result: Current absorbed damage (accumulator)
result: Current accumulator
// Adds the sub actions to the current attack's preimpact
// Adds the sub actions to the current attack's predamage
// Adds the sub actions to the current attack's damageevent
// Adds the sub actions to the current attack's impact
// Adds the sub actions to the current attack's impactinvalid
result: Count of entity's charges
result: always 1
result: Sum of current increase in agility
result: Sum of current increase in intelligence
result: Sum of current increase in strength
result: 1 if state was successfully applied
// Can do more actions here, every unit hit runs through these actions in order of being hit
result: number of units affected
/// unused, but working
result: calculated damage addition
, multiplies the attackdamage by the value (a, or a / b with the operator), uses source if the target is blank
source="source_entity"
target=""
a="0" //Can be variable
b="0" //Can be variable
op="Operator" // Valid operators are NONE "none", ADDITION "add", SUBTRACT "sub", MULTIPLY "mult", DIVIDE "div", MINIMUM "min", and MAXIMUM "max".
/>
result: calculated damage multiplier
result: current bounce index //So, 1st hit results 1.0, 2nd 2.0 up to bounces count. Last bounce's result is 0 (So it's 1->2->3->...->n->0)
result: 1 if any channel was broken; otherwise 0
result: calculated damage
// Returns true if the ability can be activated. For example, if the target is stunned, it will return false since you can't use abilities while stunned.
// Runs the same check that your auto attack. Basically a using your attack target scheme automatically.
result: current chain index //So, 1st hit results 1.0, 2nd 2.0 up to count. Last hit's result is 0 (So it's 1->2->3->...->n->0)
result: current entity's accumulator value
// UNUSED
result: Calculated damage
's one) as a and sets new using b and op. It does not overwrite total duration. New duration is returned in result variable
b="0" // Can be variable
op="ValueOp" // Valid operators are NONE "none", ADDITION "add", SUBTRACT "sub", MULTIPLY "mult", DIVIDE "div", MINIMUM "min", and MAXIMUM "max".
/>
result: New duration value
//###### State can't refresh if current applied state's duration is longer than 's one. Even state's level is not rised! Use careful with refreshing states
result: Calculated value
result: New total duration
// Removes all current criticals out of the current combat event
// Clears current team's target (Hero/building selected; "Attack X now")
// Can be used any event, usually it's
... // Do something here
and . Checks if the current supertype matches. If so, passes true. (Can only be spell or attack)
supertype="SuperType"
/>
and . Checks if the current effecttype matches. If so, passes true. Can be any effecttype.
effecttype="EffectType"
/>
result: Calculated value
// UNUSED, does not work
result: distance value
// Everything that can return true/false causes an else to happen after the tag close. For example, can be used to cover situations outside of the condition you are testing. Only usable AFTER something that would return it anyawy.
result: evaluated value
// Forces event for projectiles, which is normally called when projectile reached target
result: angle
result: amount of given gold
result: amount of given experience
result: amount of given mana
result: amount of healed health
// Hides channel bar
// Used in and to invalidate the cast of an ability if certain conditions are met. When called, just cancels the cast of the ability as if it never happened.
// If the current target was an illusion, kills it instantly
result: 0 or 1
result: number of killed trees
result: Always 1
// Can do more actions here, every unit hit runs through these actions in order of being hit
result: number of units affected
result: new charges count
// Sets the current stack as the result
// Removes the top entity stack item
// Removes the top value stack item
result: popped value
// Prints the debug information into the console when called
// Pushes the player's hero entity onto the stack
result: Always 1
result: new cooldown;
result: new charges count
//UNUSED
// Causes a projectile to be returned back to its origin
result: saved health value (accumulator)
result: new damage value
result: new accumulator
result: new charges count
//unused, seems it does not work :(
event
target="target_entity"
noanim=""
nocorpse=""
/>
event to change the attacks effecttype
effecttype="Effecttype"
/>
result: new param
result: new respawn time
)
source="source_entity"
target="target_entity"
value="Value" // Can be variable
/>
result: new respawn time
)
source="source_entity"
target="target_entity"
value="Value" // Can be variable
/>
result: new respawn time
result: new value
result: new var0
result: new var1
result: new var2
result: new var3
result: count of spawned affectors
result: count of spawned illusions
result: 1 if item was successfully spawned; otherwise 0
result: 1 if affector was successfully spawned; otherwise 0
result: count of spawned prijectiles
call
snaptargettogrid="false" // Snaps the unit to the grid
duration="-1" // Does not do anything
teamshare="false"
/>
result: count of spawned units
or added as an impact action for onattackstart. It only hits the targets and effecttypes that are valid. Splash deals value of a/b/op
target="target_entity" // Can be used to change target (and with centerontarget="true" center) of splash
targetscheme="TargetScheme"
effecttype="EffectType"
radius="0"
a="0" // Can use "total_adjusted_damage" if this is splashing normal attacks
b="0"
op="Operator" // Valid operators are NONE "none", ADDITION "add", SUBTRACT "sub", MULTIPLY "mult", DIVIDE "div", MINIMUM "min", and MAXIMUM "max".
nonlethal="false" // "false" if the splash can kill
centerontarget="false" // Centers the splash circle on the target hit instead of on the attacking hero. Used for ranged splash.
supertype="SuperType"
/>
result: calculated damage
and splits the attack into different projectiles that hit units within the range/targetscheme given. Damage the split shots do is multiplied by the damagemult.
count="0" // count of additional projectiles, can't be variable
range="0" // range from attacking unit, can't be variable
damagemult="0.0" // Can't be variable
targetscheme="TargetScheme"
fulldamageonmaintarget="false" // Does main target receive full damage?
/>
result: number of additional projectiles sent
//UNUSED
result: Calculated cooldown
result: Calculated fadetime
result: calculated value
result: 1 if taken control on target; otherwise 0
result: amount of taken gold
result: amount of taken mana
of NPCs to make them check for conditions. Returns a number based on the valid targets in range that met the conditions of the test
radius="0" // Can't be variable
targetscheme="TargetScheme"
ignoreinvulnerable="false" // Should this test ignore invulnerablity of entities?
origin="source_entity"
/>
result: number of possible targets
// Used only by couriers at the moment, runs the source (courier) to the target (user of the ability) and tranfers the items the hero owns to him.