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Stone Integrity V0.4.5

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Passively transforms the hero into clusters of stones, one of which is the hero himself (the core). Each time the hero receives a certain amount of damage, one of its stones gets loose and drops on the ground stunning all enemy units in a radius of 200 points around it. After 5 seconds, the stone comes alive and turns into a Tiny Golem, depending on the nature of the stone.

The golems can attach themselves back to the core or merge with each other to form a Greater Golem, which can also be attached back to the core.

This spell can also be actively used to release one of the stones

Each time a stone drops, it takes away a portion of the hero's max HP which will be restorable if the dropped stone reattach itself back to the core or dies.

Instuctions:
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First copy and paste all the custom (Purple ones) units, abilities, and buffs to your map.

Go to your map and go to File/Preferences and make sure that the box for "Automatically create unknown variables while pasting trigger date" is checked.

Then copy all the triggers in the "Stone Integrity" folder to your map.

And remember whenever you create/buy/revive/recruit/etc. a hero of this kind (or a hero with this ability) in mid-game, immediately add it to the "SI_CoreGolemGroup" group, after creating it.

The trigger "Add Hero to Group in Midgame" does this for you, automatically; but if there is an exceptional occasion, you need to modify this trigger to your need or add the hero manually, if not possible via this trigger.
----------------------------------------------------------------------------------------------------

