[gui]Death Coil1
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Death Coil
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeathCoilInterger[1] Equal to 0
Then - Actions
Trigger - Turn on Death Coil2
Else - Actions
Set DeathCoilInterger[1] = (DeathCoilInterger[1] + 1)
Set DeathCoilInterger[2] = (DeathCoilInterger[2] + 1)
Set Caster[DeathCoilInterger[2]] = (Triggering unit)
Set Distancia[DeathCoilInterger[2]] = (600 + (100 x (Level of Death Coil for (Triggering unit))))
Set DeathCoilFalse[DeathCoilInterger[2]] = False
Set Point1 = (Position of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to (Target unit of ability being cast)
Then - Actions
Set Point2 = (Point1 offset by 100.00 towards (Facing of (Triggering unit)) degrees)
Else - Actions
Set Point2 = (Target point of ability being cast)
Unit - Create 1 Calavera
for (Owner of (Triggering unit)) at Point1 facing Point2
Unit - Turn collision for (Last created unit) Off
Set Calavera[DeathCoilInterger[2]] = (Last created unit)
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 30.00% transparency
Custom script: call RemoveLocation(udg_Point1)
Custom script: call RemoveLocation(udg_Point2)[/gui]