ต้องหา unit ที่มี Animetion Attack Walk SPin ครับ หรือ ถ้าเราจะให้หมุนท่าอื่นก็ไปเปลี่ยนตรง Animetion หรือไม่จะ ใช้ Trigger ให้มันหมุน
สมมุุติ เราจะให้ Arthas หมุน
เมื่อกดสกิว ก็สั่งให้ Trigger หมุนตัวตามไป
คือว่า ผมอยากได้ trigger ที่ทำให้เราสั่งเดิน+ตีไม่ได้ (เหมือน Castle Fight เลยครับ)
trigger unit selection ให้มันสั่ง unselect
ผมก็ไม่ค่อยรู้เเฮะไม่เคยใช้ - -
pause unit รึเปล่าครับ
นี่ครับspellเด็ดของผม
ชื้อ Super Nova
GUI
ความยาก....ทะลุ10ไปเลยละกัน...
ประเภทspell
รูปแบบ เมื้อใช้จะมีลูกบอลไฟออกมาและจะมีลูกไฟเล็กๆมารวมกันจนเป็นลูกใหญ่และทำดาเมจกับศัตูรในระยะของสกิลโดยระยะสกิลจะเพิ่มขึ้นเรื่อยๆตามขนาดลูกบอลและพอใหญ่พอแล้วก็ตูม...
Variables
เยอะมาก..(ดูในtriggerละกัน)
Trigger 1
Super Nova
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to ImpBossFire SuperNova
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Super_Nova_Time[3] Equal to 0
Then - Actions
Trigger - Turn on Super Nova loop <gen>
Else - Actions
Else - Actions
Set Super_Nova_Index[2] = (Super_Nova_Index[2] + 1)
Set Super_Nova_Time[3] = (Super_Nova_Time[3] + 1)
Set Super_Nova_Caster[Super_Nova_Index[2]] = (Triggering unit)
Set Super_Nova_Create_Point[Super_Nova_Index[2]] = (Position of Super_Nova_Caster[Super_Nova_Index[2]])
Set Super_Nova_Boolean[Super_Nova_Index[2]] = True
Set Super_Nova_DPS_Boolean[Super_Nova_Index[2]] = True
Set Super_Nova_Charge_Boolean[Super_Nova_Index[2]] = False
Set Super_Nova_Create_Boolean[Super_Nova_Index[2]] = False
Set Super_Nova_Charge_Boolean[Super_Nova_Index[2]] = False
Set Super_Nova_Lunch_EX_Boolean[Super_Nova_Index[2]] = False
Set Super_Nova_Lunch_Boolean[Super_Nova_Index_2[6]] = False
Set Super_Nova_Damage1[Super_Nova_Index[2]] = ((250000.00 x (Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]])))) + ((Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]]))) x (((Real((Strength of Super_Nova_Caster[Super_Nova_Index[2]] (Include
Set Super_Nova_Damage2[Super_Nova_Index[2]] = ((30000000.00 x (Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]])))) + ((Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]]))) x (((Real((Strength of Super_Nova_Caster[Super_Nova_Index[2]] (Includ
Set Super_Nova_Damage3[Super_Nova_Index[2]] = ((400000.00 x (Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]])))) + ((Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]]))) x (((Real((Strength of Super_Nova_Caster[Super_Nova_Index[2]] (Include
Set Super_Nova_Damage4[Super_Nova_Index[2]] = ((5000000.00 x (Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]])))) + ((Real((Level of ImpBossFire SuperNova for Super_Nova_Caster[Super_Nova_Index[2]]))) x (((Real((Strength of Super_Nova_Caster[Super_Nova_Index[2]] (Include
Unit - Create 1 ImpBossFire Super Nova Supernova Ball for (Owner of Super_Nova_Caster[Super_Nova_Index[2]]) at Super_Nova_Create_Point[Super_Nova_Index[2]] facing Default building facing degrees
Set Super_Nova_Ball[Super_Nova_Index[2]] = (Last created unit)
Unit - Turn collision for Super_Nova_Ball[Super_Nova_Index[2]] Off
Unit - Create 1 ImpBossFire Super Nova Ring for (Owner of Super_Nova_Caster[Super_Nova_Index[2]]) at Super_Nova_Create_Point[Super_Nova_Index[2]] facing Default building facing degrees
Set Super_Nova_Ring[Super_Nova_Index[2]] = (Last created unit)
Unit - Turn collision for Super_Nova_Ring[Super_Nova_Index_2[6]] Off
Unit - Create 1 ImpBossFire Super Nova Field for (Owner of Super_Nova_Caster[Super_Nova_Index[2]]) at Super_Nova_Create_Point[Super_Nova_Index[2]] facing Default building facing degrees
Set Super_Nova_Field[Super_Nova_Index[2]] = (Last created unit)
Unit - Turn collision for Super_Nova_Field[Super_Nova_Index_2[6]] Off
Set Super_Nova_MUG[Super_Nova_Index_2[6]] = (Units owned by (Owner of Super_Nova_Caster[Super_Nova_Index[2]]) of type ImpBossFire Super Nova Supernova Mini Ball)
Trigger 2
Super Nova loop
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
Set Super_Nova_Index_2[6] = 1
For each (Integer Super_Nova_Index_2[6]) from 1 to Super_Nova_Index[2], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Super_Nova_Boolean[Super_Nova_Index_2[6]] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Super_Nova_Time[3] Equal to 0
Then - Actions