Triggers


  • Add Heros to Group on Map Ini
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set SI_TempGroup[1] = (Units in (Playable map area))
      • Unit Group - Pick every unit in SI_TempGroup[1] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to Core Stone Golem
            • Then - Actions
              • Unit Group - Add (Sold unit) to SI_CoreGolemGroup
            • Else - Actions
      • Custom script: call DestroyGroup(udg_SI_TempGroup[1])
  • Add Hero to Group in Midgame
    • Events
      • Unit - A unit Sells a unit
      • Unit - A unit Spawns a summoned unit
      • Unit - A unit Finishes training a unit
      • Unit - A unit Finishes reviving
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Sold unit)) Equal to Core Stone Golem
        • Then - Actions
          • Unit Group - Add (Sold unit) to SI_CoreGolemGroup
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Summoned unit)) Equal to Core Stone Golem
        • Then - Actions
          • Unit Group - Add (Summoned unit) to SI_CoreGolemGroup
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Trained unit)) Equal to Core Stone Golem
        • Then - Actions
          • Unit Group - Add (Trained unit) to SI_CoreGolemGroup
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Reviving Hero)) Equal to Core Stone Golem
        • Then - Actions
          • Unit Group - Add (Reviving Hero) to SI_CoreGolemGroup
        • Else - Actions
  • Constants
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set SI_Hashtable = (Last created hashtable)
      • -------- - --------
      • -------- - --------
      • -------- Each level you specify for "Stone Integrity" you need to specify the amount of mana that is used by that level to these index-enhanced variables --------
      • -------- These variables are needed for the situation where you cast the spell but there is no more stones available to drop, thus returning the mana back to the caster --------
      • Set SI_Mana[1] = 50.00
      • Set SI_Mana[2] = 60.00
      • Set SI_Mana[3] = 70.00
      • -------- ----------------------------------------And also you should specify the max level of "Stone Integrity" that you want to use here, for the sake of enumerations --------
      • Set SI_MaxLevel = 3
      • -------- ----------------------------------------The number of different types of golems are specified here, again for the sake of enumeration --------
      • Set SI_MaximumGolemType = 3
      • -------- ----------------------------------------If you increase the number of types you should specify them to the following constants --------
      • -------- ----------------------------------------The number of indexes should be like this: (SI_MaxLevel x SI_MaximumGolemType) --------
      • -------- ----------------------------------------The order is important! Look at the pattern that I used and follow the same pattern --------
      • -------- -----------------------------------------------------------------------------------------------------Rock-Fire-Ice/Rock-Fire-Ice/Rock-Fire-Ice --------
      • -------- WARNING-------------If you increase the types you increase the number of combinations for their merging ability --------
      • -------- WARNING-------------And for that matter you should add some code in the "Dropping Stones" and "Merging Golems" triggers where you see this sign: @@@ --------
      • Set SI_TinyGolemType[1] = Tiny Rock Golem - Level 01
      • Set SI_TinyGolemType[2] = Tiny Fire Golem - Level 01
      • Set SI_TinyGolemType[3] = Tiny Ice Golem - Level 01
      • Set SI_TinyGolemType[4] = Tiny Rock Golem - Level 02
      • Set SI_TinyGolemType[5] = Tiny Fire Golem - Level 02
      • Set SI_TinyGolemType[6] = Tiny Ice Golem - Level 02
      • Set SI_TinyGolemType[7] = Tiny Rock Golem - Level 03
      • Set SI_TinyGolemType[8] = Tiny Fire Golem - Level 03
      • Set SI_TinyGolemType[9] = Tiny Ice Golem - Level 03
      • -------- ----------------------------------------These are the types of stones that drop (You just need to specify one type for all the levels) --------
      • -------- -----------------------------------------One type of stone is needed for every new Tiny Golem type that you add --------
      • -------- ----------------------------------------The number of its indexes are equal to SI_MaximumGolemType --------
      • -------- ----------------------------------------If you add new types, refer to triggers "Passively Used" and "Actively Used" for modifications. Look for this sign: $$$ --------
      • Set SI_StoneType[1] = Broken Rock
      • Set SI_StoneType[2] = Broken Fire Stone
      • Set SI_StoneType[3] = Broken Icy Stone
      • -------- ----------------------------------------These are the types of Greater Golems created out of merging Tiny Golems with each other (You just need one type for each level) --------
      • -------- ----------------------------------------The number of its indexes are equal to SI_MaxLevel --------
      • Set SI_GreaterGolemType[1] = Greater Golem - Level 01
      • Set SI_GreaterGolemType[2] = Greater Golem - Level 02
      • Set SI_GreaterGolemType[3] = Greater Golem - Level 03
      • -------- - --------
      • -------- - --------
      • -------- This is the max HP you specify for your Core Golem. If releasing a stone would make the max HP of the caster go below this amount, it won't be cast --------
      • Set SI_CoreGolemBaseHP = 250.00
      • -------- - --------
      • -------- The minimum Scale of the caster - When the caster's HP reaches near zero, this will be his/her scale --------
      • Set SI_MinimumScale = 80.00
      • -------- - --------
      • -------- This is the percent of the Tiny/Greater Golem HP that is restored for the Core Golem when the golem merges with the core --------
      • Set SI_HealthPercentReturned = 0.50
      • -------- - --------
      • -------- This is the amount that is reduced from Core Golem's max HP when a stone is dropped - The higher the value, the fewer rocks to drop --------
      • -------- WARNING-------------It's better not to set the HP of the Tiny Golems more than their threshold (Same goes for the Greater Golems except that they can have up to double the amount) --------
      • -------- ------------------------------And if you do, make sure that the percent restored for the Core Golem will not exceed the amount of threshold --------
      • -------- ------------------------------Because It opens the way for abusing the system --------
      • -------- WARNING-------------And never restore the Core Golem's HP equal or more than the threshold - Because again it opens the way for abusing the system --------
      • Set SI_StoneDropHpThreshold[1] = 200.00
      • Set SI_StoneDropHpThreshold[2] = 180.00
      • Set SI_StoneDropHpThreshold[3] = 160.00
      • -------- - --------
      • -------- Minimum and maximum distance for the dropped stones --------
      • Set SI_DroppedStoneDistanceMinimum = 200.00
      • Set SI_DroppedStoneDistanceMaximum = 400.00
      • -------- And this is the stun ability when the hit the ground for each level- Number of Indexes should be equal to the SI_MaxLevel --------
      • Set SI_DroppedStoneAbility[1] = Stun (Dropping Stone) (Level 01)
      • Set SI_DroppedStoneAbility[2] = Stun (Dropping Stone) (Level 02)
      • Set SI_DroppedStoneAbility[3] = Stun (Dropping Stone) (Level 03)
      • -------- - --------
      • -------- This is the time that takes until the stone hits the ground --------
      • Set SI_DroppedStoneImpactTime = 0.50
      • -------- - --------
      • -------- The time that takes until the grounded stone turn into a Tiny Golem, vibrating the whole time with increasing intensity --------
      • Set SI_GroundedStonesTime = 5.00
      • -------- - --------
      • -------- This is just for visuals to give the stone a sense of arcish projection. --------
      • -------- ---------------------------------------------------------------------------------------------------------Height1 = The first Height that the spawned stone is set to. --------
      • -------- ---------------------------------------------------------------------------------------------------------Height2 = The height that the stone rises before going twards the ground --------
      • -------- ---------------------------------------------------------------------------------------------------------Try to set them close to each other to prevent abrubt changes in direction because it's not an arc --------
      • Set SI_DroppedStoneHeight1 = 150.00
      • Set SI_DroppedStoneHeight2 = 200.00
      • -------- ---------------------------------------------------------------------------------------------------------Set the maximum number of special effects that you want to attach to your golems. --------
      • Set SI_GolemsSpecialEffectNumber = 4
      • -------- ---------------------------------------------------------------------------------------------------------Set the impact radius of the dropped stone for cutting trees (The real effect needs to be changed through the stone's stun ability = War stomp) --------
      • Set SI_DroppedStoneImpactArea = 200.00
      • -------- --------------------------------------------------------------------------And these are the minimum and maximum vibration intensities (Setting the max intensity to more than 9 would give harsh visuals) --------
      • Set SI_VibrationIntensityMinimum = 0.00
      • Set SI_VibrationIntensityMaximum = 7.00
      • -------- - --------
      • -------- OPTIONAL ABILITIES --------
      • -------- - --------
      • -------- These are optional abilities that you can specify for your Greater Golems. Each combination of Tiny Golems gives the created Greater Golem some of these abilities --------
      • -------- You can add whatever amount of abilities you like, but their levels for each ability should be equal to SI_MaxLevel --------
      • -------- If you add new ones, you need to modify them on your own in the "Merging Golems" trigger where you see this sign: )))((( --------
      • -------- If you increase the amount of abilities, follow the same pattern that I used here - That way you'll only need to change just one number to apply the changes, that's it! --------
      • -------- Here there is 8 classes: Now for the case of enumeration, the class you want is subtracted by 1 and then multiplied by the SI_MaxLevel and added by the level of the Tiny Golem --------
      • -------- That will give you the ability you want. You just need to set that class number and the rest of it is set automatically. --------
      • -------- Class1 --------
      • Set SI_GreaterGolemAbility[1] = Freezing Aura (Level 01)
      • Set SI_GreaterGolemAbility[2] = Freezing Aura (Level 02)
      • Set SI_GreaterGolemAbility[3] = Freezing Aura (Level 03)
      • -------- Class2 --------
      • Set SI_GreaterGolemAbility[4] = Frost Nova (Level 01)
      • Set SI_GreaterGolemAbility[5] = Frost Nova (Level 02)
      • Set SI_GreaterGolemAbility[6] = Frost Nova (Level 03)
      • -------- Class3 --------
      • Set SI_GreaterGolemAbility[7] = Hardened Skin (Level 01)
      • Set SI_GreaterGolemAbility[8] = Hardened Skin (Level 02)
      • Set SI_GreaterGolemAbility[9] = Hardened Skin (Level 03)
      • -------- Class4 --------
      • Set SI_GreaterGolemAbility[10] = Lava Splash (Level 01)
      • Set SI_GreaterGolemAbility[11] = Lava Splash (Level 02)
      • Set SI_GreaterGolemAbility[12] = Lava Splash (Level 03)
      • -------- Class5 --------
      • Set SI_GreaterGolemAbility[13] = Fire Wave (Level 01)
      • Set SI_GreaterGolemAbility[14] = Fire Wave (Level 02)
      • Set SI_GreaterGolemAbility[15] = Fire Wave (Level 03)
      • -------- Class6 --------
      • Set SI_GreaterGolemAbility[16] = Boulder Slam (Level 01)
      • Set SI_GreaterGolemAbility[17] = Boulder Slam (Level 02)
