Fissure
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to [B]Fissure [/B]
Actions
-------- turn off de tranh loi khi cast nhieu lan cung luc --------
Set Caster = (Triggering unit)
Animation - Queue Caster's stand animation
Set TempLoc = (Position of Caster)
Set TempLoc2 = (Target point of ability being cast)
Set TempReal = (Angle from TempLoc to TempLoc2)
Custom script: call RemoveLocation( udg_TempLoc2 )
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Set TempLoc2 = (TempLoc offset by (100.00 x (Real((Integer A)))) towards TempReal degrees)
Destructible - Create a Pathing Blocker (Ground) at TempLoc2 facing 0.00 with scale 1.00 and variation 1
Set FissureBlock[(Integer A)] = (Last created destructible)
Unit - Create 1 DummyFissure for (Owner of Caster) at TempLoc2 facing (TempReal + 90.00) degrees
Set FissureRock[(Integer A)] = (Last created unit)
Animation - Change (Last created unit)'s size to (50.00%, 50.00%, 50.00%) of its original size
Custom script: call RemoveLocation( udg_TempLoc2 )
Custom script: call RemoveLocation( udg_TempLoc )
Wait 5.00 seconds
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Destructible - Remove FissureBlock[(Integer A)]
Unit - Remove FissureRock[(Integer A)] from the game