Set Super_Nova_Index[2] = 0
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Super_Nova_Charge_Boolean[Super_Nova_Index_2[6]] Equal to False
Super_Nova_Create_Boolean[Super_Nova_Index_2[6]] Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Super_Nova_Real_Create[Super_Nova_Index_2[6]] Less than 400.00
Then - Actions
Set Super_Nova_MSCreate_Point[Super_Nova_Index_2[6]] = (Super_Nova_Create_Point[Super_Nova_Index_2[6]] offset by 350.00 towards (Random real number between 0.00 and 360.00) degrees)
Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 100.00 of Super_Nova_MSCreate_Point[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
Special Effect - Create a special effect at Super_Nova_MSCreate_Point[Super_Nova_Index_2[6]] using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at Super_Nova_MSCreate_Point[Super_Nova_Index_2[6]] using abilities\weapons\DemolisherMissile\DemolisherMissile.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage3[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
Unit - Create 1 ImpBossFire Super Nova Supernova Mini Ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_MSCreate_Point[Super_Nova_Index_2[6]] facing Super_Nova_Create_Point[Super_Nova_Index_2[6]]
Unit Group - Add (Last created unit) to Super_Nova_MUG[Super_Nova_Index_2[6]]
Unit - Order (Last created unit) to Move To Super_Nova_Create_Point[Super_Nova_Index_2[6]]
Set Super_Nova_Real_Create[Super_Nova_Index_2[6]] = (Super_Nova_Real_Create[Super_Nova_Index_2[6]] + 5.00)
Custom script: call RemoveLocation( udg_Super_Nova_MSCreate_Point[ udg_Super_Nova_Index_2[6]])
Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
Else - Actions
Set Super_Nova_Create_Boolean[Super_Nova_Index_2[6]] = True
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Super_Nova_Real_Charge[Super_Nova_Index_2[6]] Less than 400.00
Then - Actions
Unit Group - Pick every unit in Super_Nova_MUG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Super_Nova_Create_Point[Super_Nova_Index_2[6]] and (Position of (Picked unit))) Less than or equal to 50.00
Then - Actions
Unit - Remove (Picked unit) from the game
Unit Group - Remove (Picked unit) from Super_Nova_MUG[Super_Nova_Index_2[6]]
Set Super_Nova_Real_Charge[Super_Nova_Index_2[6]] = (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] + 5.00)
Animation - Change Super_Nova_Ball[Super_Nova_Index_2[6]]'s size to ((100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%) of its original size
Animation - Change Super_Nova_Ring[Super_Nova_Index_2[6]]'s size to ((100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 2.00))%) of its original size
Animation - Change Super_Nova_Field[Super_Nova_Index_2[6]]'s size to ((100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 0.80))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 0.80))%, (100.00 + (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 0.80))%) of its original size
Else - Actions
Else - Actions
Set Super_Nova_Charge_Boolean[Super_Nova_Index_2[6]] = True
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Super_Nova_EX_Boolean[Super_Nova_Index_2[6]] Equal to False
Then - Actions
Set Super_Nova_DPS_Boolean[Super_Nova_Index_2[6]] = False
Set Super_Nova_EX_Boolean[Super_Nova_Index_2[6]] = True
Unit Group - Pick every unit in Super_Nova_MUG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit Group - Remove (Picked unit) from Super_Nova_MUG[Super_Nova_Index_2[6]]
Unit - Kill Super_Nova_Ball[Super_Nova_Index_2[6]]
Unit - Kill Super_Nova_Field[Super_Nova_Index_2[6]]
Unit - Remove Super_Nova_Ring[Super_Nova_Index_2[6]] from the game
Unit - Create 1 ImpBossFire Super Nova Explosion 1 for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit)'s animation speed to 20.00% of its original speed
Unit - Create 1 ImpBossFire Super Nova Explosion3 for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Sound - Play NightElfBuildingDeathLarge101 <gen> at 100.00% volume, located at Super_Nova_Create_Point[Super_Nova_Index_2[6]] with Z offset 1500.00
Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 1000.00 of Super_Nova_Create_Point[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage2[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
Custom script: call DestroyGroup( udg_Super_Nova_MUG[ udg_Super_Nova_Index_2[6]])
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Super_Nova_Lunch_Boolean[Super_Nova_Index_2[6]] Equal to False
Then - Actions
Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 0.00 degrees
Set Super_Nova_Fireball_1[Super_Nova_Index_2[6]] = (Last created unit)
Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 45.00 degrees
Set Super_Nova_Fireball_2[Super_Nova_Index_2[6]] = (Last created unit)
Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 90.00 degrees
Set Super_Nova_Fireball_3[Super_Nova_Index_2[6]] = (Last created unit)
Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 135.00 degrees
Set Super_Nova_Fireball_4[Super_Nova_Index_2[6]] = (Last created unit)
Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 180.00 degrees
Set Super_Nova_Fireball_5[Super_Nova_Index_2[6]] = (Last created unit)
Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 225.00 degrees
Set Super_Nova_Fireball_6[Super_Nova_Index_2[6]] = (Last created unit)
Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 270.00 degrees
Set Super_Nova_Fireball_7[Super_Nova_Index_2[6]] = (Last created unit)
Unit - Create 1 ImpBossFire Super Nova Luche ball for (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]]) at Super_Nova_Create_Point[Super_Nova_Index_2[6]] facing 315.00 degrees
Set Super_Nova_Fireball_8[Super_Nova_Index_2[6]] = (Last created unit)
Set Super_Nova_Lunch_Boolean[Super_Nova_Index_2[6]] = True
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Super_Nova_Lunch_EX_Boolean[Super_Nova_Index_2[6]] Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Super_Nova_EX_Count[Super_Nova_Index_2[6]] Less than 8.00
Then - Actions
Set Super_Nova_FB_Position_1[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_1[Super_Nova_Index_2[6]])
Set Super_Nova_FB_Position_2[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_2[Super_Nova_Index_2[6]])
Set Super_Nova_FB_Position_3[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_3[Super_Nova_Index_2[6]])
Set Super_Nova_FB_Position_4[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_4[Super_Nova_Index_2[6]])
Set Super_Nova_FB_Position_5[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_5[Super_Nova_Index_2[6]])
Set Super_Nova_FB_Position_6[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_6[Super_Nova_Index_2[6]])
Set Super_Nova_FB_Position_7[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_7[Super_Nova_Index_2[6]])
Set Super_Nova_FB_Position_8[Super_Nova_Index_2[6]] = (Position of Super_Nova_Fireball_8[Super_Nova_Index_2[6]])
Unit - Move Super_Nova_Fireball_1[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_1[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_1[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_1[Super_Nova_Index_2[6]]) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Super_Nova_FB_Position_1[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
Then - Actions
Unit - Kill Super_Nova_Fireball_1[Super_Nova_Index_2[6]]
For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
Loop - Actions
Set Super_Nova_FB_EX_Point_1[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_1[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
Special Effect - Create a special effect at Super_Nova_FB_EX_Point_1[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_1[ udg_Super_Nova_Index_2[6]])
Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_1[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
Else - Actions
Unit - Move Super_Nova_Fireball_2[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_2[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_2[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_2[Super_Nova_Index_2[6]]) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Super_Nova_FB_Position_2[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
Then - Actions
Unit - Kill Super_Nova_Fireball_2[Super_Nova_Index_2[6]]
For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
Loop - Actions
Set Super_Nova_FB_EX_Point_2[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_2[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