      • Set SI_GreaterGolemAbility[18] = Boulder Slam (Level 03)
      • -------- Class7 --------
      • Set SI_GreaterGolemAbility[19] = Armor Bonus (Level 01)
      • Set SI_GreaterGolemAbility[20] = Armor Bonus (Level 02)
      • Set SI_GreaterGolemAbility[21] = Armor Bonus (Level 03)
      • -------- Class8 --------
      • Set SI_GreaterGolemAbility[22] = Immolation (Level 01)
      • Set SI_GreaterGolemAbility[23] = Immolation (Level 02)
      • Set SI_GreaterGolemAbility[24] = Immolation (Level 03)
  • Passively Used
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in SI_CoreGolemGroup and do (Actions)
        • Loop - Actions
          • -------- ############################ --------
          • -------- Adjusting the scaling value --------
          • -------- ############################ --------
          • Set SI_TempReal[1] = ((Percentage life of (Picked unit)) + SI_MinimumScale)
          • Animation - Change (Picked unit)'s size to (SI_TempReal[1]%, SI_TempReal[1]%, SI_TempReal[1]%) of its original size
          • -------- ############################ --------
          • -------- This part prevents the HP of the Core Golem from going higher than the Max Hp --------
          • -------- ############################ --------
          • Set SI_TempReal[1] = ((Max life of (Picked unit)) - (Load (Key HP Lost) of (Key (Picked unit)) from SI_Hashtable))
          • Set SI_TempReal[2] = (SI_TempReal[1] - (Load (Key Returned HP) of (Key (Picked unit)) from SI_Hashtable))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Life of (Picked unit)) Greater than or equal to SI_TempReal[1]
            • Then - Actions
              • Unit - Set life of (Picked unit) to (SI_TempReal[1] - 1.00)
            • Else - Actions
          • -------- ############################ --------
          • -------- This part is a bit difficult to explain but here it is: --------
          • -------- This part manages the HP returned from merging and whenever it is restored it gets subtracted from the "Returned" HP. --------
          • -------- On a side note: This is the HP returned to the Core Golem but it is marked "Returned", so it first needs to be restored before another stone can be formed out of it. --------
          • -------- ############################ --------
          • Set SI_TempReal[1] = (SI_TempReal[1] - 1.00)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Life of (Picked unit)) Greater than SI_TempReal[2]
            • Then - Actions
              • Set SI_TempReal[2] = (SI_TempReal[1] - (Life of (Picked unit)))
              • Hashtable - Save SI_TempReal[2] as (Key Returned HP) of (Key (Picked unit)) in SI_Hashtable
            • Else - Actions
          • -------- ############################ --------
          • -------- Checking all the criteria for a stone to drop: Some calculations to determine if the current HP is less than the Max HP minus Lost HP, minus Returned HP, and minus Threshold --------
          • -------- ############################ --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Stone Integrity for (Picked unit)) Greater than 0
              • ((SI_TempReal[1] - (Load (Key Returned HP) of (Key (Picked unit)) from SI_Hashtable)) - (Life of (Picked unit))) Greater than or equal to SI_StoneDropHpThreshold[(Level of Stone Integrity for (Picked unit))]
              • (((Max life of (Picked unit)) - 1.00) - ((Load (Key Returned HP) of (Key (Picked unit)) from SI_Hashtable) + (Load (Key HP Lost) of (Key (Picked unit)) from SI_Hashtable))) Greater than or equal to (SI_CoreGolemBaseHP + SI_StoneDropHpThreshold[(Level of Stone Integrity for (Picked unit))])
            • Then - Actions
              • -------- ############################ --------
              • -------- Creating a golem results in the Core Golem losing its max HP by the amount of the Threshold --------
              • -------- ############################ --------
              • Set SI_TempReal[1] = ((Load (Key HP Lost) of (Key (Picked unit)) from SI_Hashtable) + SI_StoneDropHpThreshold[(Level of Stone Integrity for (Picked unit))])
              • Hashtable - Save SI_TempReal[1] as (Key HP Lost) of (Key (Picked unit)) in SI_Hashtable
              • Set SI_TempLocation[1] = (Position of (Picked unit))
              • -------- ############################ --------
              • -------- Random number for deciding what kind of stone is going to drop --------
              • -------- ############################ --------
              • Set SI_TempInteger[1] = (Random integer number between 1 and SI_MaximumGolemType)
              • -------- - --------
              • -------- $$$------------If you added a new type of stone, here you need to add a new condition with a new integer for that new stone type. (Don't forget to modify "Actively Used" trigger, as well) --------
              • -------- - --------
              • -------- ############################ --------
              • -------- Creating stones and their SE according to the random number just specified - The stone's facing angle is random --------
              • -------- ############################ --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SI_TempInteger[1] Equal to 1
                • Then - Actions
                  • Unit - Create 1 Broken Rock for (Owner of (Picked unit)) at SI_TempLocation[1] facing (Random angle) degrees
                  • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\GyroCopter\GyroCopterImpact.mdl
                  • Special Effect - Destroy (Last created special effect)
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SI_TempInteger[1] Equal to 2
                • Then - Actions
                  • Unit - Create 1 Broken Fire Stone for (Owner of (Picked unit)) at SI_TempLocation[1] facing (Random angle) degrees
                  • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                  • Special Effect - Destroy (Last created special effect)
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SI_TempInteger[1] Equal to 3
                • Then - Actions
                  • Unit - Create 1 Broken Icy Stone for (Owner of (Picked unit)) at SI_TempLocation[1] facing (Random angle) degrees
                  • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
                  • Special Effect - Destroy (Last created special effect)
                • Else - Actions
              • -------- - --------
              • -------- $$$------------END --------
              • -------- - --------
              • -------- ############################ --------
              • -------- The level of the ability is saved as the level of the stone for further uses --------
              • -------- ############################ --------
              • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Stone Integrity for (Picked unit)) Equal to (Integer A)
                    • Then - Actions
                      • Hashtable - Save (Integer A) as (Key Level) of (Key (Last created unit)) in SI_Hashtable
                    • Else - Actions
              • -------- ############################ --------
              • -------- The Caster is saved for further uses (When the golem wants to return to its caster or the caster dies or etc.) --------
              • -------- ############################ --------
              • Hashtable - Save Handle Of(Picked unit) as (Key Minion) of (Key (Last created unit)) in SI_Hashtable
              • -------- ############################ --------
              • -------- Random distance that the stone is going to travel before hitting the ground --------
              • -------- ############################ --------
              • Set SI_TempReal[1] = (Random real number between SI_DroppedStoneDistanceMinimum and SI_DroppedStoneDistanceMaximum)
              • Hashtable - Save SI_TempReal[1] as (Key Distance) of (Key (Last created unit)) in SI_Hashtable
              • Animation - Change (Last created unit)'s animation speed to 20.00% of its original speed
              • -------- ############################ --------
              • -------- Adjust the flying height --------
              • -------- ############################ --------
              • Animation - Change (Last created unit) flying height to (SI_DroppedStoneHeight1 + 10.00) at 0.00
              • -------- ############################ --------
              • -------- This is the time it takes til the stone hits the ground --------
              • -------- ############################ --------
              • Hashtable - Save SI_DroppedStoneImpactTime as (Key Dropping Time) of (Key (Last created unit)) in SI_Hashtable
              • -------- ############################ --------
              • -------- Adds the stone to the SI_DroppedStoneGroup in order to get animated --------
              • -------- ############################ --------
              • Unit Group - Add (Last created unit) to SI_DroppedStoneGroup
              • Custom script: call RemoveLocation (udg_SI_TempLocation[1])
            • Else - Actions
  • Actively Used
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Stone Integrity
    • Actions
      • -------- ############################ --------
      • -------- Checking to see if there is enough HP remaining for a stone to be dropped --------
      • -------- ############################ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of (Triggering unit)) Greater than or equal to ((SI_CoreGolemBaseHP - 1.00) + SI_StoneDropHpThreshold[(Level of (Ability being cast) for (Triggering unit))])
        • Then - Actions
          • -------- ############################ --------
          • -------- The rest is similar to the "Passively Used" trigger --------
          • -------- ############################ --------
          • Set SI_TempReal[3] = ((Load (Key HP Lost) of (Key (Triggering unit)) from SI_Hashtable) + SI_StoneDropHpThreshold[(Level of (Ability being cast) for (Triggering unit))])
          • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - SI_StoneDropHpThreshold[(Level of (Ability being cast) for (Triggering unit))])
          • Hashtable - Save SI_TempReal[3] as (Key HP Lost) of (Key (Triggering unit)) in SI_Hashtable
          • Set SI_TempLocation[2] = (Position of (Triggering unit))
          • Set SI_TempInteger[2] = (Random integer number between 1 and SI_MaximumGolemType)
          • -------- - --------
          • -------- $$$------------If you added a new type of stone, here you need to add a new condition with a new integer for that new stone type. (Don't forget to modify "Passively Used" trigger, as well) --------
          • -------- - --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SI_TempInteger[2] Equal to 1
            • Then - Actions
              • Unit - Create 1 Broken Rock for (Owner of (Triggering unit)) at SI_TempLocation[2] facing (Random angle) degrees
              • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Weapons\GyroCopter\GyroCopterImpact.mdl
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SI_TempInteger[2] Equal to 2
            • Then - Actions
              • Unit - Create 1 Broken Fire Stone for (Owner of (Triggering unit)) at SI_TempLocation[2] facing (Random angle) degrees
              • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SI_TempInteger[2] Equal to 3
            • Then - Actions
              • Unit - Create 1 Broken Icy Stone for (Owner of (Triggering unit)) at SI_TempLocation[2] facing (Random angle) degrees
              • Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
          • -------- - --------
          • -------- $$$------------END --------
          • -------- - --------
          • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of (Ability being cast) for (Triggering unit)) Equal to (Integer A)
                • Then - Actions
