THE_X
New Member
- Reaction score
- 49
2 hero spellpacks
Nikola Tesla
Spells:
Chain Lightning - Hurls a bolt of damaging lightning at a target enemy that jumps to nearby enemies. Each jump deals less damage.
Level 1 - 100 damage, jumps 4 times.
Level 2 - 160 damage, jumps 6 times.
Level 3 - 230 damage, jumps 8 times.
Level 4 - 310 damage, jumps 10 times.
Surge - Releases an electrical pulse through the ground, purging all enemy units in a 450 aoe.
Level 1 - Cooldown is 21 seconds.
Level 2 - Cooldown is 17 seconds.
Level 3 - Cooldown is 13 seconds.
Level 4 - Cooldown is 9 seconds.
Electric Suit - Electrifys Tesla's suit making it able to absorb an amount of damage taken and store it within the suit untill full capacity is reached then it releases the damage upon ememy units in for form of lightning.
Level 1 - Absorbs 19% of incoming damage, maximum storage is 100 damage. Level 2 - Absorbs 28% of incoming damage, maximum storage is 200 damage. Level 3 - Absorbs 37% of incoming damage, maximum storage is 300 damage. Level 4 - Absorbs 46% of incoming damage, maximum storage is 400 damage.
Ultimate
Tesla Coil - Creates a Tesla Coil thats output is so greatly high that anyone that any enemy comes near it will be shocked for massive amounts of damage and every 3 seconds it releases a lightning bolt that deals massive amounts of damage to units in a 750 aoe. The coil can also reveal invisble units.
Level 1 - Deals 120 damage to enemy units within a 350 aoe of the coil, deals 150 damage every 3 seconds to units in a 750 aoe, lasts 20 seconds.
Level 2 - Deals 180 damage to enemy units within a 350 aoe of the coil, deals 200 damage every 3 seconds to units in a 750 aoe, lasts 25 seconds.
Level 3 - Deals 360 damage to enemy units within a 220 aoe of the coil, deals 250 damage every 3 seconds to units in a 750 aoe, lasts 30 seconds.
Elemental Rusher
Spells:
Fire Rush - Rushes tward the angle your facing for a certian amount of time, becoming making stuns unable to stop it but still being able to take damage while dealing damage to enemy units in the way.
Level 1 - Rush lasts 1.5 seconds dealing 70 damage to enemys in the way. Level 2 - Rush lasts 2 seconds dealing 140 damage to enemys in the way. Level 3 - Rush lasts 2.5 seconds dealing 210 damage to enemys in the way. Level 4 - Rush lasts 3 seconds dealing 280 damage to enemys in the way
Ice Rush - Rushes tward the angle your facing for a certian amount of time, becoming making stuns unable to stop it but still being able to take damage while pushing enemy units out of the way, you slow them.
Level 1 - Rush lasts 1.5 seconds.
Level 2 - Rush lasts 2 seconds.
Level 3 - Rush lasts 2.5 seconds.
Level 4 - Rush lasts 3 seconds.
Natures Empowerment - With the element of nature all around you, your attack speed increases in her surrounding, with each strike you adapt more and more to the situation, but if you do not attack for 15 seconds you loose your consintration and your bounus attack speed depleats. Level 1 - Increases each attack by 2% speed with each strike.
Level 2 - Increases each attack by 4% speed with each strike.
Level 3 - Increases each attack by 6% speed with each strike.
Level 4 - Increases each attack by 8% speed with each strike.
Stacks up to 10 times.
Ultimate
Earthly Rush - Rushes tward a targeted unit making stuns effects unable to stop it but still being able to take damage, stunning the unit on impact pushing it back dealing extra damage.
Level 1 - Stun lasts 3 seconds dealing 200 damage.
Level 2 - Stun lasts 4 seconds dealing 350 damage.
Level 3 - Stun lasts 5 seconds dealing 500 damage.
All spells are MPI not MUI
Leakless - yes
Codes:
Elemental Rushers Spells
All the same for 3 and 4 levels with natures empowerments il just post 2
Iv added a few codes into the map that alow you to use your keyboard for fire rush to control the direction he rushes, if you set the buff for his ablity to 0 it makes it much fun.
Nikola Tesla
Chain lightning is yes just object editor i thought it fit well with the hero
If you cant level higher than 6 theres a level button at the alter in the map. i was lazy and didint want to mess with xp gain values :/ i might do it later
Nikola Tesla
Spells:
Chain Lightning - Hurls a bolt of damaging lightning at a target enemy that jumps to nearby enemies. Each jump deals less damage.
