- Joined
- Mar 5, 2011
- Messages
- 199
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ThS Loop
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Events
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Conditions
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Actions
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For each (Integer ThS_Loop) from 0 to (ThS_Index_Listener - 1), do (Actions)
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Loop - Actions
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Set ThS_Current_Index = ThS_Index_Container[ThS_Loop]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ThS_Timer_1[ThS_Current_Index] Greater than 0.00
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(ThS_Caster[ThS_Current_Index] is alive) Equal to ThS_Condition_Config[0]
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Then - Actions
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Set ThS_Timer_1[ThS_Current_Index] = (ThS_Timer_1[ThS_Current_Index] - ThS_Interval)
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Set ThS_Caster_Point = (Position of ThS_Caster[ThS_Current_Index])
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Set ThS_Angle[ThS_Current_Index] = ((Angle from ThS_TargetPoint[ThS_Current_Index] to ThS_Caster_Point) + ThS_Spin_Speed[ThS_Level[ThS_Current_Index]])
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Custom script: call SetUnitX(udg_ThS_Caster[udg_ThS_Current_Index],GetUnitX(udg_ThS_Dummy[udg_ThS_Current_Index]) + udg_ThS_Stay_Distance[udg_ThS_Level[udg_ThS_Current_Index]] * Cos(udg_ThS_Angle[udg_ThS_Current_Index] * bj_DEGTORAD))
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Custom script: call SetUnitY(udg_ThS_Caster[udg_ThS_Current_Index],GetUnitY(udg_ThS_Dummy[udg_ThS_Current_Index]) + udg_ThS_Stay_Distance[udg_ThS_Level[udg_ThS_Current_Index]] * Sin(udg_ThS_Angle[udg_ThS_Current_Index] * bj_DEGTORAD))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ThS_Timer_2[ThS_Current_Index] Greater than 0.00
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Then - Actions
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Set ThS_Timer_2[ThS_Current_Index] = (ThS_Timer_2[ThS_Current_Index] - ThS_Interval)
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Else - Actions
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Set ThS_Group_1[ThS_Current_Index] = (Units within ThS_Stay_Distance[ThS_Level[ThS_Current_Index]] of ThS_TargetPoint[ThS_Current_Index])
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Unit Group - Pick every unit in ThS_Group_1[EmS_Current_Index] and do (Actions)
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Loop - Actions
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Set ThS_Picked_Unit = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(ThS_Picked_Unit is alive) Equal to ThS_Condition_Config[1]
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(ThS_Picked_Unit belongs to an enemy of ThS_Owner[ThS_Current_Index]) Equal to ThS_Condition_Config[2]
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(ThS_Picked_Unit is A structure) Equal to ThS_Condition_Config[3]
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(ThS_Picked_Unit is Magic Immune) Equal to ThS_Condition_Config[4]
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Then - Actions
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Custom script: call DestroyEffect(AddSpecialEffectTarget(udg_ThS_Effect_Model[2], udg_ThS_Picked_Unit,udg_ThS_Attachment[2]))
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Unit - Cause ThS_Caster[ThS_Current_Index] to damage ThS_Picked_Unit, dealing ThS_Damage_Of_Lightning[ThS_Level[ThS_Current_Index]] damage of attack type ThS_Attack_Type and damage type Normal
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Else - Actions
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Custom script: call DestroyGroup(udg_ThS_Group_1[udg_ThS_Current_Index])
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Set ThS_Timer_2[ThS_Current_Index] = ThS_Interval_For_Lightning[ThS_Level[ThS_Current_Index]]
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Set ThS_Group_2[ThS_Current_Index] = (Units within ThS_Pick_Range[ThS_Level[ThS_Current_Index]] of ThS_Caster_Point)
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Unit Group - Pick every unit in ThS_Group_2[ThS_Current_Index] and do (Actions)
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Loop - Actions
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Set ThS_Picked_Unit = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(ThS_Picked_Unit is alive) Equal to ThS_Condition_Config[1]
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(ThS_Picked_Unit belongs to an enemy of ThS_Owner[ThS_Current_Index]) Equal to ThS_Condition_Config[2]
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(ThS_Picked_Unit is A structure) Equal to ThS_Condition_Config[3]
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(ThS_Picked_Unit is Magic Immune) Equal to ThS_Condition_Config[4]
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Then - Actions
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Set ThS_Picked_Point = (Position of ThS_Picked_Unit)
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Set ThS_Angle[ThS_Current_Index] = (Angle from ThS_Picked_Point to ThS_TargetPoint[ThS_Current_Index])
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Custom script: call DestroyEffect(AddSpecialEffectTarget(udg_ThS_Effect_Model[3], udg_ThS_Picked_Unit,udg_ThS_Attachment[3]))
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Unit - Cause ThS_Caster[ThS_Current_Index] to damage ThS_Picked_Unit, dealing ThS_Rushing_Over_Damage[ThS_Level[ThS_Current_Index]] damage of attack type ThS_Attack_Type and damage type Normal
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Custom script: call SetUnitX(udg_ThS_Picked_Unit,GetUnitX(udg_ThS_Picked_Unit) + udg_ThS_Recoil_Speed[udg_ThS_Level[udg_ThS_Current_Index]] * Cos(udg_ThS_Angle[udg_ThS_Current_Index] * bj_DEGTORAD))
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Custom script: call SetUnitY(udg_ThS_Picked_Unit,GetUnitY(udg_ThS_Picked_Unit) + udg_ThS_Recoil_Speed[udg_ThS_Level[udg_ThS_Current_Index]] * Sin(udg_ThS_Angle[udg_ThS_Current_Index] * bj_DEGTORAD))
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Custom script: call RemoveLocation(udg_ThS_Picked_Point)
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Else - Actions
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Custom script: call DestroyGroup(udg_ThS_Group_2[udg_ThS_Current_Index])
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Custom script: call RemoveLocation(udg_ThS_Caster_Point)
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Else - Actions
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Unit - Move ThS_Caster[ThS_Current_Index] instantly to ThS_Start_Point[ThS_Current_Index], facing (Random angle) degrees
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Animation - Change ThS_Caster[ThS_Current_Index]'s animation speed to 100.00% of its original speed
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Unit - Turn collision for ThS_Caster[ThS_Current_Index] On
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Unit - Remove ThS_Dummy[ThS_Current_Index] from the game
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Custom script: call RemoveLocation(udg_ThS_Start_Point[udg_ThS_Current_Index])
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Custom script: call RemoveLocation(udg_ThS_TargetPoint[udg_ThS_Current_Index])
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Custom script: call DestroyEffect(udg_ThS_SE_1[udg_ThS_Current_Index])
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-------- --------------------------------------------------- --------
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-------- ----------INDEXING START---------- --------
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-------- --------------------------------------------------- --------
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Set ThS_Index_Listener = (ThS_Index_Listener - 1)
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Set ThS_Index_Container[ThS_Loop] = ThS_Index_Container[ThS_Index_Listener]
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Set ThS_Recycle_Container[ThS_Recycle_Size] = ThS_Current_Index
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Set ThS_Recycle_Size = (ThS_Recycle_Size + 1)
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Set ThS_Loop = (ThS_Loop - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ThS_Index_Listener Equal to 0
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Then - Actions
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Trigger - Turn off ThS Loop <gen>
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Else - Actions
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-------- --------------------------------------------------- --------
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-------- ----------INDEXING END---------- --------
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This line
call DestroyEffect(udg_ThS_SE_1[udg_ThS_Current_Index])
what seems to be the problem?