                  • Hashtable - Save (Integer A) as (Key Level) of (Key (Last created unit)) in SI_Hashtable
                • Else - Actions
          • Hashtable - Save Handle Of(Triggering unit) as (Key Minion) of (Key (Last created unit)) in SI_Hashtable
          • Set SI_TempReal[3] = (Random real number between SI_DroppedStoneDistanceMinimum and SI_DroppedStoneDistanceMaximum)
          • Hashtable - Save SI_TempReal[3] as (Key Distance) of (Key (Last created unit)) in SI_Hashtable
          • Animation - Change (Last created unit)'s animation speed to 20.00% of its original speed
          • Animation - Change (Last created unit) flying height to (SI_DroppedStoneHeight1 + 10.00) at 0.00
          • Hashtable - Save SI_DroppedStoneImpactTime as (Key Dropping Time) of (Key (Last created unit)) in SI_Hashtable
          • Unit Group - Add (Last created unit) to SI_DroppedStoneGroup
          • Custom script: call RemoveLocation (udg_SI_TempLocation[2])
        • Else - Actions
          • -------- ############################ --------
          • -------- The only thing new here is this part where if there is no more stones available, the mana used for the cast will be returned to the caster --------
          • -------- ############################ --------
          • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Stone Integrity for (Triggering unit)) Equal to (Integer A)
                • Then - Actions
                  • Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + SI_Mana[(Integer A)])
                • Else - Actions
  • Dropping Stones
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • -------- ############################ --------
      • -------- Here the dropped stone is animated each 0.03 seconds of time --------
      • -------- ############################ --------
      • Unit Group - Pick every unit in SI_DroppedStoneGroup and do (Actions)
        • Loop - Actions
          • -------- ############################ --------
          • -------- Distance --------
          • -------- ############################ --------
          • Set SI_TempLocation[3] = (Position of (Picked unit))
          • Set SI_TempReal[4] = (((Load (Key Distance) of (Key (Picked unit)) from SI_Hashtable) / SI_DroppedStoneImpactTime) / 33.33)
          • Set SI_TempLocation[4] = (SI_TempLocation[3] offset by SI_TempReal[4] towards (Facing of (Picked unit)) degrees)
          • Unit - Move (Picked unit) instantly to SI_TempLocation[4]
          • -------- ############################ --------
          • -------- Height - Height is divided into three parts: (1) From starting height to the second height (2) From second height to the starting height (3) From the starting height to the ground --------
          • -------- ############################ --------
          • Set SI_TempReal[4] = (SI_DroppedStoneHeight2 - (SI_DroppedStoneHeight1 + 10.00))
          • Set SI_TempReal[5] = (Load (Key Dropping Time) of (Key (Picked unit)) from SI_Hashtable)
          • -------- ############################ --------
          • -------- Height - (1) --------
          • -------- ############################ --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SI_TempReal[5] Greater than or equal to (2.00 x (SI_DroppedStoneImpactTime / 3.00))
            • Then - Actions
              • Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) + ((SI_TempReal[4] / (SI_DroppedStoneImpactTime / 3.00)) / 33.33)) at 0.00
            • Else - Actions
          • -------- ############################ --------
          • -------- Height - (2) --------
          • -------- If the first height is specified higher than the second height, this part debugs it --------
          • -------- ############################ --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SI_TempReal[5] Less than (2.00 x (SI_DroppedStoneImpactTime / 3.00))
              • SI_TempReal[5] Greater than or equal to (SI_DroppedStoneImpactTime / 3.00)
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SI_TempReal[4] Less than 0.00
                • Then - Actions
                  • Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) + ((SI_TempReal[4] / (SI_DroppedStoneImpactTime / 3.00)) / 33.33)) at 0.00
                • Else - Actions
                  • Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) - ((SI_TempReal[4] / (SI_DroppedStoneImpactTime / 3.00)) / 33.33)) at 0.00
            • Else - Actions
          • -------- ############################ --------
          • -------- Height - (3) --------
          • -------- ############################ --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SI_TempReal[5] Less than (SI_DroppedStoneImpactTime / 3.00)
            • Then - Actions
              • Animation - Change (Picked unit) flying height to ((Current flying height of (Picked unit)) - ((SI_DroppedStoneHeight1 / (SI_DroppedStoneImpactTime / 3.00)) / 33.33)) at 0.00
            • Else - Actions
          • Set SI_TempReal[5] = (Load (Key Dropping Time) of (Key (Picked unit)) from SI_Hashtable)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SI_TempReal[5] Less than or equal to 0.00
            • Then - Actions
              • -------- ############################ --------
              • -------- This is where the distance is travelled and the stone hits the ground --------
              • -------- ############################ --------
              • Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
              • -------- ############################ --------
              • -------- Removing this stone from this group, since it's no longer needed in this group --------
              • -------- ############################ --------
              • Unit Group - Remove (Picked unit) from SI_DroppedStoneGroup
              • -------- ############################ --------
              • -------- Adding the stone to SI_GroundedStonesGroup for vibration animation --------
              • -------- ############################ --------
              • Unit Group - Add (Picked unit) to SI_GroundedStonesGroup
              • -------- ############################ --------
              • -------- Adding the stun ability and casting it along with its SE --------
              • -------- ############################ --------
              • Unit - Add SI_DroppedStoneAbility[(Load (Key Level) of (Key (Picked unit)) from SI_Hashtable)] to (Picked unit)
              • Unit - Order (Picked unit) to Orc Tauren Chieftain - War Stomp
              • Special Effect - Create a special effect at SI_TempLocation[3] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • -------- ############################ --------
              • -------- Cutting trees (If you need additional destructibles to be killed, add them here) --------
              • -------- ############################ --------
              • Destructible - Pick every destructible within SI_DroppedStoneImpactArea of SI_TempLocation[3] and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
                    • Then - Actions
                      • Destructible - Kill (Picked destructible)
                    • Else - Actions
              • -------- ############################ --------
              • -------- Position is saved for the center of vibratiion --------
              • -------- ############################ --------
              • Hashtable - Save Handle Of(Position of (Picked unit)) as (Key Resting Place) of (Key (Picked unit)) in SI_Hashtable
              • -------- ############################ --------
              • -------- The time that this stone is going to spend on the ground, vibrating --------
              • -------- ############################ --------
              • Hashtable - Save SI_GroundedStonesTime as (Key Resting Time) of (Key (Picked unit)) in SI_Hashtable
              • -------- ############################ --------
              • -------- Initial vibration intensity is saved for further use --------
              • -------- ############################ --------
              • Hashtable - Save SI_VibrationIntensityMinimum as (Key Vibration Intensity) of (Key (Picked unit)) in SI_Hashtable
              • -------- ############################ --------
              • -------- Removing the previously added stun ability --------
              • -------- ############################ --------
              • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
                • Loop - Actions
                  • Unit - Remove SI_DroppedStoneAbility[(Integer A)] from (Picked unit)
              • -------- ############################ --------
              • -------- The special effect when the stone is on the ground (Fire and cold air effects) --------
              • -------- ############################ --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Picked unit)) Equal to Broken Fire Stone
                • Then - Actions
                  • Special Effect - Create a special effect at SI_TempLocation[4] using Environment\LargeBuildingFire\LargeBuildingFire1.mdl
                  • Hashtable - Save Handle Of(Last created special effect) as (Key Effect) of (Key (Picked unit)) in SI_Hashtable
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Picked unit)) Equal to Broken Icy Stone
                • Then - Actions
                  • Special Effect - Create a special effect at SI_TempLocation[4] using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
                  • Hashtable - Save Handle Of(Last created special effect) as (Key Effect) of (Key (Picked unit)) in SI_Hashtable
                • Else - Actions
            • Else - Actions
              • -------- ############################ --------
              • -------- Reducing the travel time remaining by 0.03 seconds and saving it --------
              • -------- ############################ --------
              • Set SI_TempReal[5] = (SI_TempReal[5] - 0.03)
              • Hashtable - Save SI_TempReal[5] as (Key Dropping Time) of (Key (Picked unit)) in SI_Hashtable
          • Custom script: call RemoveLocation (udg_SI_TempLocation[3])
          • Custom script: call RemoveLocation (udg_SI_TempLocation[4])
      • -------- ############################ --------
      • -------- This part is for vibration animation and creating the golem --------
      • -------- ############################ --------
      • Unit Group - Pick every unit in SI_GroundedStonesGroup and do (Actions)
        • Loop - Actions
          • -------- ############################ --------
          • -------- Increasing the vibration intensity by a fraction: The number added equals to (Range of vibration intensity/time to spend on the grouund) --------
          • -------- ############################ --------
          • Set SI_TempReal[4] = (Load (Key Vibration Intensity) of (Key (Picked unit)) from SI_Hashtable)
          • Set SI_TempReal[5] = (SI_TempReal[4] + (((SI_VibrationIntensityMaximum - SI_VibrationIntensityMinimum) / SI_GroundedStonesTime) / 33.33))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SI_TempReal[5] Less than SI_VibrationIntensityMaximum
            • Then - Actions
              • Hashtable - Save SI_TempReal[5] as (Key Vibration Intensity) of (Key (Picked unit)) in SI_Hashtable
            • Else - Actions
              • Set SI_TempReal[4] = SI_VibrationIntensityMaximum
              • Hashtable - Save SI_TempReal[4] as (Key Vibration Intensity) of (Key (Picked unit)) in SI_Hashtable
          • -------- ############################ --------
          • -------- Moving the stone to random points around its center to give a vibration effect --------
          • -------- ############################ --------
          • Set SI_TempLocation[3] = ((Load (Key Resting Place) of (Key (Picked unit)) in SI_Hashtable) offset by SI_TempReal[4] towards (Random angle) degrees)
