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Fire Fire Explosion
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Events
- Unit - A unit Begins channeling an ability
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Conditions
- (Ability being cast) Equal to (==) |cff6495edFire Explosion|r
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Actions
- Set HEROCasterPoint[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
- Set Hero_WarmwindHP[((Player number of (Owner of (Triggering unit))) + 10)] = ((Level of |cff6495edFire Explosion|r for (Triggering unit)) x 15)
- Set Hero_WarmwindHP[((Player number of (Owner of (Triggering unit))) + 20)] = 3
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Events
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Fire Fire Explosion Does
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Events
- Time - Every 1.33 seconds of game time
- Conditions
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Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Hero_WarmwindHP[((Hero_WarmwindHP[21] + Hero_WarmwindHP[22]) + (Hero_WarmwindHP[23] + (Hero_WarmwindHP[24] + (Hero_WarmwindHP[25] + (Hero_WarmwindHP[26] + (Hero_WarmwindHP[27] + Hero_WarmwindHP[28]))))))] Less than or equal to (<=) 0
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Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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Do Multiple ActionsFor each (Integer A) from 1 to 8, do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Hero_WarmwindHP[((Integer A) + 20)] Greater than or equal to (>=) 1
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Then - Actions
- Unit - Cause Heroes[(Integer A)] to damage circular area after 0.00 seconds of radius 400.00 at HEROCasterPoint[(Integer A)], dealing (Real(Hero_WarmwindHP[((Integer A) + 10)])) damage of attack type Spells and damage type Normal
- Set Hero_WarmwindHP[((Integer A) + 20)] = (Hero_WarmwindHP[((Integer A) + 20)] - 1)
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Else - Actions
- Custom script: call RemoveLocation (udg_HEROCasterPoint[(Integer A)]
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
if integer A does loop for 1
will HeroCasterPoint[2] still there after the custom script?