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Gordon attacks with bone breaker

Events


Unit - A unit Is attacked

Conditions


Bone_Breaker_Boolean Equal to False


(Unit-type of (Attacking unit)) Equal to Minotaur Gordon


((Attacking unit) is an illusion) Not equal to True


(((Attacked unit) is A structure) Not equal to True) and (((Attacked unit) belongs to an ally of (Owner of (Attacking unit))) Not equal to True)


(Random integer number between 1 and 100) Less than or equal to Bone_Breaker_Percentage

Actions


Set Bone_Braker_target = (Attacked unit)


Trigger - Add to Gordon Deals damage with bone breaker <gen> the event (Unit - Bone_Braker_target Takes damage)


Trigger - Turn on Gordon Deals damage with bone breaker <gen>
Gordon Deals damage with bone breaker

Events

Conditions


(Damage source) Equal to Gordon

Actions


Set Bone_Breaker_Boolean = True


Set Bone_Breaker_Extra_Damage = (Damage taken)


Set Location4[49] = (Position of Gordon)


Floating Text - Create floating text that reads (String((Integer(Bone_Breaker_Extra_Damage)))) at Location4[49] with Z offset 90.00, using font size 12.00, color (100.00%, 20.00%, 20.00%), and 10.00% transparency


Floating Text - Change (Last created floating text): Disable permanence


Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees


Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds


Special Effect - Create a special effect attached to the chest of (Attacked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl


Special Effect - Destroy (Last created special effect)


Trigger - Turn off (This trigger)


Unit - Cause Gordon to damage Bone_Braker_target, dealing Bone_Breaker_Extra_Damage damage of attack type Chaos and damage type Universal


Custom script: call RemoveLocation(udg_Location4[49])


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



If - Conditions




(Random integer number between 1 and 100) Less than or equal to 30



Then - Actions




Unit - Set level of Cripple |Demonic Harp Slow for Bone_Breaker_Caster to ((Level of Bone breaker ( Minotaur Gordon ) for Gordon) + 13)




Unit - Order Bone_Breaker_Caster to Stop




Unit - Order Bone_Breaker_Caster to Undead Necromancer - Cripple Bone_Braker_target



Else - Actions




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





If - Conditions






(Bone_Braker_target has buff Broken leg ) Not equal to True





Then - Actions






Unit - Set level of Cripple |Demonic Harp Slow for Bone_Breaker_Caster to ((Level of Bone breaker ( Minotaur Gordon ) for Gordon) + 9)






Unit - Order Bone_Breaker_Caster to Stop






Unit - Order Bone_Breaker_Caster to Undead Necromancer - Cripple Bone_Braker_target





Else - Actions






Do nothing


Set Bone_Breaker_Boolean = False
Use JASS and make it that a single trigger is used per event. That way all event leaks can be easilly delt with without interfearing with other still used events.
How is it several years out of date? WC3 has not changed much JASS wise since the first few patches so how can it be out of date?
Also I have never had any problems caused by destroying triggers. It causes your map to implode in what way?
I take it using 1 trigger that occasionally gets cleaned (destroyed and remade) is more efficent?
add event

Events


Unit - A unit enters (Playable map area)

Conditions

Actions


Set Locate_Unit = (Entering unit)


Trigger - Add to ice tower <gen> the event (Unit - Locate_Unit Takes damage)


Trigger - Add to shaman tower <gen> the event (Unit - Locate_Unit Takes damage)


Trigger - Add to duffman <gen> the event (Unit - Locate_Unit Takes damage)


Trigger - Add to Level 6 run <gen> the event (Unit - Locate_Unit Takes damage)


Trigger - Add to Level 9 Magic Shield <gen> the event (Unit - Locate_Unit Takes damage)


Trigger - Add to Level 10 Last Will <gen> the event (Unit - Locate_Unit Takes damage)


Trigger - Add to Level 13 invulerable <gen> the event (Unit - Locate_Unit Takes damage)


Trigger - Add to Level 15 sprint <gen> the event (Unit - Locate_Unit Takes damage)


Trigger - Add to Level 16 heal <gen> the event (Unit - Locate_Unit Takes damage)


Trigger - Add to Level 20 wind walk <gen> the event (Unit - Locate_Unit Takes damage)


Trigger - Add to Level 22 rejuvenation <gen> the event (Unit - Locate_Unit Takes damage)


Trigger - Add to Level 30 Massive roots <gen> the event (Unit - Locate_Unit Takes damage)
ice tower

Events

Conditions


(Unit-type of (Damage source)) Equal to Ice Tower


((Attacked unit) has buff Phoenix Fire) Equal to True

Actions


Unit - Create 1 (Ice Tower) for (Owner of (Damage source)) at (Position of (Attacked unit)) facing (Position of (Attacked unit))


Unit - Order (Last created unit) to Attack (Attacked unit)


Unit - Add a 0.35 second Generic expiration timer to (Last created unit)
Level 13 invulerable

Events

Conditions


(Mana of (Attacked unit)) Greater than or equal to 10.00


(Unit-type of (Attacked unit)) Equal to Level 13

Actions


Trigger - Turn off (This trigger)


Unit - Create 1 (level 13) for Neutral Hostile at (Position of (Attacked unit)) facing (Position of (Attacked unit))


Unit - Order (Last created unit) to Undead Banshee - Curse (Attacked unit)


Unit - Add a 0.35 second Generic expiration timer to (Last created unit)


Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 10.00)


Unit - Make (Attacked unit) Invulnerable


Trigger - Turn on (This trigger)


Wait until (((Attacked unit) has buff Divine Shield) Equal to False), checking every 0.49 seconds


Unit - Make (Attacked unit) Vulnerable