          • Unit - Move (Picked unit) instantly to SI_TempLocation[3]
          • -------- ############################ --------
          • -------- Checking to see if the time for spending on the ground is over or not --------
          • -------- ############################ --------
          • Set SI_TempReal[4] = (Load (Key Resting Time) of (Key (Picked unit)) from SI_Hashtable)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SI_TempReal[4] Less than or equal to 0.00
            • Then - Actions
              • -------- ############################ --------
              • -------- If the time is over the Golem is created and added to the SI_TinyGolemGroup and the stone is removed --------
              • -------- ############################ --------
              • Unit Group - Remove (Picked unit) from SI_GroundedStonesGroup
              • -------- ############################ --------
              • -------- Checking the level saved for creating a golem of that level --------
              • -------- ############################ --------
              • Set SI_TempInteger[3] = (Load (Key Level) of (Key (Picked unit)) from SI_Hashtable)
              • -------- ############################ --------
              • -------- An algorithm that decides the type of the Golem to be created and its level - Check the "Constants" trigger for more info --------
              • -------- ############################ --------
              • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
                • Loop - Actions
                  • For each (Integer B) from 1 to SI_MaximumGolemType, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Integer A) Equal to SI_TempInteger[3]
                          • (Unit-type of (Picked unit)) Equal to SI_StoneType[(Integer B)]
                        • Then - Actions
                          • Unit - Create 1 SI_TinyGolemType[((((Integer A) - 1) x SI_MaximumGolemType) + (Integer B))] for (Owner of (Picked unit)) at (Load (Key Resting Place) of (Key (Picked unit)) in SI_Hashtable) facing (Random angle) degrees
                          • -------- - --------
                          • -------- @@@------------If you added a new type of golem, here you need to add a new condition with a new integer for its type, and you can add special effects to it. --------
                          • -------- - --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Integer B) Equal to 1
                            • Then - Actions
                              • Special Effect - Create a special effect at (Load (Key Resting Place) of (Key (Picked unit)) in SI_Hashtable) using Abilities\Weapons\GyroCopter\GyroCopterImpact.mdl
                              • Special Effect - Destroy (Last created special effect)
                              • Special Effect - Create a special effect at (Load (Key Resting Place) of (Key (Picked unit)) in SI_Hashtable) using Abilities\Weapons\GyroCopter\GyroCopterImpact.mdl
                              • Special Effect - Destroy (Last created special effect)
                              • Special Effect - Create a special effect at (Load (Key Resting Place) of (Key (Picked unit)) in SI_Hashtable) using Abilities\Weapons\GyroCopter\GyroCopterImpact.mdl
                              • Special Effect - Destroy (Last created special effect)
                              • Sound - Play RockGolemBirthSound <gen> at 100.00% volume, located at (Load (Key Resting Place) of (Key (Picked unit)) in SI_Hashtable) with Z offset 0.00
                              • Hashtable - Save (Integer B) as (Key Type) of (Key (Last created unit)) in SI_Hashtable
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Integer B) Equal to 2
                            • Then - Actions
                              • Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                              • Hashtable - Save Handle Of(Last created special effect) as 1 of (Key (Last created unit)) in (Last created hashtable)
                              • Special Effect - Create a special effect attached to the right hand of (Last created unit) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                              • Hashtable - Save Handle Of(Last created special effect) as 2 of (Key (Last created unit)) in (Last created hashtable)
                              • Special Effect - Create a special effect attached to the left hand of (Last created unit) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                              • Hashtable - Save Handle Of(Last created special effect) as 3 of (Key (Last created unit)) in (Last created hashtable)
                              • Special Effect - Create a special effect attached to the head of (Last created unit) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                              • Hashtable - Save Handle Of(Last created special effect) as 4 of (Key (Last created unit)) in (Last created hashtable)
                              • Hashtable - Save (Integer B) as (Key Type) of (Key (Last created unit)) in SI_Hashtable
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Integer B) Equal to 3
                            • Then - Actions
                              • Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
                              • Hashtable - Save Handle Of(Last created special effect) as 1 of (Key (Last created unit)) in (Last created hashtable)
                              • Special Effect - Create a special effect attached to the right hand of (Last created unit) using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
                              • Hashtable - Save Handle Of(Last created special effect) as 2 of (Key (Last created unit)) in (Last created hashtable)
                              • Special Effect - Create a special effect attached to the left hand of (Last created unit) using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
                              • Hashtable - Save Handle Of(Last created special effect) as 3 of (Key (Last created unit)) in (Last created hashtable)
                              • Special Effect - Create a special effect attached to the head of (Last created unit) using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
                              • Hashtable - Save Handle Of(Last created special effect) as 4 of (Key (Last created unit)) in (Last created hashtable)
                              • Hashtable - Save (Integer B) as (Key Type) of (Key (Last created unit)) in SI_Hashtable
                            • Else - Actions
                          • -------- - --------
                          • -------- @@@------------END --------
                          • -------- - --------
                          • -------- ############################ --------
                          • -------- Adding the Golem to SI_TinyGolemGroup --------
                          • -------- ############################ --------
                          • Unit Group - Add (Last created unit) to SI_TinyGolemGroup
                          • -------- ############################ --------
                          • -------- Transferring the caster ID and level ID from the stone to the golem and removing the stone --------
                          • -------- ############################ --------
                          • Set SI_TempUnit[1] = (Load (Key Minion) of (Key (Picked unit)) in SI_Hashtable)
                          • Special Effect - Destroy (Load (Key Effect) of (Key (Picked unit)) in SI_Hashtable)
                          • Set SI_TempLocation[4] = (Load (Key Resting Place) of (Key (Picked unit)) in SI_Hashtable)
                          • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in SI_Hashtable
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) is selected by (Owner of (Picked unit))) Equal to True
                            • Then - Actions
                              • Selection - Add (Last created unit) to selection for (Owner of (Picked unit))
                            • Else - Actions
                          • Unit - Remove (Picked unit) from the game
                          • Hashtable - Save Handle OfSI_TempUnit[1] as (Key Minion) of (Key (Last created unit)) in SI_Hashtable
                          • Hashtable - Save SI_TempInteger[3] as (Key Level) of (Key (Last created unit)) in SI_Hashtable
                          • Custom script: call RemoveLocation (udg_SI_TempLocation[4])
                        • Else - Actions
            • Else - Actions
              • -------- ############################ --------
              • -------- If the time is not over the time is reduced and gets saved --------
              • -------- ############################ --------
              • Set SI_TempReal[4] = (SI_TempReal[4] - 0.03)
              • Hashtable - Save SI_TempReal[4] as (Key Resting Time) of (Key (Picked unit)) in SI_Hashtable
          • Custom script: call RemoveLocation (udg_SI_TempLocation[3])
  • Merging Golems
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
    • Actions
      • -------- ############################ --------
      • -------- Merging Golems with each other to form a Greater Golem --------
      • -------- ############################ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Merge (Tiny Golem)
        • Then - Actions
          • -------- ############################ --------
          • -------- Checking if the merging golems are of the same level and if they belong to the same caster --------
          • -------- ############################ --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Target unit of ability being cast) is in SI_TinyGolemGroup) Equal to True
              • (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable) Equal to (Load (Key Minion) of (Key (Target unit of ability being cast)) in SI_Hashtable)
              • (Load (Key Level) of (Key (Triggering unit)) from SI_Hashtable) Equal to (Load (Key Level) of (Key (Target unit of ability being cast)) from SI_Hashtable)
            • Then - Actions
              • -------- ############################ --------
              • -------- Both golems get removed from their group --------
              • -------- ############################ --------
              • Unit Group - Remove (Triggering unit) from SI_TinyGolemGroup
              • Unit Group - Remove (Target unit of ability being cast) from SI_TinyGolemGroup
              • -------- ############################ --------
              • -------- Their types are stored --------
              • -------- ############################ --------
              • Set SI_TempInteger[4] = (Load (Key Type) of (Key (Triggering unit)) from SI_Hashtable)
              • Set SI_TempInteger[5] = (Load (Key Type) of (Key (Target unit of ability being cast)) from SI_Hashtable)
              • -------- ############################ --------
              • -------- Their level is stored --------
              • -------- ############################ --------
              • Set SI_TempInteger[6] = (Load (Key Level) of (Key (Triggering unit)) from SI_Hashtable)
              • -------- ############################ --------
              • -------- The greater golem's position and facing angle will match the ones for the target golem of ability being cast --------
              • -------- ############################ --------
              • Set SI_TempLocation[5] = (Position of (Target unit of ability being cast))
              • Set SI_TempReal[6] = (Facing of (Target unit of ability being cast))
              • -------- ############################ --------
              • -------- storing the caster ID for transferring from the Tiny Golems to the Greater Golem --------
              • -------- ############################ --------