Level 1 - 100 damage, jumps 4 times.
Level 2 - 160 damage, jumps 6 times.
Level 3 - 230 damage, jumps 8 times.
Level 4 - 310 damage, jumps 10 times.
Surge - Releases an electrical pulse through the ground, purging all enemy units in a 450 aoe.
Level 1 - Cooldown is 21 seconds.
Level 2 - Cooldown is 17 seconds.
Level 3 - Cooldown is 13 seconds.
Level 4 - Cooldown is 9 seconds.
Electric Suit - Electrifys Tesla's suit making it able to absorb an amount of damage taken and store it within the suit untill full capacity is reached then it releases the damage upon ememy units in for form of lightning.
Level 1 - Absorbs 19% of incoming damage, maximum storage is 100 damage. Level 2 - Absorbs 28% of incoming damage, maximum storage is 200 damage. Level 3 - Absorbs 37% of incoming damage, maximum storage is 300 damage. Level 4 - Absorbs 46% of incoming damage, maximum storage is 400 damage.
Ultimate
Tesla Coil - Creates a Tesla Coil thats output is so greatly high that anyone that any enemy comes near it will be shocked for massive amounts of damage and every 3 seconds it releases a lightning bolt that deals massive amounts of damage to units in a 750 aoe. The coil can also reveal invisble units.
Level 1 - Deals 120 damage to enemy units within a 350 aoe of the coil, deals 150 damage every 3 seconds to units in a 750 aoe, lasts 20 seconds.
Level 2 - Deals 180 damage to enemy units within a 350 aoe of the coil, deals 200 damage every 3 seconds to units in a 750 aoe, lasts 25 seconds.
Level 3 - Deals 360 damage to enemy units within a 220 aoe of the coil, deals 250 damage every 3 seconds to units in a 750 aoe, lasts 30 seconds.
Elemental Rusher
Spells:
Fire Rush - Rushes tward the angle your facing for a certian amount of time, becoming making stuns unable to stop it but still being able to take damage while dealing damage to enemy units in the way.
Level 1 - Rush lasts 1.5 seconds dealing 70 damage to enemys in the way. Level 2 - Rush lasts 2 seconds dealing 140 damage to enemys in the way. Level 3 - Rush lasts 2.5 seconds dealing 210 damage to enemys in the way. Level 4 - Rush lasts 3 seconds dealing 280 damage to enemys in the way
Ice Rush - Rushes tward the angle your facing for a certian amount of time, becoming making stuns unable to stop it but still being able to take damage while pushing enemy units out of the way, you slow them.
Level 1 - Rush lasts 1.5 seconds.
Level 2 - Rush lasts 2 seconds.
Level 3 - Rush lasts 2.5 seconds.
Level 4 - Rush lasts 3 seconds.
Natures Empowerment - With the element of nature all around you, your attack speed increases in her surrounding, with each strike you adapt more and more to the situation, but if you do not attack for 15 seconds you loose your consintration and your bounus attack speed depleats. Level 1 - Increases each attack by 2% speed with each strike.
Level 2 - Increases each attack by 4% speed with each strike.
Level 3 - Increases each attack by 6% speed with each strike.
Level 4 - Increases each attack by 8% speed with each strike.
Stacks up to 10 times.
Ultimate
Earthly Rush - Rushes tward a targeted unit making stuns effects unable to stop it but still being able to take damage, stunning the unit on impact pushing it back dealing extra damage.
Level 1 - Stun lasts 3 seconds dealing 200 damage.
Level 2 - Stun lasts 4 seconds dealing 350 damage.
Level 3 - Stun lasts 5 seconds dealing 500 damage.
