ayumilove
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- Reaction score
- 110
thanks tom for the tutorial link and for pointing my mistake ! <3
*reads the tutorial*
[edit]
but, i still dont understand why we need to add in this code:
(caster = the beastman) right?
but i dont see the relation of it checking targeted unit is dead.
*reads the tutorial*
[edit]
but, i still dont understand why we need to add in this code:
Code:
Caster has buff Killing Frenzy Equal to True
(caster = the beastman) right?
but i dont see the relation of it checking targeted unit is dead.
Code:
Trigger: ActivateFrenzy
Event - A unit starts the effect of an ability
Condition - Ability being cast Equal to SuperFrenzy
Action -
Set Caster = Triggering Unit
[COLOR="Red"]Set CasterPoint = (Position of (Triggering Unit)) [/COLOR]
Create 1 Dummy for Owner of Triggering Unit at [COLOR="Red"]CasterPoint[/COLOR] facing 0.00 degrees.
Unit - Add Curse to Last Created Unit
Unit - Order Last Created unity to Undead Banshee Curse Target Unit of Ability Being cast
Unit - Add a 1 second Generic expiration timer to Triggering Unit
Create 1 Dummy for Ownver of Triggering Unit at [COLOR="Red"]CasterPoint [/COLOR]facing 0.00 degrees.
Unit - Add Inner Fire to Last Created Unit
Unit - Order Last Created unity to Human Priest - Inner Fire Triggering Unit
Unit - Add a 1 second Generic expiration timer to Triggering Unit
[COLOR="Red"]Custom script: call RemoveLocation (udg_CasterPoint)[/COLOR]
Set Leak_Group = (Units in (Playable map area) matching (((Matching unit) has buff FrenzyVictim) Equal to True))
Turn on CheckFrenzyVictim
Code:
Trigger: CheckFrenzyVictim
Event - A unit dies
Condition -
Action -
Unit Group - Pick every units in Leak_Group and do (Actions)
Loop Actions -
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Picked unit) Equal to (Dying unit)
Then - Actions
Unit - Remove FrenzyHero buff from Caster
Set Caster = No unit
Else - Actions
Custom script: call DestroyGroup (udg_Leak_Group)