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This is a page I made because i cant copy-paste the whole thing into steam

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Fire1

   Events
       Unit - A unit Begins casting an ability
   Conditions
       And - All (Conditions) are true
           Conditions
               (Ability being cast) Equal to Fire 
               Weapon Equal to 1
   Actions
       If (All Conditions are True) then do (Then Actions) else do (Else Actions)
           If - Conditions
               AllowFire Equal to True
           Then - Actions
               Set TempPoint1 = (Position of Jet)
               If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                   If - Conditions
                       Charge Equal to 0
                   Then - Actions
                       Set TempPoint2 = (TempPoint1 offset by (0.00, 15.00))
                       Unit - Create 1 Missile 1 for Player 1 (Red) at TempPoint2 facing 90.00 degrees
                       Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
                       Set Missile1[Missile1Ref] = (Last created unit)
                       Trigger - Add to Detonate1 <gen> the event (Unit - A unit comes within 90.00 of Missile1[Missile1Ref])
                       Set Missile1Ref = (Missile1Ref + 1)
                       Trigger - Run Reset Ref <gen> (checking conditions)
                   Else - Actions
               If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                   If - Conditions
                       Charge Equal to 1
                   Then - Actions
                       Set TempPoint2 = (TempPoint1 offset by (25.00, 15.00))
                       Special Effect - Destroy ChargeSFX
                       Unit - Create 1 Missile 1 for Player 1 (Red) at TempPoint2 facing 80.00 degrees
                       Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
                       Set Missile1[Missile1Ref] = (Last created unit)
                       Trigger - Add to Detonate1 <gen> the event (Unit - A unit comes within 90.00 of Missile1[Missile1Ref])
                       Set Missile1Ref = (Missile1Ref + 1)
                       Trigger - Run Reset Ref <gen> (checking conditions)
                       Set TempPoint2 = (TempPoint1 offset by (-25.00, 15.00))
                       Unit - Create 1 Missile 1 for Player 1 (Red) at TempPoint2 facing 100.00 degrees
                       Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
                       Set Missile1[Missile1Ref] = (Last created unit)
                       Trigger - Add to Detonate1 <gen> the event (Unit - A unit comes within 90.00 of Missile1[Missile1Ref])
                       Set Missile1Ref = (Missile1Ref + 1)
                       Trigger - Run Reset Ref <gen> (checking conditions)
                       Set Charge = 0
                   Else - Actions
               If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                   If - Conditions
                       Charge Equal to 2
                   Then - Actions
                       Set TempPoint2 = (TempPoint1 offset by (0.00, 15.00))
                       Special Effect - Destroy ChargeSFX
                       Unit - Create 1 Missile 1 for Player 1 (Red) at TempPoint2 facing 90.00 degrees
                       Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
                       Set Missile1[Missile1Ref] = (Last created unit)
                       Trigger - Add to Detonate1 <gen> the event (Unit - A unit comes within 90.00 of Missile1[Missile1Ref])
                       Set Missile1Ref = (Missile1Ref + 1)
                       Trigger - Run Reset Ref <gen> (checking conditions)
                       Set TempPoint2 = (TempPoint1 offset by (15.00, 15.00))
                       Unit - Create 1 Missile 1 for Player 1 (Red) at TempPoint2 facing 70.00 degrees
                       Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
                       Set Missile1[Missile1Ref] = (Last created unit)
                       Trigger - Add to Detonate1 <gen> the event (Unit - A unit comes within 90.00 of Missile1[Missile1Ref])
                       Set Missile1Ref = (Missile1Ref + 1)
                       Trigger - Run Reset Ref <gen> (checking conditions)
                       Set TempPoint2 = (TempPoint1 offset by (-15.00, 15.00))
                       Unit - Create 1 Missile 1 for Player 1 (Red) at TempPoint2 facing 110.00 degrees
                       Unit - Add a 8.00 second Generic expiration timer to (Last created unit)
                       Set Missile1[Missile1Ref] = (Last created unit)
                       Trigger - Add to Detonate1 <gen> the event (Unit - A unit comes within 90.00 of Missile1[Missile1Ref])
                       Set Missile1Ref = (Missile1Ref + 1)
                       Trigger - Run Reset Ref <gen> (checking conditions)
                       Set Charge = 0
                   Else - Actions
               Custom script:   call RemoveLocation (udg_TempPoint1)
               Custom script:   call RemoveLocation (udg_TempPoint2)
               Multiboard - Set the text for (Last created multiboard) item in column 1, row 2 to (String(Charge))
               Set AllowFire = False
               Wait 2.00 seconds
               Set AllowFire = True
           Else - Actions