Special Effect - Create a special effect at Super_Nova_FB_EX_Point_2[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_2[ udg_Super_Nova_Index_2[6]])
Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_2[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
Else - Actions
Unit - Move Super_Nova_Fireball_3[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_3[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_3[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_3[Super_Nova_Index_2[6]]) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Super_Nova_FB_Position_3[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
Then - Actions
Unit - Kill Super_Nova_Fireball_3[Super_Nova_Index_2[6]]
For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
Loop - Actions
Set Super_Nova_FB_EX_Point_3[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_3[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
Special Effect - Create a special effect at Super_Nova_FB_EX_Point_3[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_3[ udg_Super_Nova_Index_2[6]])
Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_3[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
Else - Actions
Unit - Move Super_Nova_Fireball_4[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_4[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_4[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_4[Super_Nova_Index_2[6]]) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Super_Nova_FB_Position_4[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
Then - Actions
Unit - Kill Super_Nova_Fireball_4[Super_Nova_Index_2[6]]
For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
Loop - Actions
Set Super_Nova_FB_EX_Point_4[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_4[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
Special Effect - Create a special effect at Super_Nova_FB_EX_Point_4[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_4[ udg_Super_Nova_Index_2[6]])
Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_4[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
Else - Actions
Unit - Move Super_Nova_Fireball_5[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_5[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_5[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_5[Super_Nova_Index_2[6]]) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Super_Nova_FB_Position_5[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
Then - Actions
Unit - Kill Super_Nova_Fireball_5[Super_Nova_Index_2[6]]
For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
Loop - Actions
Set Super_Nova_FB_EX_Point_5[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_5[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
Special Effect - Create a special effect at Super_Nova_FB_EX_Point_5[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_5[ udg_Super_Nova_Index_2[6]])
Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_5[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
Else - Actions
Unit - Move Super_Nova_Fireball_6[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_6[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_6[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_6[Super_Nova_Index_2[6]]) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Super_Nova_FB_Position_6[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
Then - Actions
Unit - Kill Super_Nova_Fireball_6[Super_Nova_Index_2[6]]
For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
Loop - Actions
Set Super_Nova_FB_EX_Point_6[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_6[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
Special Effect - Create a special effect at Super_Nova_FB_EX_Point_6[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_6[ udg_Super_Nova_Index_2[6]])
Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_6[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
Else - Actions
