D
Dino.pl
Guest
Omg, why don't you test it yourself before posting?
Andrewgosu said:Got it working. Thanks!
SetAuraLevel
Events
Map initialization
Conditions
Actions
Set AuraLevelVariable = (Level of Brilliance Aura for (Triggering unit))
Negative Aura
Events
Time - Every 1.00 seconds of game time
Conditions
[B](Ability being cast) Equal to Brilliance Aura[/B]
AuraLevelVariable Equal to 1
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
[B](Race of (Target unit of ability being cast)) Equal to Human[/B]
Then - Actions
Else - Actions
Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Actions
For each (Integer B) from 1 to 10, do (Actions)
Loop - Actions
For each (Integer A) from 1 to 18, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Tidal_Level Equal to 1
Then - Actions
Unit - Create 1 Tidal Caster for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Set level of Wave for (Last created unit) to Tidal_Level
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Position of (Triggering unit)) offset by 100.00 towards Point_Of_Wave degrees)
Set Point_Of_Wave = (Point_Of_Wave + 25.00)
Else - Actions
Do nothing