- Joined
- Jul 9, 2008
- Messages
- 2,555
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Events
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Unit - Any Unit is attacked
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Local Variables
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= 0 <Integer>
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= 0 <Integer>
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Conditions
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(Unit type of (Triggering unit)) == Zamuro (Unknown)
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(Distance between (Position of (Triggering unit)) and (Position of (Attacking Unit))) <= 1.5
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Actions
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Variable - Set (No Value) = (Stack count of Ability2 (Unknown) on (Triggering unit))
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Variable - Set (No Value) = (Random integer between 1 and 100)
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General - If (Conditions) then do (Actions) else do (Actions)
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If
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(No Value) <= 15
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Then
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------- Counter attack effect
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Environment - Execute Zamuro (Unknown) on (Attacking Unit) from (Triggering unit)
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General - Switch (Actions) depending on (No Value)
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Cases
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General - If (1)
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Actions
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Variable - Set (No Value) = (Random integer between 1 and 100)
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General - If (Conditions) then do (Actions) else do (Actions)
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If
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(No Value) <= 20
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Then
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Environment - Execute ZamuroAbility2_1 (Unknown) on (Attacking Unit) from (Triggering unit)
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Else
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General - If (2)
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Actions
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Variable - Set (No Value) = (Random integer between 1 and 100)
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General - If (Conditions) then do (Actions) else do (Actions)
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If
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(No Value) <= 40
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Then
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Environment - Execute ZamuroAbility2_2 (Unknown) on (Attacking Unit) from (Triggering unit)
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Else
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General - If (3)
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Actions
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Variable - Set (No Value) = (Random integer between 1 and 100)
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General - If (Conditions) then do (Actions) else do (Actions)
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If
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(No Value) <= 60
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Then
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Environment - Execute ZamuroAbility2_3 (Unknown) on (Attacking Unit) from (Triggering unit)
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Else
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General - If (4)
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Actions
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Variable - Set (No Value) = (Random integer between 1 and 100)
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General - If (Conditions) then do (Actions) else do (Actions)
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If
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(No Value) <= 80
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Then
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Environment - Execute ZamuroAbility2_4 (Unknown) on (Attacking Unit) from (Triggering unit)
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Else
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General - If (5)
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Actions
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Environment - Execute ZamuroAbility2_5 (Unknown) on (Attacking Unit) from (Triggering unit)
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Default
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Else
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Events
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Unit - Any Unit is attacked
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Local Variables
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= 0 <Integer>
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= 0 <Integer>
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Conditions
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(Unit type of (Attacking Unit)) == Zamuro (Unknown)
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Actions
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Variable - Set (No Value) = (Stack count of Ability2 (Unknown) on (Attacking Unit))
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Variable - Set (No Value) = (Random integer between 1 and 100)
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General - If (Conditions) then do (Actions) else do (Actions)
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If
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(No Value) <= ((No Value) * 3)
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Then
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------- Cosmic Blossom effect
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General - Switch (Actions) depending on (No Value)
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Cases
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General - If (1)
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Actions
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Environment - Execute ZamuroAbility2_1 (Unknown) on (Triggering unit) from (Attacking Unit)
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General - If (2)
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Actions
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Environment - Execute ZamuroAbility2_2 (Unknown) on (Triggering unit) from (Attacking Unit)
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General - If (3)
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Actions
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Environment - Execute ZamuroAbility2_3 (Unknown) on (Triggering unit) from (Attacking Unit)
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General - If (4)
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Actions
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Environment - Execute ZamuroAbility2_4 (Unknown) on (Triggering unit) from (Attacking Unit)
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General - If (5)
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Actions
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Environment - Execute ZamuroAbility2_5 (Unknown) on (Triggering unit) from (Attacking Unit)
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Default
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Else
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Longstoryshort?
Blizzard forgot to add a file to their leaks x)
Nuff said, by looking at these, i found 2 Zamuro Abilities already
What troubles me, is that they're both the SECOND ability Zamuro uses. So we can think that the 2 versions have different spells!
I also found this in a comment:
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-------Default effect should be what damage the weapon displays, and in most cases will always be the same as Current effect.
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------- Current effect is used for weapons whose effects may change due to abilities.
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