- Joined
- Jul 14, 2011
- Messages
- 3,213
I wanted to simulate the Pulverize effect with triggers to add attribute bonus dmg. I'd like to know if it's well done, or how could I improve it.
I guess I could make some Int variables to sore some values and make the lines shorter...
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Pulverize Bonus Damage
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Events
- Game - GDD_Event becomes Not equal to 0.00
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Conditions
- GDD_Damage Not equal to 0.00
- (Level of Pulverize for GDD_DamageSource) Greater than 0
- (Random integer number between 1 and 15) Less than or equal to (5 + (Level of Pulverize for GDD_DamageSource))
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Actions
- Set Temp_Point = (Position of GDD_DamagedUnit)
- Set Temp_Group = (Units within 250.00 of Temp_Point matching ((((Matching unit) belongs to an enemy of (Owner of GDD_DamageSource)) Equal to True) and (((Matching unit) is alive) Equal to True)))
- Set Pulverize_Damage = (((Real((Level of Pulverize for GDD_DamageSource))) x 10.00) + ((Real((Strength of GDD_DamageSource (Include bonuses)))) + (0.10 x (Real((Level of Pulverize for GDD_DamageSource))))))
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Unit Group - Pick every unit in Temp_Group and do (Actions)
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Loop - Actions
- Unit - Cause GDD_DamageSource to damage (Picked unit), dealing Pulverize_Damage damage of attack type Spells and damage type Normal
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Loop - Actions
- Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation(udg_Temp_Point)
- Custom script: call DestroyGroup(udg_Temp_Group)
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Events
I guess I could make some Int variables to sore some values and make the lines shorter...
Last edited: