Creates a lightning effect from the hero to a unit, then branches out to other units dealing damage.
GUI\JASS? GUI
Leakless? Yes
MUI? No
Import difficulty: VERY Low
This spell is EXTREMELY easy to change the following things:
Number of targets,
Lightning Type,
Levels of ability ( I only did one),
Lightning AoE
Unit # Struck
+Rep if you like/use my spell please
UPDATED SPELL
GUI\JASS? GUI
Leakless? Yes
MUI? No
Import difficulty: VERY Low
This spell is EXTREMELY easy to change the following things:
Number of targets,
Lightning Type,
Levels of ability ( I only did one),
Lightning AoE
Unit # Struck
Code:
Force Lightning
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Force Lightning
Actions
Set CasterPoint = (Position of (Triggering unit))
Set TargetPoint = (Position of (Target unit of ability being cast))
Set BranchAoE = 350.00
Set BranchCount = 5
For each (Integer A) from 1 to BranchCount, do (Actions)
Loop - Actions
Set BranchGroup = (Units within BranchAoE of TargetPoint matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) is alive) Equal to True)))
Set BranchUnit = (Random unit from BranchGroup)
Set BranchPoint = (Position of BranchUnit)
Lightning - Create a Chain Lightning - Primary lightning effect from source TargetPoint to target BranchPoint
Set Lightning[(Integer A)] = (Last created lightning effect)
Unit - Cause (Triggering unit) to damage BranchUnit, dealing ((Real((Level of Force Lightning for (Triggering unit)))) x 75.00) damage of attack type Spells and damage type Normal
Custom script: call DestroyGroup (udg_BranchGroup)
Custom script: call RemoveLocation (udg_BranchPoint)
Wait 0.50 seconds
For each (Integer A) from 1 to BranchCount, do (Custom script: call DestroyLightning (udg_Lightning [bj_forLoopAIndex]))
Custom script: call RemoveLocation (udg_CasterPoint)
Custom script: call RemoveLocation (udg_TargetPoint)
+Rep if you like/use my spell please
UPDATED SPELL