              • Set SI_TempUnit[2] = (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)
              • -------- ############################ --------
              • -------- Destroying all the special Effects --------
              • -------- ############################ --------
              • For each (Integer A) from 1 to 4, do (Actions)
                • Loop - Actions
                  • Special Effect - Destroy (Load (Integer A) of (Key (Triggering unit)) in SI_Hashtable)
                  • Special Effect - Destroy (Load (Integer A) of (Key (Target unit of ability being cast)) in SI_Hashtable)
              • Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in SI_Hashtable
              • Hashtable - Clear all child hashtables of child (Key (Target unit of ability being cast)) in SI_Hashtable
              • -------- ############################ --------
              • -------- This part is for selection adjustments - If the player has one of the merging golems in selection, the new Greater Golem will be added to the selection --------
              • -------- ############################ --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • ((Triggering unit) is selected by (Owner of (Triggering unit))) Equal to True
                      • ((Target unit of ability being cast) is selected by (Owner of (Triggering unit))) Equal to True
                • Then - Actions
                  • Set SI_TempBoolean = True
                • Else - Actions
                  • Set SI_TempBoolean = False
              • -------- ############################ --------
              • -------- The current HP for both Golems are stored for the Greater Golem --------
              • -------- ############################ --------
              • Set SI_TempReal[7] = ((Life of (Triggering unit)) + (Life of (Target unit of ability being cast)))
              • -------- ############################ --------
              • -------- Removal of the Tiny Golems --------
              • -------- ############################ --------
              • Unit - Remove (Target unit of ability being cast) from the game
              • Unit - Remove (Triggering unit) from the game
              • -------- ############################ --------
              • -------- Creating the Greater Golem --------
              • -------- ############################ --------
              • Unit - Create 1 SI_GreaterGolemType[SI_TempInteger[6]] for (Owner of (Triggering unit)) at SI_TempLocation[5] facing SI_TempReal[6] degrees
              • Custom script: call RemoveLocation (udg_SI_TempLocation[5])
              • -------- ############################ --------
              • -------- Transferring the caster ID and level ID for the Greater Golem --------
              • -------- ############################ --------
              • Hashtable - Save Handle OfSI_TempUnit[2] as (Key Minion) of (Key (Last created unit)) in SI_Hashtable
              • Hashtable - Save SI_TempInteger[6] as (Key Level) of (Key (Last created unit)) in SI_Hashtable
              • -------- ############################ --------
              • -------- Adding the created golem to SI_GreaterGolemGroup --------
              • -------- ############################ --------
              • Unit Group - Add (Last created unit) to SI_GreaterGolemGroup
              • -------- ############################ --------
              • -------- Assigning different abilities and different special effects based on the types of the merging golems --------
              • -------- ############################ --------
              • -------- - --------
              • -------- @@@------------If you added a new type of golem, here you must configure its combination with other types of golems. --------
              • -------- - --------
              • -------- - --------
              • -------- )))(((------------If you added new abilities for Grater Golems, you can assign the abilities here. Just supply the class number to the Add Ability commands like this: ((Class Number - 1) x SI_MaxLevel) + (Integer A) --------
              • -------- - --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SI_TempInteger[4] Equal to 1
                  • SI_TempInteger[5] Equal to 1
                • Then - Actions
                  • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • SI_TempInteger[6] Equal to (Integer A)
                        • Then - Actions
                          • Unit - Add SI_GreaterGolemAbility[((6 x SI_MaxLevel) + (Integer A))] to (Last created unit)
                          • Unit - Add SI_GreaterGolemAbility[((5 x SI_MaxLevel) + (Integer A))] to (Last created unit)
                        • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • And - All (Conditions) are true
                        • Conditions
                          • SI_TempInteger[4] Equal to 1
                          • SI_TempInteger[5] Equal to 2
                      • And - All (Conditions) are true
                        • Conditions
                          • SI_TempInteger[4] Equal to 2
                          • SI_TempInteger[5] Equal to 1
                • Then - Actions
                  • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • SI_TempInteger[6] Equal to (Integer A)
                        • Then - Actions
                          • Unit - Add SI_GreaterGolemAbility[((4 x SI_MaxLevel) + (Integer A))] to (Last created unit)
                          • Special Effect - Create a special effect attached to the right hand of (Last created unit) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                          • Hashtable - Save Handle Of(Last created special effect) as 1 of (Key (Last created unit)) in SI_Hashtable
                        • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SI_TempInteger[4] Equal to 2
                  • SI_TempInteger[5] Equal to 2
                • Then - Actions
                  • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • SI_TempInteger[6] Equal to (Integer A)
                        • Then - Actions
                          • Unit - Add SI_GreaterGolemAbility[((4 x SI_MaxLevel) + (Integer A))] to (Last created unit)
                          • Unit - Add SI_GreaterGolemAbility[((3 x SI_MaxLevel) + (Integer A))] to (Last created unit)
                          • Unit - Add SI_GreaterGolemAbility[((7 x SI_MaxLevel) + (Integer A))] to (Last created unit)
                          • Special Effect - Create a special effect attached to the right hand of (Last created unit) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                          • Hashtable - Save Handle Of(Last created special effect) as 1 of (Key (Last created unit)) in SI_Hashtable
                          • Special Effect - Create a special effect attached to the left hand of (Last created unit) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                          • Hashtable - Save Handle Of(Last created special effect) as 2 of (Key (Last created unit)) in SI_Hashtable
                        • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SI_TempInteger[4] Equal to 3
                  • SI_TempInteger[5] Equal to 3
                • Then - Actions
                  • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • SI_TempInteger[6] Equal to (Integer A)
                        • Then - Actions
                          • Unit - Add SI_GreaterGolemAbility[((1 x SI_MaxLevel) + (Integer A))] to (Last created unit)
                          • Unit - Add SI_GreaterGolemAbility[((0 x SI_MaxLevel) + (Integer A))] to (Last created unit)
                          • Special Effect - Create a special effect attached to the right hand of (Last created unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
                          • Hashtable - Save Handle Of(Last created special effect) as 1 of (Key (Last created unit)) in SI_Hashtable
                          • Special Effect - Create a special effect attached to the left hand of (Last created unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
                          • Hashtable - Save Handle Of(Last created special effect) as 2 of (Key (Last created unit)) in SI_Hashtable
                        • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • And - All (Conditions) are true
                        • Conditions
                          • SI_TempInteger[4] Equal to 2
                          • SI_TempInteger[5] Equal to 3
                      • And - All (Conditions) are true
                        • Conditions
                          • SI_TempInteger[4] Equal to 3
                          • SI_TempInteger[5] Equal to 2
                • Then - Actions
                  • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • SI_TempInteger[6] Equal to (Integer A)
                        • Then - Actions
                          • Unit - Add SI_GreaterGolemAbility[((6 x SI_MaxLevel) + (Integer A))] to (Last created unit)
                          • Unit - Add SI_GreaterGolemAbility[((2 x SI_MaxLevel) + (Integer A))] to (Last created unit)
                          • Special Effect - Create a special effect attached to the right hand of (Last created unit) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
                          • Hashtable - Save Handle Of(Last created special effect) as 1 of (Key (Last created unit)) in SI_Hashtable
                          • Special Effect - Create a special effect attached to the left hand of (Last created unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
                          • Hashtable - Save Handle Of(Last created special effect) as 2 of (Key (Last created unit)) in SI_Hashtable
                        • Else - Actions
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • And - All (Conditions) are true
                        • Conditions
                          • SI_TempInteger[4] Equal to 1
                          • SI_TempInteger[5] Equal to 3
                      • And - All (Conditions) are true
                        • Conditions
                          • SI_TempInteger[4] Equal to 3
                          • SI_TempInteger[5] Equal to 1
                • Then - Actions
                  • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • SI_TempInteger[6] Equal to (Integer A)
                        • Then - Actions
                          • Unit - Add SI_GreaterGolemAbility[((1 x SI_MaxLevel) + (Integer A))] to (Last created unit)
                          • Special Effect - Create a special effect attached to the left hand of (Last created unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
                          • Hashtable - Save Handle Of(Last created special effect) as 1 of (Key (Last created unit)) in SI_Hashtable
                        • Else - Actions
                • Else - Actions
              • -------- - --------
              • -------- @@@------------END --------
              • -------- - --------
              • -------- - --------
              • -------- )))(((------------END --------
              • -------- - --------
              • -------- ############################ --------
              • -------- Merging SE --------
              • -------- ############################ --------
              • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • -------- ############################ --------
              • -------- Setting the HP of the Greater Golem to the sum of HPs for the Tiny Golems --------
              • -------- ############################ --------
              • Unit - Set life of (Last created unit) to SI_TempReal[7]
              • -------- ############################ --------
              • -------- Adding (or not adding) the Greater Golem to the selection --------
