Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to SkellyRaise
Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Set corpse = (Random unit from (Units within 700.00 of (Position of (Casting unit)) matching (((Matching unit) is dead) Equal to True)))
Unit - Create 1 Skelly for (Owner of (Casting unit)) at (Position of corpse) facing Default building facing degrees
Set corpse = No unit
Wait 0.50 seconds
Raise Dead
Events
Unit - A unit Starts the effect of an ability
Conditions
(String((Current order of (Triggering unit)))) Equal to <Order String of the channeled ability>
Actions
Set PointVar = (Position of (Triggering unit))
Set UnitGroupVar = (Units within 500.00 of PointVar matching (((Matching unit) is dead) Equal to True))
Custom script: call RemoveLocation(udg_PointVar)
Set UnitVar = (Random unit from UnitGroupVar)
Custom script: call DestroyGroup(udg_UnitGroupVar)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
UnitVar Equal to No unit
Then - Actions
Unit - Pause (Triggering unit)
Unit - Order (Triggering unit) to Stop
Unit - Unpause (Triggering unit)
Else - Actions
Set PointVar = (Position of UnitVar)
Unit - Create 1 UnitTypeArray[(Level of <Channeled Abilit> for (Triggering unit))] for (Owner of (Triggering unit)) at PointVar facing (Random angle) degrees
Special Effect - Create a special effect at PointVar using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation(udg_PointVar)
Unit - Remove UnitVar from the game
Wait 0.50 game-time seconds
Trigger - Run (This trigger) (checking conditions)
Melee Initialization
Events
Map initialization
Conditions
Actions
Set UnitTypeArray[1] = Footman
Set UnitTypeArray[2] = Knight