i mean where i chaneg how much it gona damage the units?
-
Kamehameha Copy
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Kamehameha REAL
-
Actions
- Set LocPoint1 = (Position of (Casting unit))
- Set LocPoint2 = (Target point of ability being cast)
- Set LocPoint3 = (LocPoint1 offset by 150.00 towards (Angle from LocPoint1 to LocPoint2) degrees)
- Set TempUnitGroup = (Units within 512.00 of LocPoint1 matching (((Matching unit) is A Hero) Equal to True))
-
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
-
Loop - Actions
- Camera - Shake the camera for (Owner of (Picked unit)) with magnitude (Real(((Level of (Ability being cast) for (Casting unit)) x 2)))
- Camera - Sway the camera target for (Owner of (Picked unit)) with magnitude (Real(((Level of (Ability being cast) for (Casting unit)) x 3))) and velocity 200.00
-
Loop - Actions
- Custom script: call DestroyGroup( udg_TempUnitGroup )
- Special Effect - Create a special effect at LocPoint3 using Objects\Spawnmodels\NightElf\NEDeathSmall\NEDeathSmall.mdl
- Trigger - Run Destroy Effect <gen> (ignoring conditions)
- Special Effect - Create a special effect at LocPoint3 using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
- Trigger - Run Destroy Effect <gen> (ignoring conditions)
- Unit - Create 1 Dummy Kamehameha for (Owner of (Casting unit)) at LocPoint3 facing (Angle from LocPoint1 to LocPoint2) degrees
- Animation - Change (Last created unit)'s size to ((250.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (250.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (250.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%) of its original size
- Unit - Create 1 Dummy Nuke for (Owner of (Casting unit)) at LocPoint3 facing (Angle from LocPoint1 to LocPoint2) degrees
- Animation - Change (Last created unit)'s size to ((350.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (350.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (350.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%) of its original size
- Animation - Change (Last created unit)'s animation speed to 15.00% of its original speed
- Unit - Kill (Last created unit)
- Custom script: call RemoveLocation( udg_LocPoint3 )
- Set LocReal = ((((Real((Intelligence of (Triggering unit) (Exclude bonuses)))) x (Real((Level of (Ability being cast) for (Triggering unit))))) x 2.00) + 100.00)
-
For each (Integer A) from 1 to 5, do (Actions)
-
Loop - Actions
- Set LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 200.00) towards (Angle from LocPoint1 to LocPoint2) degrees)
- Environment - Change terrain type at LocPoint3 to Black Citadel - Rough Dirt using variation -1 in an area of size 3 and shape Circle
- Environment - Change terrain type at LocPoint3 to Dalaran Ruins - Rough Dirt using variation -1 in an area of size 2 and shape Circle
- Unit - Create 1 Dummy Effect for (Owner of (Triggering unit)) at LocPoint3 facing Default building facing degrees
- Set TempUnitGroup = (Units within 300.00 of LocPoint3 matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to False) and (((Matching unit) is An Ancient) Equal to False)))
-
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
-
Loop - Actions
- Unit - Cause (Last created unit) to damage (Picked unit), dealing LocReal damage of attack type Normal and damage type Normal
- Unit - Add classification of An Ancient to (Picked unit)
-
Loop - Actions
- Custom script: call DestroyGroup( udg_TempUnitGroup )
-
Destructible - Pick every destructible within 300.00 of LocPoint3 and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Picked destructible) is alive) Equal to True
-
Then - Actions
- Destructible - Kill (Picked destructible)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- Custom script: call RemoveLocation( udg_LocPoint3 )
-
Loop - Actions
-
For each (Integer A) from 1 to 5, do (Actions)
-
Loop - Actions
- Set LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 200.00) towards (Angle from LocPoint1 to LocPoint2) degrees)
- Set TempUnitGroup = (Units within 300.00 of LocPoint3 matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to False) and (((Matching unit) is An Ancient) Equal to True)))
-
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
-
Loop - Actions
- Unit - Remove classification of An Ancient from (Picked unit)
-
Loop - Actions
- Custom script: call DestroyGroup( udg_TempUnitGroup )
- Custom script: call RemoveLocation( udg_LocPoint3 )
-
Loop - Actions
- Set LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 900.00) towards (Angle from LocPoint1 to LocPoint2) degrees)
- Environment - Create a 3.00 second wave deformation from LocPoint1 to LocPoint3 with radius 400.00, depth 128.00, and a 1.00 second trailing delay
- Custom script: call RemoveLocation( udg_LocPoint1 )
- Custom script: call RemoveLocation( udg_LocPoint2 )
- Custom script: call RemoveLocation( udg_LocPoint3 )
- Wait 2.00 seconds
-
Player Group - Pick every player in (All players) and do (Actions)
-
Loop - Actions
- Camera - Stop swaying/shaking the camera for (Picked player)
-
Loop - Actions
-
Events