Thread: 6.66 triggers
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Old 01-14-2010, 12:23 PM   #7
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Default 6.66 triggers


Slark, the Murloc Nightcrawler

[A1IM] Dark Pact

The base spell is Fan of Knives which provides the targeting function and the ability icon.

Variables
  • Source //Murloc Nightcrawler
  • Level //The level of the Dark Pact ability
  • SourceX //The X-coordinate of Slark
  • SourceY //The Y-coordinate of Slark
  • DarkPactFX //The [h0B2] dummy unit usedwhich provides the visuals
  • Modifier //The value used to calculate the self-damage
  • EnumUnit //The unit which is currently being processed
  • Group1 //The group to be damaged
Abilities
  • [A1IM] //Dark Pact (cast by Murloc Nightcrawler)
Functions
  • Function 2
    Store the triggering unit as Source
    Store the level of the [A1IM] ability as Level
    Set Modifier to Level*75/2
    Create a timer which runs out after 2 seconds
    Call Function 3 when the timer runs out
    If [Source died] then
    Call Function 3
    If [GetUnitState(Source,UNIT_STATE_LIFE) ≤ Modifier*0.75] then
    Set Modifier to GetUnitState(Source,UNIT_STATE_LIFE)/0.75-10
    Make Source damage Source for Modifier magic damage //ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE
  • Function 3
    Get the X-coordinate of Source and store it as SourceX
    Get the Y-coordinate of Source and store it as SourceY
    If [this function was called because Source died] then
    Destroy this trigger
    Else
    If [TriggerCalls=1] then
    Create a [h0B2] dummy unit for the owner of Source at (SourceX, SourceY) and store this unit as DarkPactFX
    Apply a timed life of 1 second to DarkPactFX
    Create a timer which runs at a 0.1 second interval
    Else
    If [TriggerCalls=6] then
    Destroy this trigger
    Group all units which satisfy Condition 2
    Is a living enemy non-dummy non-structure non-ancient (except Spirit Bear) unit ...
    within 350 AoE around (SourceX, SourceY) and store them as Group1
    For Group1
    Call Function 4 for each interval
    For Source
    Call Function 5 for each interval
  • Function 4
    Make Source damage EnumUnit for Level*75/5 magic damage //ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE
  • Function 5
    Remove the following buffs from Source:
  • [B06Z]-Quillbeast Poison
  • [BPSE]-Hellfire Blast, War Stomp, Light Strike Array, Magic Missile, Headshot, Chaos Bolt, Reverse Polarity, Split Earth, Shuriken Toss, MKB's Bash, Hoof Stomp, Basher's Bash, Sunder Stun, Troll's Bash, Assassinate Stun, Fireblast, Ravage, Reaper's Scythe's Stun, Dragon Tail, Aftershock, Craggy Exterior, Avalanche, Mana Void's Stun, Charge of Darkness' Stun, Slardar's Bash, Malefice's Stun...
  • [B06Q]-Primal Roar's Slow
  • [BSTN]-Expulsion's Ministun, Dream Coil's Stuns (both), Fissure, Cold Snap's Ministun
  • [BHtc]-Thunder Clap's Slow
  • [B0BM]-Echo Stomp
  • [B0BR]-Earth Splitter slow
  • [B0C1]-Spirit Bear's Entangle
  • [BEer]-Overgrowth's Entangle
  • [B02U]-Viscous Nasal Goo
  • [B07E]-Poison Touch's Stun, Poison Touch's Slow
  • [B0CF]-Cold Feet Stun
  • [B06M]
  • [B07N]-Meat Hook's Ministun
  • [B08S]
  • [B00Q]
  • [B072]-Unstable Concoction's Stun
  • [BUan]
  • [B095]-Battery Assault
  • [B083]-Life Break's Slow
  • [B02V]-Epicenter's Slow
  • [B01Y]-Charge of Darkness' Faerie Fire
  • [BNab]-Gush
  • [B08R]-Open Wounds' Slow
  • [B066]-Frostmourne's Slow
  • [B03I]-Dismember
  • [B063]-Slithereen Crush's Slow
  • [Bena]-Ensnare
  • [Beng]-Ensnare
  • [B03C]-Spirit Lance's Slow
  • [B00L]-Track
  • [BHca]-Frost Arrows / Frost Attack
  • [Bcsd]-Frost Arrows 2nd position / Frost Attack 2nd position
  • [B079]-Geostrike
  • [B0BQ]-Stone Gaze's Purge
  • [B0B9]
  • [Bprg]-Many other Purges
  • [B08M]-Psionic Trap's Slow
  • [B02G]-Earthshock
  • [B01X]-Bloodrage
  • [B01D]-Drunken Haze level 1, Incapacitating Bite
  • [B092]-Stifling Dagger's Slow
  • [B0AQ]-Venomous Gale
  • [BEsh]-Many other Shadow Strikes
  • [B001]-Viper Strike
  • [B017]-Frostbite
  • [B0AE]-Electric Vortex
  • [B0AD]-Electric Vortex 2nd position
  • [B08O]-Waning Rift Silence
  • [Bfro]-Eye of Skadi (both Melee and Ranged), Frost Breath, Crystal Nova, Frost Armor, Frost Attack (Lucy), Frost Nova, Chain Frost, Dual Breath's slow
  • [B027]
  • [B028]-Poison Nova's Phoenix Fire
  • [B05H]-Penitence Slow
  • [B0BS]-Sticky Napalm
  • [Bcri]-Grave Chill
  • [B0BF]-Flaming Lasso
  • [B0BE]-Flaming Lasso 2nd position
  • [B090]-Shackles
  • [B008]-Shackles 2nd position
  • [B06W]
  • [B04B]-Fiend's Grip
  • [B02F]-Nightmare
  • [BUsp]
  • [Bust]
  • [B0CC]-Cold Feet
  • [BCri]
  • [B03J]-Ignite
  • [BEsh]-Shadow Strike
  • [B001]-Viper Strike
  • [B0AQ]-Venomous Gale
  • [Bena]-Ensnare
  • [Beng]-Ensnare
  • [B078]-Earthbind
  • [Bdet]-Dust of Appearance
  • [A1LD]-Ice Blast's FX
  • [B0CD]-Ice Blast
  • [A1JA]-Ice Blast's Slow Aura
  • [Bslo]-Enchant Slow
  • [B00T]-Amplify Damage
  • [BNdh]-Drunken Haze level 2/3/4
  • [B07V]-Traxex's Silence
  • [B07U]-Global Silence
  • [B0C8]
  • [B01X]-Bloodrage
  • [BNsi]-Krobelus' Silence, Last Word's Soul Burn
  • [BNso]
  • [B031]-Orchid's Silence
  • [B08O]-Waning Rift's Silence

Conditions
  • Condition 1
    If the spell which went into effect was [A1IM] ...
  • Condition 2
    Is a living enemy non-dummy non-structure non-ancient (except Spirit Bear) unit ...
Notes
The [h0B2] dummy unit has the following model path: war3mapImported\SuperDarkFlash

[A1J7] Pounce

The base spell is Channel which provides the targeting function and the ability icon.

Variables
  • Source //Murloc Nightcrawler
  • Level //The level of the Pounce ability
  • FinalLoc //The maximum range of Pounce
  • DistanceRemainder //The remaining distance for Slark to travel
  • FacingAngle //The angle Slark is facing when Pounce goes into effect
  • StartX //The X-coordinate of Slark at the moment Pounce goes into effect
  • StartY //The Y-coordinate of Slark at the moment Pounce goes into effect
  • FinalLocX //The X-coordinate of the farthest point Slark can jump to
  • FinalLocY //The Y-coordinate of the farthest point Slark can jump to
  • EvalCount //The number of times Function 3 has been called
  • MoveDistanceX //The X value for which Slark is moved each iteration
  • MoveDistanceY //The Y value for which Slark is moved each iteration
  • MaxHeight //A value used to modify the fly height of Slark while pouncing
  • HeightModifier //A value used to modify the fly height of Slark while pouncing
  • Group1 //The group from which the target is picked
  • Target //The leashed enemy
  • Lightning //The lightning visual
  • EndX //The X-coordinate of Slark at the moment of impact
  • EndY //The Y-coordinate of Slark at the moment of impact
  • TargetX1 //The X-coordinate of the leashed enemy
  • TargetY1 //The Y-coordinate of the leashed enemy
  • TargetX2 //The X-coordinate of the leashed enemy compared to the previous one
  • TargetY2 //The Y-coordinate of the leashed enemy compared to the previous one
  • Distance //The distance which the leashed enemy has moved between two checks
  • Angle //The angle between the leashed enemy and the point of impact
  • ReturnX //The X value to which the leashed enemy will be returned when it moves more than 325 distance
  • ReturnY //The Y value to which the leashed enemy will be returned when it moves more than 325 distance
Abilities
  • [A1J7] //Pounce
  • [Amrf] //Crow Form
  • [A1J6] //Ability containing the visuals of Pounce
Functions
  • Function 2
    Store the triggering unit as Source
    Store the level of the [A1J7] ability as Level
    Set FinalLoc to 300+100*Level
    Store the angle Source is facing as FacingAngle
    Get the X-coordinate of Source and store it as StartX
    Get the Y-coordinate of Source and store it as StartY
    Set FinalLocX to be StartX + FinalLoc in FacingAngle direction
    Set FinalLocY to be StartY + FinalLoc in FacingAngle direction
    Add the [Amrf] ability to Source
    Remove the [Amrf] ability from Source
    Set the pathing of Source to False
    Add the [A1J6] ability to Source
    Create a timer which runs at a 0.03 second interval
    Call Function 3 for each interval
  • Function 3
    Store the number of times this function has been called as EvalCount
    Set MoveDistanceX to StartX+(30*(20+Level*2)/30)*EvalCount in FacingAngle direction
    Set MoveDistanceY to StartY+(30*(20+Level*2)/30)*EvalCount in FacingAngle direction
    Calculate the distance between (MoveDistanceX, MoveDistanceY) and (FinalLocX, FinalLocY) and store it as DistanceRemainder
    Set MaxHeight to 175
    Set HeightModifier to (1-DistanceRemainder/FinalLoc)*MaxHeight*2
    If [EvalCount = 1] then
    Set the Animation of Source to 5
    Set the Time Scale of Source to 1.5
    If [HeightModifier > MaxHeight] then
    Set the Animation of Source to 5
    Set HeightModifier to MaxHeight*2-HeightModifier
    Set the Fly Height of Source to HeightModifier
    Set the X-coordinate of Source to MoveDistanceX
    Set the X-coordinate of Source to MoveDistanceY
    Make Source face FacingAngle
    Group all units which satisfy Condition 2
    Is a living enemy non-dummy non-structure non-ancient (except Spirit Bear) unit ...
    in 110 AoE around (MoveDistanceX, MoveDistanceY) and store them as Group1
    Pick the first unit from Group1 and store it as Target
    If [DistanceRemainder < 30] or [EvalCount > 75] or [Target != null] then
    Set the Fly Height of Source to 0
    Set the Time Scale of Source to 1
    Make Source play its "Stand" animation
    Set the pathing of Source to True
    Remove the [A1J6] ability from Source
    Destroy destructables in a 200x200 rectangle around Source
    If [Target != null] and [Target is not magic immune] then
    Call Function 4
  • Function 4
    Add the PONC lightning visual between the coordinates of Source and Target and store its handle as Lightning
    Get the X-coordinate of Source and store it as EndX
    Get the Y-coordinate of Source and store it as EndY
    Get the X-coordinate of Target and store it as TargetX1
    Get the Y-coordinate of Target and store it as TargetY1
    Create a timer which runs at a 0.03 second interval
    Call Function 5 for each interval
    If [Target died] then
    Call Function 5
    Make Source damage Target for 25+25*Level magic damage //ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE
    Order Source to attack Target
  • Function 5
    Get the X-coordinate of Target and store it as TargetX2
    Get the Y-coordinate of Target and store it as TargetY2
    Calculate the distance between (TargetX1, TargetY1) and (TargetX2, TargetY2) and store it as Distance
    Set TargetX1 to TargetX2
    Set TargetY1 to TargetY2
    If [Distance > 100] or [TriggerCalls > 3.5/0.03] or [Target is magic immune] then
    Destroy Lightning
    Destroy this trigger
    Else
    Move Lightning to (EndX, EndY, TargetX2, TargetY2)
    If [the distance between (EndX, EndY) and (TargetX2, TargetY2) is greater than 325] then
    Calculate the angle between (TargetX2, TargetY2) and (EndX, EndY) and store it as Angle
    Set ReturnX to EndX + 325 in Angle direction
    Set ReturnY to EndY + 325 in Angle direction
    Set the X-coordinate of Target to ReturnX
    Set the Y-coordinate of Target to ReturnY
Conditions
  • Condition 1
    If the spell which went into effect was [A1J7] ...
  • Condition 2
    Is a living enemy non-dummy non-structure non-ancient (except Spirit Bear) unit ...

[A1HR] Essence Shift

The base spell is Evasion which provides the ability icon.

Variables
  • Source //Slark
  • Level //The level of the Essence Shift ability
  • Modifier //The value used to determine the main attribute of the attacked hero
  • Target //The attacked unit
  • EssenceShiftCooldown //An integer used to determine whether Essence Shift is on cooldown
  • ModifierAgi //The value used to determine the amount of "stolen" Agility
  • ModifierStr //The value used to determine the amount of "stolen" Strength
  • ModifierInt //The value used to determine the amount of "stolen" Intelligence
  • Boolean1 //A Boolean used to control the restoration of the stats
  • Boolean2 //A Boolean used to control the restoration of the stats
Abilities
  • [A1HR] //Essence Shift (possessed by Murloc Nightcrawler)
Functions
  • Function 3
    If [(EssenceShiftCooldown = 1) = False] then
    Call Function 10
    Call Function 4
  • Function 4
    Store the triggering unit as Target //This is basically the unit you started the attack against
    Store the attacker as Source
    Create a timer which runs out after 1 seconds
    Call Function 5 when the timer runs
    If [Target was damaged] then
    Call Function 5
  • Function 5
    If [this function was called because Target was damaged] then
    If [Source = GetEventDamageSource()] then
    Create a timer which runs out after 0.01 second
    Call Function 6 when the timer runs out
    If [Source died] then
    Call Function 6
    If [Target died] then
    Call Function 6
    Else
    Destroy this trigger
  • Function 6
    If [this function was not called because a unit died] then
    Call Function 7
  • Function 7
    Store the level of the [A1HR] ability as Level
    For Target
    Call Function 8
    If [Modifier=2] then
    Set ModifierAgi=Min(GetHeroAgi(Target,NoBonuses)-1,2)
    If [(GetHeroAgi(Target,NoBonuses)-1) < 2] then
    Set ModifierAgi=GetHeroAgi(Target,NoBonuses)-1
    Else
    Set ModifierAgi=2 //This is how the 'IMinBJ' function works. All the other Stat Modifiers are assigned according to it and explaining every single one of them would be rather annoying, so refer to this one
    If [Modifier=2] then
    Set ModifierStr=Min(GetHeroStr(Target,NoBonuses)-1,1)
    Set ModifierInt=Min(GetHeroInt(Target,NoBonuses)-1,1)
    If [Modifier=3] then
    Set ModifierAgi=Min(GetHeroAgi(Target,NoBonuses)-1,1)
    Set ModifierStr=Min(GetHeroStr(Target,NoBonuses)-1,2)
    Set ModifierInt=Min(GetHeroInt(Target,NoBonuses)-1,1)
    If [Modifier=1] then
    Set ModifierAgi=Min(GetHeroAgi(Target,NoBonuses)-1,1)
    Set ModifierStr=Min(GetHeroStr(Target,NoBonuses)-1,1)
    Set ModifierInt=Min(GetHeroInt(Target,NoBonuses)-1,2)
    Set the agility of Source to GetHeroAgi(Source,NoBonuses) + ModifierAgi + ModifierInt + ModifierStr
    Set the agility of Target to GetHeroAgi(Target,NoBonuses) - ModifierAgi
    Set the strength of Target to GetHeroStr(Target,NoBonuses) - ModifierStr
    Set the intelligence of Target to GetHeroInt(Target,NoBonuses) - ModifierInt
    Set Boolean1 to False
    Set Boolean2 to False
    Create a timer which runs out after 15*Level seconds
    Call Function 9 when the timer runs out
    If [Source died] then
    Call Function 9
    If [Target died] then
    Call Function 9
  • Function 8
    If [the main attribute of Target is Agility] then
    Set Identifier to 2
    If [the main attribute of Target is Strength] then
    Set Identifier to 3
    If [the main attribute of Target is Intelligence] then
    Set Identifier to 1
    If [the unit ID of Target is [Eevm] or [N02B] or [N017] or [N013] or [N014] or [N015] or [H08D] or [H08C] or [H084] or [H08B]] then
    Set Identifier to 2
    If [the unit ID of Target is [N01H] or [N01T] or [N01J] or [H00E] or [H00G] or [H00F] or [H07I] or [E015]] then
    Set Identifier to 3
    If [the unit ID of Target is [H06X] or [H06Y] or [H06W] or [H0BC] or [O017]] then
    Set Identifier to 1
  • Function 9
    If [this function was called because a unit died] then
    If [Boolean1 = False and the unit which died is Source] then
    Set Boolean1 to True
    Set the agility of Source to GetHeroAgi(Source,NoBonuses) - ModifierAgi - ModifierInt - ModifierStr
    Else if [Boolean2 = False and the unit which died is Target] then
    Set Boolean2 to True
    Set the agility of Target to GetHeroAgi(Target,NoBonuses) + ModifierAgi
    Set the strength of Target to GetHeroStr(Target,NoBonuses) + ModifierStr
    Set the intelligence of Target to GetHeroInt(Target,NoBonuses) + ModifierInt
    Else
    If [Boolean1 = False] then
    Set Boolean1 to True
    Set the agility of Source to GetHeroAgi(Source,NoBonuses) - ModifierAgi - ModifierInt - ModifierStr
    If [Boolean2 = False] then
    Set Boolean2 to True
    Set the agility of Target to GetHeroAgi(Target,NoBonuses) + ModifierAgi
    Set the strength of Target to GetHeroStr(Target,NoBonuses) + ModifierStr
    Set the intelligence of Target to GetHeroInt(Target,NoBonuses) + ModifierInt
  • Function 10
    Set EssenceShiftCooldown to 1
    Create a timer which runs out after 0.45 - Level*0.05 seconds
    Call Function 11 when the timer runs out
  • Function 11
    Set EssenceShiftCooldown to 2

Conditions
  • Condition 1
    If the [A1HR] ability was learned for the first time and the learning unit was not an illusion ...
  • Condition 2
    If the attacker has the [A1HR] ability and the attacked unit is an enemy non-Roshan non-structure hero unit and the attacker is Source ...
Notes
The 0.01 second delay is used in order to fix the "issue" with Shallow Grave

[A1IN] Shadow Dance


The base spell is Wind Walk which provides the projectile dodging property, the ability icon and the targeting function.

Variables
  • Source //Murloc Nightcrawler
  • Level //The level of the Shadow Dance ability
  • ShadowDanceFX //The [h0B1] dummy unit used which provides the visual effects of the active part
  • Duration //The duration of the active part
  • Time //The time of the game
  • DisabledTime //The time during which the Spellbook abilities are removed after being damaged by a neutral unit
  • Counter1 //A counter used to control the addition and the removal of the Spellbook abilities
  • Counter2 //A counter used to control the addition and the removal of the Spellbook abilities
Abilities
  • [A1IN] //Shadow Dance (used by Murloc Nightcrawler)
  • [A1HW] //Permanent Invisibility ability
  • [A1HX] //Permanent Invisibility ability
  • [B0C9] //The buff ID of the Slow Aura (Tornado) abilities
  • [A1IE] //Spellbook ability used for level 1 which has the following abilities:
  1. [A1IC] //Healing Ward Aura ability providing the heal
  2. [A1I8] //Slow Aura (Tornado) ability providing the speed increase
  3. [A1I7] //Ability providng the visual effects of the passive part
  • [A1IF] //Spellbook ability used for level 2 which has the following abilities:
  1. [A1ID] //Healing Ward Aura ability providing the heal
  2. [A1I9] //Slow Aura (Tornado) ability providing the speed increase
  3. [A1I7] //Ability providng the visual effects of the passive part
  • [A1IG] //Spellbook ability used for level 3 which has the following abilities:
  1. [A1IB] //Healing Ward Aura ability providing the heal
  2. [A1IA] //Slow Aura (Tornado) ability providing the speed increase
  3. [A1I7] //Ability providng the visual effects of the passive part
Functions
  • Function 2
    Store the triggering unit as Source
    Set Counter1 to 0
    Set Counter2 to 0
    Create a timer which runs at a 0.1 second interval
    Call Function 3 for each interval
    If [Source was damaged] then
    Call Function 3
    Set the [A1IE] ability to be unavailable to Source
    Set the [A1IF] ability to be unavailable to Source
    Set the [A1IG] ability to be unavailable to Source
  • Function 3
    Store the level of the [A1IN] ability as Level
    Store the current game time as Time
    If [Source is dead] then
    Set Source to null
    If [this function was called because Source was damaged and GetEventDamageSource() is a neutral unit] then
    If [the level of the [A1IE] ability is greater than 0] then
    Remove the [A1IE] ability from Source
    Remove the [B0C9] ability from Source
    If [the level of the [A1IF] ability is greater than 0] then
    Remove the [A1IF] ability from Source
    Remove the [B0C9] ability from Source
    If [the level of the [A1IG] is greater than 0] then
    Remove the [A1IG] ability from Source