All spells are MPI not MUI
Leakless - yes
Codes:
Elemental Rushers Spells
Code:
Fire Rush Start
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fire Rush
Actions
Set Point = (Position of (Triggering unit))
Unit - Move (Triggering unit) instantly to Point, facing (Target point of ability being cast)
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point facing Default building facing degrees
Unit - Add Fire Rush Buff to (Last created unit)
Unit - Set level of Fire Rush Buff for (Last created unit) to (Level of Fire Rush for (Triggering unit))
Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Triggering unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Set Fire_Rush_R[(Player number of (Owner of (Triggering unit)))] = (Facing of (Triggering unit))
Custom script: call RemoveLocation (udg_Point)
Code:
Fire Rush Move
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Fire_Rush = (Units of type Elemental Rusher)
Unit Group - Pick every unit in Fire_Rush and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Fire Rush ) Equal to True
Then - Actions
Unit - Turn collision for (Picked unit) Off
Set Fire_Rush_P = ((Position of (Picked unit)) offset by 20.00 towards Fire_Rush_R[(Player number of (Owner of (Picked unit)))] degrees)
Unit - Move (Picked unit) instantly to Fire_Rush_P, facing Fire_Rush_R[(Player number of (Owner of (Picked unit)))] degrees
Custom script: call RemoveLocation (udg_Fire_Rush_P)
Set Fire_Rush_Group_Damage = (Units within 300.00 of (Position of (Picked unit)) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True)))
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Destroy (Last created special effect)
Set Fire_Rush_Unit = (Picked unit)
Animation - Play (Picked unit)'s walk animation
Destructible - Pick every destructible within 250.00 of (Position of (Picked unit)) and do (Destructible - Kill (Picked destructible))
Unit Group - Pick every unit in Fire_Rush_Group_Damage and do (Actions)
Loop - Actions
Unit - Cause Fire_Rush_Unit to damage (Picked unit), dealing (4.00 x (Real((Level of Fire Rush for Fire_Rush_Unit)))) damage of attack type Spells and damage type Fire
Custom script: call DestroyGroup (udg_Fire_Rush_Group_Damage)
Custom script: call DestroyGroup (udg_Fire_Rush)
Else - Actions
Unit - Turn collision for (Picked unit) On
Custom script: call DestroyGroup (udg_Fire_Rush)
Code:
Ice Rush Start
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ice Rush
Actions
Set Point = (Position of (Triggering unit))
Unit - Move (Triggering unit) instantly to Point, facing (Target point of ability being cast)
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point facing Default building facing degrees
Unit - Add Ice Rush Buff to (Last created unit)
Unit - Set level of Ice Rush Buff for (Last created unit) to (Level of Fire Rush for (Triggering unit))
Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Triggering unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Set Ice_Rush_R[(Player number of (Owner of (Triggering unit)))] = (Facing of (Triggering unit))
Custom script: call RemoveLocation (udg_Point)
Code:
Ice Rush Move
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Ice_Rush = (Units of type Elemental Rusher)
Unit Group - Pick every unit in Ice_Rush and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Ice Rush ) Equal to True
Then - Actions
Unit - Turn collision for (Picked unit) Off
Set Ice_Rush_P[1] = ((Position of (Picked unit)) offset by 20.00 towards Ice_Rush_R[(Player number of (Owner of (Picked unit)))] degrees)
Unit - Move (Picked unit) instantly to Ice_Rush_P[1], facing Ice_Rush_R[(Player number of (Owner of (Picked unit)))] degrees
Custom script: call RemoveLocation (udg_Ice_Rush_P[1])
Set Ice_Rush_Group = (Units within 350.00 of (Position of (Picked unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True))))
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Set Ice_Rush_Unit = (Picked unit)
Animation - Play (Picked unit)'s walk animation
Destructible - Pick every destructible within 250.00 of (Position of (Picked unit)) and do (Destructible - Kill (Picked destructible))
Unit Group - Pick every unit in Ice_Rush_Group and do (Actions)
Loop - Actions
Set Ice_Rush_P[2] = ((Position of (Picked unit)) offset by 10.00 towards (Angle from (Position of Ice_Rush_Unit) to (Position of (Picked unit))) degrees)
Unit - Move (Picked unit) instantly to Ice_Rush_P[2]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is in Ice_Rush_T_G) Equal to False
Then - Actions
Unit Group - Add (Picked unit) to Ice_Rush_T_G
Unit - Create 1 Dummy for (Owner of Ice_Rush_Unit) at (Position of (Picked unit)) facing Default building facing degrees
Unit - Add Ice Rush Slow to (Last created unit)
Unit - Set level of Ice Rush Slow for (Last created unit) to (Level of Ice Rush for Ice_Rush_Unit)
Unit - Order (Last created unit) to Undead Lich - Frost Nova (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Else - Actions
Custom script: call RemoveLocation (udg_Ice_Rush_P[2])
Custom script: call DestroyGroup (udg_Ice_Rush_Group)
Custom script: call DestroyGroup (udg_Ice_Rush)
Else - Actions
Unit - Turn collision for (Picked unit) On
Unit Group - Remove all units from Ice_Rush_T_G
Custom script: call DestroyGroup (udg_Ice_Rush)
