RoarMan
Member
- Reaction score
- 12
Working on an ability called Bull Rush. Basically, unit A casts the spell at target Point. Unit is order to move to the target, but I also need to check when unit is at the target Point so I can make it cast a spell and also remove dummy units that give unit A bonus movement speed. I have this so far.
Code:
Bull Rush
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Bull Rush
Actions
Unit - Order (Triggering unit) to Move To (Target point of ability being cast)
Unit - Create 1 Footman for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Set Bull_Rush_End[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Bull Rush for (Triggering unit)) Equal to 1
Then - Actions
Unit - Add Bull Rush Passive 1 to Bull_Rush_End[(Player number of (Owner of (Triggering unit)))]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Bull Rush for (Triggering unit)) Equal to 2
Then - Actions
Unit - Add Bull Rush Passive 2 to Bull_Rush_End[(Player number of (Owner of (Triggering unit)))]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Bull Rush for (Triggering unit)) Equal to 3
Then - Actions
Unit - Add Bull Rush Passive 3 to Bull_Rush_End[(Player number of (Owner of (Triggering unit)))]
Else - Actions