    Remove the [B0C9] ability from Source
    Set DisabledTime to Time + 2
    If [DisabledTime > Time] then
    Set Source to null //This is done so that when Slark is damaged by a neutral unit there will be no additional buff addition and removal for 2 seconds. Source is retrieved from the hashtable each time this function is called, so there aren't any unwanted effects either
    If [Source is visible to the enemy or Source has the [BNdo] buff] then
    Set Counter2 to 0
    If [the level of the [A1IE] ability is greater than 0] or [the level of the [A1IF] ability is greater than 0] or [the level of the [A1IG] ability is greater than 0] then
    Set Counter1 to Counter1+0.1
    If [Counter1 > 0.6] then
    Set Counter1 to 0
    If [the level of the [A1IE] ability is greater than 0] then
    Remove the [A1IE] ability from Source
    Remove the [B0C9] ability from Source
    If [the level of the [A1IF] ability is greater than 0] then
    Remove the [A1IF] ability from Source
    Remove the [B0C9] ability from Source
    If [the level of the [A1IG] ability is greater than 0] then
    Remove the [A1IG] ability from Source
    Remove the [B0C9] ability from Source
    If [Source is not visible to the enemy] then
    Set Counter1 to 0
    If [Level = 1 and the level of the [A1IE] ability equals 0] or [Level = 2 and the level of the [A1IF] ability equals 0] or [Level = 3 and the level of the [A1IG] ability equals 0] then
    Set Counter2 to Counter2+0.1
    If [Counter2 > 0.6] then
    Set Counter2 to 0
    If [Level = 1] then
    If [the level of the [A1IE] ability equals 0] then
    Add the [A1IE] ability to Source
    If [Level = 2] then
    If [the level of the [A1IE] ability is greater than 0] then
    Remove the [A1IE] ability from Source
    Remove the [B0C9] ability from Source
    If [the level of the [A1IF] ability equals 0] then
    Add the [A1IF] ability to Source
    If [Level = 3] then
    If [the level of the [A1IE] ability is greater than 0] then
    Remove the [A1IE] ability from Source
    Remove the [B0C9] ability from Source
    If [the level of the [A1IF] ability is greater than 0] then
    Remove the [A1IF] ability from Source
    Remove the [B0C9] ability from Source
    If [the level of the [A1IG] ability equals 0] then
    Add the [A1IG] ability to Source
  • Function 5
    Set Duration to 5.5
    Create a [h0B1] dummy unit for the owner of Source at the position of Source and store it as ShadowDanceFX
    Add the [A1HW] and the [A1HX] abilities to Source for Duration seconds or until Source dies
    Create a timer which runs at a 0.03 second interval
    Call Function 6 for each interval
  • Function 6
    If [TriggerCalls > 5.5/0.03] then
    Kill ShadowDanceFX
    Destroy this trigger
    Else
    Set the X-coordinate of ShadowDanceFX to GetUnitX(Source)
    Set the Y-coordinate of ShadowDanceFX to GetUnitY(Source)
Conditions
  • Condition 1
    If the [A1IN] ability was learned for the first time and the learning unit was not an illusion ...
  • Condition 2
    If the spell which went into effect was [A1IN] ...
Notes
The [h0B1] dummy unit has the following model path: war3mapImported\SmokescreenBlack5
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Last edited by BBQ; 06-26-2010 at 01:41 AM.