Code:
Learn Natures Empowerment
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Natures Empowerment
Actions
Set Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] = (Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] Equal to 1
Then - Actions
Unit - Add Natures Empowerment [1] to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] Equal to 2
Then - Actions
Unit - Remove Natures Empowerment [1] from (Triggering unit)
Unit - Add Natures Empowerment [2] to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] Equal to 3
Then - Actions
Unit - Remove Natures Empowerment [2] from (Triggering unit)
Unit - Add Natures Empowerment [3] to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Natures_Empowerment_lvl[(Player number of (Owner of (Triggering unit)))] Equal to 4
Then - Actions
Unit - Remove Natures Empowerment [3] from (Triggering unit)
Unit - Add Natures Empowerment [4] to (Triggering unit)
Else - Actions
Code:
Natures lvl 1 increase
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Elemental Rusher
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Natures_Empowerment_lvl[(Player number of (Owner of (Attacking unit)))] Equal to 1
Then - Actions
Unit - Set level of Natures Empowerment [1] for (Attacking unit) to ((Level of Natures Empowerment [1] for (Attacking unit)) + 1)
Wait 10.00 seconds
Unit - Set level of Natures Empowerment [1] for (Attacking unit) to ((Level of Natures Empowerment [1] for (Attacking unit)) - 1)
Else - Actions
Code:
Natures lvl 2 increase
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Elemental Rusher
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Natures_Empowerment_lvl[(Player number of (Owner of (Attacking unit)))] Equal to 2
Then - Actions
Unit - Set level of Natures Empowerment [2] for (Attacking unit) to ((Level of Natures Empowerment [2] for (Attacking unit)) + 1)
Wait 10.00 seconds
Unit - Set level of Natures Empowerment [2] for (Attacking unit) to ((Level of Natures Empowerment [2] for (Attacking unit)) - 1)
Else - Actions
All the same for 3 and 4 levels with natures empowerments il just post 2
Code:
Rush of Earth cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Earthly Rush
Actions
Set Point = (Position of (Triggering unit))
Set Earth_Rush_Unit[(Player number of (Owner of (Triggering unit)))] = (Target unit of ability being cast)
Set Earth_Rush_Caster[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point facing Default building facing degrees
Unit - Add Earth Rush to (Last created unit)
Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Triggering unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Point facing Default building facing degrees
Unit - Add Perma Silence to (Last created unit)
Unit - Order (Last created unit) to Neutral Fire Lord - Soul Burn (Triggering unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_Point)
Selection - Remove (Triggering unit) from selection for (Owner of (Triggering unit))
Code:
Rush of Earth Effect
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Earth_Rush = (Units of type Elemental Rusher)
Unit Group - Pick every unit in Earth_Rush and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Earth Rush ) Equal to True
Then - Actions
Unit - Turn collision for (Picked unit) Off
Set Earth_Rush_P = ((Position of (Picked unit)) offset by 20.00 towards (Angle from (Position of (Picked unit)) to (Position of Earth_Rush_Unit[(Player number of (Owner of (Picked unit)))])) degrees)
Unit - Move (Picked unit) instantly to Earth_Rush_P, facing (Angle from (Position of (Picked unit)) to (Position of Earth_Rush_Unit[(Player number of (Owner of (Picked unit)))])) degrees
Custom script: call RemoveLocation (udg_Earth_Rush_P)
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
Special Effect - Destroy (Last created special effect)
Animation - Play (Picked unit)'s walk animation
Destructible - Pick every destructible within 250.00 of (Position of (Picked unit)) and do (Destructible - Kill (Picked destructible))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Earth_Rush_Unit[(Player number of (Owner of (Picked unit)))] is dead) Equal to True
(Distance between (Position of (Picked unit)) and (Position of Earth_Rush_Unit[(Player number of (Owner of (Picked unit)))])) Less than or equal to 79.00
Then - Actions
Unit - Remove Earth Rush buff from (Picked unit)
Unit - Remove Earth Rush buff from (Picked unit)
Unit - Order (Picked unit) to Attack Earth_Rush_Unit[(Player number of (Picked player))]
Unit - Create 1 Attacking Dummyu for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Unit - Add Bash [Earth Rush] to (Last created unit)
Unit - Set level of Bash [Earth Rush] for (Last created unit) to (Level of Earthly Rush for (Picked unit))
Unit - Order (Last created unit) to Attack Earth_Rush_Unit[(Player number of (Owner of (Picked unit)))]
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call DestroyGroup (udg_Earth_Rush)
Else - Actions
Else - Actions
Unit - Turn collision for (Picked unit) On
Custom script: call DestroyGroup (udg_Earth_Rush)
Iv added a few codes into the map that alow you to use your keyboard for fire rush to control the direction he rushes, if you set the buff for his ablity to 0 it makes it much fun.