Unit - Move Super_Nova_Fireball_7[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_7[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_7[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_7[Super_Nova_Index_2[6]]) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Super_Nova_FB_Position_7[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
Then - Actions
Unit - Kill Super_Nova_Fireball_7[Super_Nova_Index_2[6]]
For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
Loop - Actions
Set Super_Nova_FB_EX_Point_7[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_7[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
Special Effect - Create a special effect at Super_Nova_FB_EX_Point_7[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_7[ udg_Super_Nova_Index_2[6]])
Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_7[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
Else - Actions
Unit - Move Super_Nova_Fireball_8[Super_Nova_Index_2[6]] instantly to (Super_Nova_FB_Position_8[Super_Nova_Index_2[6]] offset by 10.00 towards (Facing of Super_Nova_Fireball_8[Super_Nova_Index_2[6]]) degrees), facing (Facing of Super_Nova_Fireball_8[Super_Nova_Index_2[6]]) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Super_Nova_FB_Position_8[Super_Nova_Index_2[6]] and Super_Nova_Create_Point[Super_Nova_Index_2[6]]) Greater than or equal to 800.00
Then - Actions
Unit - Kill Super_Nova_Fireball_8[Super_Nova_Index_2[6]]
For each (Integer Super_Nova_Integer[Super_Nova_Index_2[6]]) from 1 to 6, do (Actions)
Loop - Actions
Set Super_Nova_FB_EX_Point_8[Super_Nova_Index_2[6]] = (Super_Nova_FB_Position_8[Super_Nova_Index_2[6]] offset by 300.00 towards (60.00 x (Real(Super_Nova_Integer[Super_Nova_Index_2[6]]))) degrees)
Special Effect - Create a special effect at Super_Nova_FB_EX_Point_8[Super_Nova_Index_2[6]] using war3mapImported\FlameGroundEX.mdx
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation( udg_Super_Nova_FB_EX_Point_8[ udg_Super_Nova_Index_2[6]])
Set Super_Nova_UG[Super_Nova_Index_2[6]] = (Units within 600.00 of Super_Nova_FB_Position_8[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Caster[Super_Nova_Index_2[6]])) Equal to False)))
Unit Group - Pick every unit in Super_Nova_UG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage4[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
Set Super_Nova_EX_Count[Super_Nova_Index_2[6]] = (Super_Nova_EX_Count[Super_Nova_Index_2[6]] + 1.00)
Custom script: call DestroyGroup( udg_Super_Nova_UG[ udg_Super_Nova_Index_2[6]])
Else - Actions
Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_1[ udg_Super_Nova_Index_2[6]])
Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_2[ udg_Super_Nova_Index_2[6]])
Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_3[ udg_Super_Nova_Index_2[6]])
Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_4[ udg_Super_Nova_Index_2[6]])
Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_5[ udg_Super_Nova_Index_2[6]])
Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_6[ udg_Super_Nova_Index_2[6]])
Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_7[ udg_Super_Nova_Index_2[6]])
Custom script: call RemoveLocation( udg_Super_Nova_FB_Position_8[ udg_Super_Nova_Index_2[6]])
Else - Actions
Set Super_Nova_Lunch_EX_Boolean[Super_Nova_Index_2[6]] = True
Else - Actions
Set Super_Nova_Boolean[Super_Nova_Index_2[6]] = False
Set Super_Nova_Time[3] = (Super_Nova_Time[3] - 1)
Custom script: call RemoveLocation( udg_Super_Nova_Create_Point[ udg_Super_Nova_Index_2[6]])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Super_Nova_DPS_Boolean[Super_Nova_Index_2[6]] Equal to True
Then - Actions
Set Super_Nova_DPS_UG[Super_Nova_Index_2[6]] = (Units within (200.00 + (5.00 x (Super_Nova_Real_Charge[Super_Nova_Index_2[6]] x 0.50))) of Super_Nova_Create_Point[Super_Nova_Index_2[6]] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of Super_Nova_Ca
Unit Group - Pick every unit in Super_Nova_DPS_UG[Super_Nova_Index_2[6]] and do (Actions)
Loop - Actions
Unit - Cause Super_Nova_Caster[Super_Nova_Index_2[6]] to damage (Picked unit), dealing Super_Nova_Damage1[Super_Nova_Index_2[6]] damage of attack type Chaos and damage type Unknown
Custom script: call DestroyGroup( udg_Super_Nova_DPS_UG[ udg_Super_Nova_Index_2[6]])
Else - Actions
Else - Actions
ร่ายพร้อมกันหลายๆตัวได้นะ