              • -------- ############################ --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SI_TempBoolean Equal to True
                • Then - Actions
                  • Selection - Add (Last created unit) to selection for (Owner of (Last created unit))
                • Else - Actions
            • Else - Actions
        • Else - Actions
      • -------- ############################ --------
      • -------- Merging Golems with the Core Golem --------
      • -------- ############################ --------
      • -------- ############################ --------
      • -------- Checking if the Tiny/Greater Golem belongs to the Core Golem --------
      • -------- ############################ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Ability being cast) Equal to Merge (Tiny Golem)
              • (Ability being cast) Equal to Merge (Greater Golem)
          • (Target unit of ability being cast) Equal to (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)
        • Then - Actions
          • -------- ############################ --------
          • -------- This part is the same as before --------
          • -------- ############################ --------
          • Unit Group - Remove (Triggering unit) from SI_TinyGolemGroup
          • Unit Group - Remove (Triggering unit) from SI_GreaterGolemGroup
          • Set SI_TempInteger[4] = (Load (Key Level) of (Key (Triggering unit)) from SI_Hashtable)
          • -------- ############################ --------
          • -------- Returning to the Core Golem the Lost Max HP as an HP marked as "Returned" which needs to be restored before it can form a new stone (The Returned HP is Based on the level of the Tiny/Greate Golem) --------
          • -------- ############################ --------
          • Set SI_TempReal[7] = ((Load (Key HP Lost) of (Key (Target unit of ability being cast)) from SI_Hashtable) - SI_StoneDropHpThreshold[SI_TempInteger[4]])
          • Set SI_TempReal[6] = ((Load (Key Returned HP) of (Key (Target unit of ability being cast)) from SI_Hashtable) + SI_StoneDropHpThreshold[SI_TempInteger[4]])
          • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SI_GreaterGolemType[(Integer A)] Equal to (Unit-type of (Triggering unit))
                • Then - Actions
                  • Set SI_TempReal[7] = (SI_TempReal[7] - SI_StoneDropHpThreshold[SI_TempInteger[4]])
                  • Set SI_TempReal[6] = (SI_TempReal[6] + SI_StoneDropHpThreshold[SI_TempInteger[4]])
                • Else - Actions
          • Hashtable - Save SI_TempReal[7] as (Key HP Lost) of (Key (Target unit of ability being cast)) in SI_Hashtable
          • Hashtable - Save SI_TempReal[6] as (Key Returned HP) of (Key (Target unit of ability being cast)) in SI_Hashtable
          • -------- ############################ --------
          • -------- Healing the life of the Core Golem by a percent of the Tiny/Greater Golem's HP --------
          • -------- ############################ --------
          • Set SI_TempReal[6] = ((Life of (Triggering unit)) x SI_HealthPercentReturned)
          • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + SI_TempReal[6])
          • -------- ############################ --------
          • -------- SE removal --------
          • -------- ############################ --------
          • For each (Integer A) from 1 to SI_GolemsSpecialEffectNumber, do (Actions)
            • Loop - Actions
              • Special Effect - Destroy (Load (Integer A) of (Key (Triggering unit)) in SI_Hashtable)
          • -------- ############################ --------
          • -------- Merging SE --------
          • -------- ############################ --------
          • Special Effect - Create a special effect attached to the origin of (Target unit of ability being cast) using Abilities\Spells\Other\Charm\CharmTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in SI_Hashtable
          • -------- ############################ --------
          • -------- Tiny/Greater Golem removal --------
          • -------- ############################ --------
          • Unit - Remove (Triggering unit) from the game
        • Else - Actions
  • Dying Debug and Clear
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • -------- ############################ --------
      • -------- This trigger has nothing special - Whenever a summoned stone/golem dies, it gets removed and the Lost Hp is returned to the hero just like the previous trigger --------
      • -------- ############################ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in SI_DroppedStoneGroup) Equal to True
        • Then - Actions
          • Unit Group - Remove (Triggering unit) from SI_DroppedStoneGroup
          • Set SI_TempInteger[7] = (Load (Key Level) of (Key (Triggering unit)) from SI_Hashtable)
          • Set SI_TempReal[9] = ((Load (Key HP Lost) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) from SI_Hashtable) - SI_StoneDropHpThreshold[SI_TempInteger[7]])
          • Set SI_TempReal[8] = ((Load (Key Returned HP) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) from SI_Hashtable) + SI_StoneDropHpThreshold[SI_TempInteger[7]])
          • Hashtable - Save SI_TempReal[9] as (Key HP Lost) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) in SI_Hashtable
          • Hashtable - Save SI_TempReal[8] as (Key Returned HP) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) in SI_Hashtable
          • Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in SI_Hashtable
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in SI_GroundedStonesGroup) Equal to True
        • Then - Actions
          • Unit Group - Remove (Triggering unit) from SI_GroundedStonesGroup
          • Set SI_TempLocation[6] = (Load (Key Resting Place) of (Key (Triggering unit)) in SI_Hashtable)
          • Special Effect - Destroy (Load (Key Effect) of (Key (Triggering unit)) in SI_Hashtable)
          • Custom script: call RemoveLocation (udg_SI_TempLocation[6])
          • Set SI_TempInteger[7] = (Load (Key Level) of (Key (Triggering unit)) from SI_Hashtable)
          • Set SI_TempReal[9] = ((Load (Key HP Lost) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) from SI_Hashtable) - SI_StoneDropHpThreshold[SI_TempInteger[7]])
          • Set SI_TempReal[8] = ((Load (Key Returned HP) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) from SI_Hashtable) + SI_StoneDropHpThreshold[SI_TempInteger[7]])
          • Hashtable - Save SI_TempReal[9] as (Key HP Lost) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) in SI_Hashtable
          • Hashtable - Save SI_TempReal[8] as (Key Returned HP) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) in SI_Hashtable
          • Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in SI_Hashtable
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • ((Triggering unit) is in SI_GreaterGolemGroup) Equal to True
              • ((Triggering unit) is in SI_TinyGolemGroup) Equal to True
        • Then - Actions
          • Unit Group - Remove (Triggering unit) from SI_GreaterGolemGroup
          • Unit Group - Remove (Triggering unit) from SI_TinyGolemGroup
          • For each (Integer A) from 1 to SI_GolemsSpecialEffectNumber, do (Actions)
            • Loop - Actions
              • Special Effect - Destroy (Load (Integer A) of (Key (Triggering unit)) in SI_Hashtable)
          • Set SI_TempInteger[7] = (Load (Key Level) of (Key (Triggering unit)) from SI_Hashtable)
          • Set SI_TempReal[9] = ((Load (Key HP Lost) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) from SI_Hashtable) - SI_StoneDropHpThreshold[SI_TempInteger[7]])
          • Set SI_TempReal[8] = ((Load (Key Returned HP) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) from SI_Hashtable) + SI_StoneDropHpThreshold[SI_TempInteger[7]])
          • For each (Integer A) from 1 to SI_MaxLevel, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SI_GreaterGolemType[(Integer A)] Equal to (Unit-type of (Triggering unit))
                • Then - Actions
                  • Set SI_TempReal[9] = (SI_TempReal[9] - SI_StoneDropHpThreshold[SI_TempInteger[7]])
                  • Set SI_TempReal[8] = (SI_TempReal[8] + SI_StoneDropHpThreshold[SI_TempInteger[7]])
                • Else - Actions
          • Hashtable - Save SI_TempReal[9] as (Key HP Lost) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) in SI_Hashtable
          • Hashtable - Save SI_TempReal[8] as (Key Returned HP) of (Key (Load (Key Minion) of (Key (Triggering unit)) in SI_Hashtable)) in SI_Hashtable
          • Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in SI_Hashtable
        • Else - Actions
      • -------- ############################ --------
      • -------- And if the dying unit is the Core Golem itself, all the stones/golems belonging to it die and the hero is removed from SI_CoreGolemGroup --------
      • -------- ############################ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in SI_CoreGolemGroup) Equal to True
        • Then - Actions
          • Unit Group - Remove (Triggering unit) from SI_CoreGolemGroup
          • Unit Group - Pick every unit in SI_GroundedStonesGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Triggering unit) Equal to (Load (Key Minion) of (Key (Picked unit)) in SI_Hashtable)
                • Then - Actions
                  • Unit - Kill (Picked unit)
                • Else - Actions
          • Unit Group - Pick every unit in SI_DroppedStoneGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Triggering unit) Equal to (Load (Key Minion) of (Key (Picked unit)) in SI_Hashtable)
                • Then - Actions
                  • Unit - Kill (Picked unit)
                • Else - Actions
          • Unit Group - Pick every unit in SI_GreaterGolemGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Triggering unit) Equal to (Load (Key Minion) of (Key (Picked unit)) in SI_Hashtable)
                • Then - Actions
                  • Unit - Kill (Picked unit)
                • Else - Actions
          • Unit Group - Pick every unit in SI_TinyGolemGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Triggering unit) Equal to (Load (Key Minion) of (Key (Picked unit)) in SI_Hashtable)
                • Then - Actions
                  • Unit - Kill (Picked unit)
                • Else - Actions
          • Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in SI_Hashtable
        • Else - Actions
  • Detect Golems
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Detect Golems
    • Actions
      • Unit Group - Pick every unit in SI_GroundedStonesGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Load (Key Minion) of (Key (Picked unit)) in SI_Hashtable) Equal to (Triggering unit)
            • Then - Actions
              • Selection - Add (Picked unit) to selection for (Owner of (Triggering unit))
            • Else - Actions
      • Unit Group - Pick every unit in SI_DroppedStoneGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Load (Key Minion) of (Key (Picked unit)) in SI_Hashtable) Equal to (Triggering unit)
            • Then - Actions
              • Selection - Add (Picked unit) to selection for (Owner of (Triggering unit))
            • Else - Actions
      • Unit Group - Pick every unit in SI_TinyGolemGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Load (Key Minion) of (Key (Picked unit)) in SI_Hashtable) Equal to (Triggering unit)
            • Then - Actions
              • Selection - Add (Picked unit) to selection for (Owner of (Triggering unit))
            • Else - Actions
      • Unit Group - Pick every unit in SI_GreaterGolemGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Load (Key Minion) of (Key (Picked unit)) in SI_Hashtable) Equal to (Triggering unit)
            • Then - Actions
              • Selection - Add (Picked unit) to selection for (Owner of (Triggering unit))
            • Else - Actions