Nikola Tesla
Chain lightning is yes just object editor i thought it fit well with the hero
Code:
Surge
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Surge
Actions
Set Group = (Units within 450.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Picked unit)) facing Default building facing degrees
Unit - Add Surge Dummy to (Last created unit)
Unit - Order (Last created unit) to Orc Shaman - Purge (Picked unit)
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Custom script: call DestroyGroup (udg_Group)
Code:
Electric Suit Learn
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Electric Suit
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Electric_Suit_Y_N[(Player number of (Owner of (Triggering unit)))] Equal to False
Then - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: |c000042FFType -ss ...
Trigger - Add to Electric Suit <gen> the event (Unit - (Triggering unit) Takes damage)
Trigger - Add to Suit Check <gen> the event (Player - (Owner of (Triggering unit)) types a chat message containing -ss as An exact match)
Set Electric_Suit_Y_N[(Player number of (Owner of (Triggering unit)))] = True
Else - Actions
Code:
Electric Suit
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Electric Suit for (Triggering unit)) Equal to 1
Then - Actions
Set Electric_Suit[(Player number of (Owner of (Triggering unit)))] = (Electric_Suit[(Player number of (Owner of (Triggering unit)))] + (0.19 x (Damage taken)))
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (0.19 x (Damage taken)))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Electric Suit for (Triggering unit)) Equal to 2
Then - Actions
Set Electric_Suit[(Player number of (Owner of (Triggering unit)))] = (Electric_Suit[(Player number of (Owner of (Triggering unit)))] + (0.28 x (Damage taken)))
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (0.28 x (Damage taken)))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Electric Suit for (Triggering unit)) Equal to 3
Then - Actions
Set Electric_Suit[(Player number of (Owner of (Triggering unit)))] = (Electric_Suit[(Player number of (Owner of (Triggering unit)))] + (0.37 x (Damage taken)))
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (0.37 x (Damage taken)))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Electric Suit for (Triggering unit)) Equal to 4
Then - Actions
Set Electric_Suit[(Player number of (Owner of (Triggering unit)))] = (Electric_Suit[(Player number of (Owner of (Triggering unit)))] + (0.46 x (Damage taken)))
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (0.46 x (Damage taken)))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Electric_Suit[(Player number of (Owner of (Triggering unit)))] Greater than or equal to (100.00 x (Real((Level of Electric Suit for (Triggering unit)))))
Then - Actions
Set Point = (Position of (Triggering unit))
Set Group = (Units within 400.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Picked unit)) facing Default building facing degrees
Unit - Move (Last created unit) instantly to Point
Unit - Add Electric Suit effect to (Last created unit)
Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Picked unit)
Unit - Add a 0.80 second Generic expiration timer to (Last created unit)
Unit - Cause (Triggering unit) to damage (Picked unit), dealing Electric_Suit[(Player number of (Owner of (Triggering unit)))] damage of attack type Spells and damage type Lightning
Custom script: call DestroyGroup (udg_Group)
Custom script: call RemoveLocation (udg_Point)
Set Electric_Suit[(Player number of (Owner of (Triggering unit)))] = 0.00
Else - Actions
Code:
Suit Check
Events
Conditions
Actions
Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: (Electric Suit has stored + ( + ((String(Electric_Suit[(Player number of (Triggering player))])) + damage)))
Code:
Tesla Coil Activate
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Set Tesla_Coil = (Units of type Telsa Coil)
Unit Group - Pick every unit in Tesla_Coil and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Special - Channel
Custom script: call DestroyGroup (udg_Tesla_Coil)
Code:
Tesla Coil Make
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Telsa Coil
Actions
Unit - Set the custom value of (Summoned unit) to (Level of Tesla Coil for (Summoning unit))
Code:
Tesla Coil Damage
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Lightning Tesla Coil
Actions
Set Point = (Position of (Triggering unit))
Set Group = (Units within 750.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Picked unit)) facing Default building facing degrees
Unit - Move (Last created unit) instantly to Point
Animation - Change (Last created unit) flying height to 450.00 at 99999.00
Unit - Add Tesla Coil Lightning Dummy to (Last created unit)
Unit - Set level of Tesla Coil Lightning Dummy for (Last created unit) to (Custom value of (Triggering unit))
Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Picked unit)
Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
Custom script: call DestroyGroup (udg_Group)
Custom script: call RemoveLocation (udg_Point)
If you cant level higher than 6 theres a level button at the alter in the map. i was lazy and didint want to mess with xp gain values :/ i might do it later