- Joined
- Mar 9, 2008
- Messages
- 101
Trying to summarize the title in 4-5 words...
Anyhoo, I want to know if I'm doing this right, or if there's a more effective way to do this. I'm trying to use GUI, but Jazz/vJazz/Smooth Jazz will also work.
Anyhoo, I want to know if I'm doing this right, or if there's a more effective way to do this. I'm trying to use GUI, but Jazz/vJazz/Smooth Jazz will also work.
-
Global GDD Event
-
Events
- Game - GDD_Event becomes Equal to 0.00
- Conditions
-
Actions
- -------- ... --------
- -------- Shadow Grab --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
And - All (Conditions) are true
-
Conditions
- (GDD_DamagedUnit has buff Shadow Grab (Pause)) Equal to True
- (GDD_DamagedUnit is A ground unit) Equal to True
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Set TempLoc = (Position of GDD_DamagedUnit)
- Special Effect - Create a special effect attached to the chest of GDD_DamageSource using war3mapImported\DarkVoid.mdx
- Special Effect - Destroy (Last created special effect)
- Unit - Move GDD_DamageSource instantly to TempLoc
- Custom script: call RemoveLocation(udg_TempLoc)
- Unit - Set the custom value of GDD_DamagedUnit to (((Player number of (Owner of GDD_DamageSource)) x 10) + (Level of Shadow Grab for GDD_DamageSource))
- Else - Actions
-
If - Conditions
-
Events
-
Global DIES Event
-
Events
- Unit - A unit Dies
- Conditions
-
Actions
- -------- Shadow Grab --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
And - All (Conditions) are true
-
Conditions
- ((Dying unit) has buff Shadow Grab (Pause)) Equal to True
- ((Dying unit) is A ground unit) Equal to True
-
Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Set TempInt[0] = ((Custom value of (Dying unit)) mod 10)
- Set TempInt[1] = (((Custom value of (Dying unit)) - ((Custom value of (Dying unit)) mod 10)) / 10)
- Unit - Create 1 MAP_Summons[TempInt[0]] for (Player(TempInt[1])) at (Position of (Dying unit)) facing Default building facing degrees
- Animation - Play (Last created unit)'s birth animation
- Animation - Queue (Last created unit)'s stand animation
- Unit - Make (Last created unit) Explode on death
- Unit - Add a (30.00 + (5.00 x (Real(TempInt[0])))) second Generic expiration timer to (Last created unit)
- Set TempInt[0] = 0
- Set TempInt[1] = 0
- Else - Actions
-
If - Conditions
-
Events