Blood Heal

   Events
       Unit - A unit Starts the effect of an ability
   Conditions
       (Ability being cast) Equal to Blood Heal 
   Actions
       If (All Conditions are True) then do (Then Actions) else do (Else Actions)
           If - Conditions
               (Level of Blood Heal  for (Triggering unit)) Equal to 1
           Then - Actions
               Set TempPoint = (Position of (Target unit of ability being cast))
               Set BHeal = (((Max life of (Triggering unit)) - (Life of (Triggering unit))) x (0.50 + ((Real((Intelligence of (Triggering unit) (Include bonuses)))) x 0.10)))
               Set TextInt = (Integer(BHeal))
               Unit - Set life of (Target unit of ability being cast) to (BHeal + (Life of (Target unit of ability being cast)))
               Floating Text - Create floating text that reads ((String(TextInt)) + !) at TempPoint with Z offset 0.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 25.00% transparency
               Floating Text - Set the velocity of (Last created floating text) to 35.00 towards 90.00 degrees
               Floating Text - Change (Last created floating text): Disable permanence
               Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
           Else - Actions
       If (All Conditions are True) then do (Then Actions) else do (Else Actions)
           If - Conditions
               (Level of Blood Heal  for (Triggering unit)) Equal to 2
           Then - Actions
               Set TempPoint = (Position of (Target unit of ability being cast))
               Set BHeal = (((Max life of (Triggering unit)) - (Life of (Triggering unit))) x (0.75 + ((Real((Intelligence of (Triggering unit) (Include bonuses)))) x 0.20)))
               Set TextInt = (Integer(BHeal))
               Unit - Set life of (Target unit of ability being cast) to (BHeal + (Life of (Target unit of ability being cast)))
               Floating Text - Create floating text that reads ((String(TextInt)) + !) at TempPoint with Z offset 0.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 25.00% transparency
               Floating Text - Set the velocity of (Last created floating text) to 35.00 towards 90.00 degrees
               Floating Text - Change (Last created floating text): Disable permanence
               Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
           Else - Actions
       If (All Conditions are True) then do (Then Actions) else do (Else Actions)
           If - Conditions
               (Level of Blood Heal  for (Triggering unit)) Equal to 3
           Then - Actions
               Set TempPoint = (Position of (Target unit of ability being cast))
               Set BHeal = (((Max life of (Triggering unit)) - (Life of (Triggering unit))) x (1.00 + ((Real((Intelligence of (Triggering unit) (Include bonuses)))) x 0.30)))
               Set TextInt = (Integer(BHeal))
               Unit - Set life of (Target unit of ability being cast) to (BHeal + (Life of (Target unit of ability being cast)))
               Floating Text - Create floating text that reads ((String(TextInt)) + !) at TempPoint with Z offset 0.00, using font size 8.00, color (100.00%, 80.00%, 0.00%), and 25.00% transparency
               Floating Text - Set the velocity of (Last created floating text) to 35.00 towards 90.00 degrees
               Floating Text - Change (Last created floating text): Disable permanence
               Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
           Else - Actions
       Wait 1.00 seconds
       Set TempPoint = (Position of (Triggering unit))
       Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) / 2.00)
       Floating Text - Create floating text that reads ((- + (String((Integer(((Life of (Triggering unit)) / 2.00)))))) + !) at TempPoint with Z offset 0.00, using font size 8.00, color (100.00%, 0.00%, 0.00%), and 25.00% transparency
       Floating Text - Set the velocity of (Last created floating text) to 35.00 towards 90.00 degrees
       Floating Text - Change (Last created floating text): Disable permanence
       Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
       Custom script:   call RemoveLocation (udg_TempPoint)

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