- Joined
- Feb 22, 2009
- Messages
- 264
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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
drive.google.com






