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- // Add to magic modifier list
- // Version that works for red units
- prAdd2IfUnitWithConditionMetInArea:
- prIfUnitHasAllegience(UA_RED)
- rForEachUnitInRangeTemplate(pTheWanShape)
- rIf/* Whatever Condition should be met for the unit that gives the aura */
- rAdd(rConstant(2))
- // Add to magic modifier list
- // Version that works for enemy units
- prAdd2IfUnitWithConditionMetInArea:
- rForEachUnitInRangeTemplate(pTheWanShape)
- rIfUnitsAreNotAllied
- rIf/* Whatever Condition should be met for the unit that gives the aura */
- rAdd(rConstant(2))
- // Add to magic modifier list
- // Version that works for enemy units, and doesn't stack
- prAdd2IfUnitWithConditionMetInArea:
- {
- rAdd
- rCallSequence(prNullify _prGet2Or0DependingOnConditionWhatever)
- _prGet2Or0DependingOnConditionWhatever:
- rForEachUnitInRangeTemplate(pTheWanShape)
- rIfUnitsAreNotAllied
- rIf/* Whatever Condition should be met for the unit that gives the aura */
- rConstant(2)
- }
- pTheWanShape:
- // Header
- BYTE 5 5 // Size
- BYTE 3 3 // Origin (Where the Unit would be)
- // Data
- BYTE 0 1 1 1 0
- BYTE 1 0 1 0 1
- BYTE 1 1 0 1 1
- BYTE 1 0 1 0 1
- BYTE 0 1 1 1 0
- // For good measure
- ALIGN 4
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