- Joined
- Sep 13, 2013
- Messages
- 155
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Channel Power
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Channel Power
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Actions
- Set FlameTongueIndex = (FlameTongueIndex + 1)
- Set FlameTongueTargets[FlameTongueIndex] = (Units within (225.00 + (50.00 x (Real((Level of Channel Power for (Triggering unit)))))) of (Target point of ability being cast) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is A Hero) Equal to False) and (((Matching un
- Set FlameTongueDur[FlameTongueIndex] = 15.00
- Unit - Add Disarm to (Triggering unit)
- Unit - Remove (Ability being cast) from (Triggering unit)
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Unit Group - Pick every unit in FlameTongueTargets[FlameTongueIndex] and do (Actions)
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Loop - Actions
- Unit - Add Flametongue Damage (+10) to (Picked unit)
- Unit - Set level of Flametongue Damage (+10) for (Picked unit) to (Level of Channel Power for (Triggering unit))
- Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
- Special Effect - Destroy (Last created special effect)
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Loop - Actions
- Custom script: call DestroyGroup(udg_FlameTongueTargets[udg_FlameTongueIndex])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- FlameTongueIndex Equal to 1
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Then - Actions
- Trigger - Turn on Channel Power Loop <gen>
- Else - Actions
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If - Conditions
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Events
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Channel Power Loop
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Events
- Time - Every 0.10 seconds of game time
- Conditions
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Actions
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For each (Integer FlameTongueCurrentIndex) from 1 to FlameTongueIndex, do (Actions)
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Loop - Actions
- Set FlameTongueDur[FlameTongueCurrentIndex] = (FlameTongueDur[FlameTongueCurrentIndex] - 0.10)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- FlameTongueDur[FlameTongueCurrentIndex] Less than or equal to 0.00
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Then - Actions
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Unit Group - Pick every unit in FlameTongueTargets[FlameTongueCurrentIndex] and do (Actions)
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Loop - Actions
- Unit - Remove Flametongue Damage (+10) from (Picked unit)
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Loop - Actions
- Custom script: call DestroyGroup(udg_FlameTongueTargets[udg_FlameTongueCurrentIndex])
- Set FlameTongueTargets[FlameTongueCurrentIndex] = FlameTongueTargets[FlameTongueIndex]
- Set FlameTongueDur[FlameTongueCurrentIndex] = FlameTongueDur[FlameTongueIndex]
- Set FlameTongueIndex = (FlameTongueIndex - 1)
- Set FlameTongueCurrentIndex = (FlameTongueCurrentIndex - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- FlameTongueIndex 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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Unit Group - Pick every unit in FlameTongueTargets[FlameTongueCurrentIndex] and do (Actions)
- Else - Actions
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If - Conditions
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Loop - Actions
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For each (Integer FlameTongueCurrentIndex) from 1 to FlameTongueIndex, do (Actions)
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Events