Keywords:
Stone, Integrity, Summon, Golem, Rock, Merge, Tiny, Greater, Spell, Passive, Active, No Target
Contents

Stone Integrity (Map)

Reviews
KILLCIDE
Needs Fixed Post your triggers in the description. What that in mind, you should also have a proper description (how to install, credits, etc) Suggestions Have you done anything from Anitarf's review for your contest entry? I would advise doing that...

Moderator

M

Moderator

08:01, 8th May 2016
BPower:

In my eyes it's unfair towards other Zephyr contest attendees to post
your entry into the spell section before the contest deadline.

The Zephyr has carefully chosen judges for code, concept and visual objects.
Gathering early feedback here is a bit unsportive behaviour.

Please fair play.

I will temporary reject your submission until the contest is over.
I will be not gone, but invisible towards the community.
Once the contest is over this submission will be restored.

BPower.
 
Level 37
Joined
Jul 22, 2015
Messages
3,485

Needs Fixed

  • Post your triggers in the description. What that in mind, you should also have a proper description (how to install, credits, etc)

Suggestions

  • Have you done anything from Anitarf's review for your contest entry? I would advise doing that first along with updating your description. This will help speed up approval time so I don't have to repeat anything Anitarf may have already mentioned in his review for you

Status

Awaiting Update
 
Last edited:
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