Entangling Roots for (Last created unit) to Abilitylevel
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Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Entangling Roots (Picked unit)
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Else - Actions
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Custom script: call RemoveLocation(udg_Target_Pos)
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Custom script: call DestroyGroup (udg_TargetedGroup)
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So this trigger is supposed to create a mass entangling roots spell but when those creeps were killed by the dummy's spells they did not give the credit to the triggering player.
Map in question.
PitLords in ShamrockReef.w3x
