- Joined
- May 11, 2012
- Messages
- 2,108
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Lightning Ball
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Lightning Ball
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Actions
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Set LightningBall_TrigUnit = (Triggering unit)
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Set LightningBall_TrigUnitLoc = (Position of LightningBall_TrigUnit)
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Set TempPoint = (LightningBall_TrigUnitLoc offset by 256.00 towards 0.00 degrees)
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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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(Level of Lightning Ball for LightningBall_TrigUnit) Equal to 1
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Then - Actions
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Unit - Create 1 Lightning Ball (Level 1) for (Owner of LightningBall_TrigUnit) at TempPoint facing Default building facing degrees
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Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
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Unit - Turn collision for (Last created unit) Off
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Unit - Make (Last created unit) Invulnerable
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Set LightningBall_Dummy = (Last created unit)
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Else - Actions
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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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(Level of Lightning Ball for LightningBall_TrigUnit) Equal to 2
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Then - Actions
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Unit - Create 1 Lightning Ball (Level 2) for (Owner of LightningBall_TrigUnit) at TempPoint facing Default building facing degrees
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Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
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Unit - Turn collision for (Last created unit) Off
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Unit - Make (Last created unit) Invulnerable
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Set LightningBall_Dummy = (Last created unit)
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Else - Actions
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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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(Level of Lightning Ball for LightningBall_TrigUnit) Equal to 3
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Then - Actions
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Unit - Create 1 Lightning Ball (Level 3) for (Owner of LightningBall_TrigUnit) at TempPoint facing Default building facing degrees
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Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
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Unit - Turn collision for (Last created unit) Off
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Unit - Make (Last created unit) Invulnerable
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Set LightningBall_Dummy = (Last created unit)
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Else - Actions
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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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(Level of Lightning Ball for LightningBall_TrigUnit) Equal to 4
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Then - Actions
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Unit - Create 1 Lightning Ball (Level 4) for (Owner of LightningBall_TrigUnit) at TempPoint facing Default building facing degrees
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Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
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Unit - Turn collision for (Last created unit) Off
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Unit - Make (Last created unit) Invulnerable
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Set LightningBall_Dummy = (Last created unit)
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Else - Actions
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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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(Level of Lightning Ball for LightningBall_TrigUnit) Equal to 5
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Then - Actions
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Unit - Create 1 Lightning Ball (Level 5) for (Owner of LightningBall_TrigUnit) at TempPoint facing Default building facing degrees
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Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
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Unit - Turn collision for (Last created unit) Off
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Unit - Make (Last created unit) Invulnerable
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Set LightningBall_Dummy = (Last created unit)
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Else - Actions
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Custom script: call RemoveLocation(udg_LightningBall_TrigUnitLoc)
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Custom script: call RemoveLocation(udg_TempPoint)
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Trigger - Turn on Lightning Ball Moving <gen>
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Trigger - Turn on Lightning Ball Damage <gen>
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Wait 15.00 seconds
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Trigger - Turn off Lightning Ball Moving <gen>
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Trigger - Turn off Lightning Ball Damage <gen>
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Lightning Ball Moving
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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Set LightningBall_Spinning = (LightningBall_Spinning + 5.00)
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Set LightningBall_TrigUnitLoc = (Position of LightningBall_TrigUnit)
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Set LightningBall_DummyPosition = (Position of LightningBall_Dummy)
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Set LightningBall_Moving = (LightningBall_TrigUnitLoc offset by 256.00 towards LightningBall_Spinning degrees)
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Unit - Move LightningBall_Dummy instantly to LightningBall_Moving
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Custom script: call RemoveLocation(udg_LightningBall_TrigUnitLoc)
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Custom script: call RemoveLocation(udg_LightningBall_DummyPosition)
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Custom script: call RemoveLocation(udg_LightningBall_Moving)
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Lightning Ball Damage
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Events
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Time - Every 0.60 seconds of game time
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Conditions
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Actions
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Set LightningBall_DummyPosition = (Position of LightningBall_Dummy)
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Random 1 units from (Units within 400.00 of LightningBall_DummyPosition)) and do (Actions)
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Loop - Actions
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Unit - Order LightningBall_Dummy to Attack (Picked unit)
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Custom script: call RemoveLocation(udg_LightningBall_DummyPosition)
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