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Kurohitsugi
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Events
- Unit - A unit Begins casting an ability
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Conditions
- (Ability being cast) Equal to Hadou #90 : Kurohitsugi
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Actions
- Unit - Create 1 Kurohitsugi Dummy for (Owner of (Triggering unit)) at (Position of (Target unit of ability being cast)) facing Default building facing (270.0) degrees
- Set Kurohitsugi = (Last created unit)
- Unit - Pause (Triggering unit)
- Animation - Play (Triggering unit)'s spell throw animation
- Set kurohitsugi_base_damage = ((Real((Intelligence of (Triggering unit) (Include bonuses)))) x ((((Real((Level of Hadou #90 : Kurohitsugi for (Triggering unit)))) - 1.00) x 0.50) + 3.00))
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Unit Group - Pick every unit in (Units within 512.00 of (Position of Kurohitsugi) matching (((Matching unit) is A structure) Equal to False)) and do (Actions)
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Loop - Actions
- Unit - Pause (Picked unit)
- Unit - Make (Picked unit) Invulnerable
- Unit Group - Add (Picked unit) to Kurohitsugi_Target
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Loop - Actions
- Wait 2.00 seconds
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Unit Group - Pick every unit in Kurohitsugi_Target and do (Actions)
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Loop - Actions
- Unit - Make (Picked unit) Vulnerable
- Unit - Cause Kurohitsugi to damage (Picked unit), dealing (500.00 + (kurohitsugi_base_damage - ((kurohitsugi_base_damage x 1.50) - (0.02 x (Real((Intelligence of (Triggering unit) (Include bonuses)))))))) damage of attack type Spells and damage type Magic
- Unit - Unpause (Picked unit)
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Loop - Actions
- Special Effect - Create a special effect at (Position of Kurohitsugi) using Objects\Spawnmodels\Undead\UCancelDeath\UCancelDeath.mdl
- Unit - Remove Kurohitsugi from the game
- Unit - Unpause (Triggering unit)
- Wait 1.00 seconds
- Special Effect - Destroy (Last created special effect)
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Events
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Kurohitsugi
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Events
- Unit - A unit Begins casting an ability
-
Conditions
- (Ability being cast) Equal to Hadou #90 : Kurohitsugi
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Actions
- Unit - Create 1 Kurohitsugi Dummy for (Owner of (Triggering unit)) at (Position of (Target unit of ability being cast)) facing Default building facing (270.0) degrees
- Set Kurohitsugi = (Last created unit)
- Unit - Pause (Triggering unit)
- Animation - Play (Triggering unit)'s spell throw animation
- Set kurohitsugi_base_damage = ((Real((Intelligence of (Triggering unit) (Include bonuses)))) x ((((Real((Level of Hadou #90 : Kurohitsugi for (Triggering unit)))) - 1.00) x 0.50) + 3.00))
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Unit Group - Pick every unit in (Units within 512.00 of (Position of Kurohitsugi) matching (((Matching unit) is A structure) Equal to False)) and do (Actions)
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Loop - Actions
- Unit - Pause (Picked unit)
- Unit - Make (Picked unit) Invulnerable
- Unit Group - Add (Picked unit) to Kurohitsugi_Target
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Loop - Actions
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Events
sorry if there is any miss spelling for my bad english