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.