- Joined
- Feb 22, 2009
- Messages
- 212
Long story short, I am not confident with my eyes.
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Bombardment
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Death from Above!!! (Common)
- (Unit-type of (Triggering unit)) Equal to Rifleman (Sogat)
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Actions
- Set CastingUnit = (Casting unit)
- Set CasterPoint = (Position of (Casting unit))
- Set TargetPoint = (Target point of ability being cast)
- Set AbilityPointArray[1] = (Random point in (Region centered at TargetPoint with size (300.00, 300.00)))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of (Triggering unit)) Less than 20
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Then - Actions
- Set AnInteger = 6
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Else - Actions
- Set AnInteger = 14
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If - Conditions
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For each (Integer A) from 1 to AnInteger, do (Actions)
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Loop - Actions
- Set MathOp[1] = (Angle from CasterPoint to TargetPoint)
- Set AbilityPointArray[2] = (CasterPoint offset by -450.00 towards MathOp[1] degrees)
- Unit - Create 1 Mortar Team for (Owner of (Triggering unit)) at AbilityPointArray[2] facing TargetPoint
- Set AbilityPointArray[1] = (Random point in (Region centered at TargetPoint with size (300.00, 300.00)))
- Unit - Set Base Damage of (Last created unit) to ((Base Damage of (Last created unit) for weapon index 1) + ((1000 x ((Level of Death from Above!!! (Common) for (Triggering unit)) - 1)) + ((Intelligence of CastingUnit (Include bonuses)) x 12))) for weapon index: 1
- Unit - Set Dice Sides of (Last created unit) to ((Dice Sides of (Last created unit) for weapon index 1) + (Level of Death from Above!!! (Common) for CastingUnit)) for weapon index: 1
- Unit - Order (Last created unit) to Attack Ground AbilityPointArray[1]
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Custom script: call RemoveLocation (udg_AbilityPointArray[1])
- Custom script: call RemoveLocation (udg_AbilityPointArray[2])
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Loop - Actions
- Custom script: call RemoveLocation (udg_TargetPoint)
- Custom script: call RemoveLocation (udg_CasterPoint)
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Events
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Grom mirage
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Events
- Unit - A unit Spawns a summoned unit
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Conditions
- (Unit-type of (Summoning unit)) Equal to Blademaster (Sogat)
- (Unit-type of (Summoned unit)) Equal to Grom Mirage
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Actions
- Unit Group - Add (Summoned unit) to FinalWaveRemove
- -------- ================================================= --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Bladestorm (Elite) for (Summoning unit)) Greater than or equal to 1
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Then - Actions
- Set AbilityArray[5] = Bladestorm (Elite)
- Unit - Add AbilityArray[5] to (Summoned unit)
- Unit - Set level of AbilityArray[5] for (Summoned unit) to (Level of AbilityArray[5] for (Summoning unit))
- Unit - Order (Summoned unit) to Orc Blademaster - Bladestorm
- Else - Actions
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If - Conditions
- -------- ================================================= --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Intelligence of (Summoning unit) (Include bonuses)) Less than 25001
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Then - Actions
- Set RealArray[5] = ((Real((Intelligence of (Summoning unit) (Include bonuses)))) / 1000.00)
- Set RealArray[6] = (RealArray[5] + 5.00)
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Else - Actions
- Set RealArray[6] = 30.00
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If - Conditions
- Unit - Add a RealArray[6] second Generic expiration timer to (Summoned unit)
- -------- ================================================= --------
- Set CasterPoint = (Position of (Summoning unit))
- Set TargetPoint = (Position of (Summoned unit))
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For each (Integer A) from 1 to 5, do (Actions)
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Loop - Actions
- Set MathOp[1] = ((Real((Integer A))) x 72.00)
- Set AbilityPointArray[1] = (TargetPoint offset by 120.00 towards MathOp[1] degrees)
- Unit - Create 1 Blademaster Mirage for (Owner of (Summoning unit)) at AbilityPointArray[1] facing TargetPoint
- Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 0.00%) with 70.00% transparency
- Unit - Set Base Damage of (Last created unit) to (Agility of (Summoning unit) (Include bonuses)) for weapon index: 1
- Unit - Add a RealArray[6] second Generic expiration timer to (Last created unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Critical Strike (Common) for (Summoning unit)) Greater than or equal to 1
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Then - Actions
- Set AbilityArray[1] = Critical Strike (Common)
- Unit - Add AbilityArray[1] to (Last created unit)
- Unit - Set level of AbilityArray[1] for (Last created unit) to (Level of AbilityArray[1] for (Summoning unit))
- Else - Actions
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If - Conditions
- Unit - Order (Last created unit) to Attack-Move To TargetPoint
- Custom script: call RemoveLocation (udg_AbilityPointArray[1])
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Loop - Actions
- Custom script: call RemoveLocation (udg_CasterPoint)
- Custom script: call RemoveLocation (udg_TargetPoint)
- -------- ================================================= --------
- Animation - Change (Summoned unit)'s vertex coloring to (100.00%, 100.00%, 0.00%) with 70.00% transparency
- Unit - Set Base Damage of (Summoned unit) to (Agility of (Summoning unit) (Include bonuses)) for weapon index: 1
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Critical Strike (Common) for (Summoning unit)) Greater than or equal to 1
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Then - Actions
- Set AbilityArray[1] = Critical Strike (Common)
- Unit - Add AbilityArray[1] to (Summoned unit)
- Unit - Set level of AbilityArray[1] for (Summoned unit) to (Level of AbilityArray[1] for (Summoning unit))
- Else - Actions
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If - Conditions
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Events