// ===========================
function H2I takes handle h returns integer
return h
return 0
endfunction
// ===========================
function LocalVars takes nothing returns gamecache
// Replace InitGameCache("jasslocalvars.w3v") with a global variable!!
return udg_JonnyCache
endfunction
function SetHandleHandle takes handle subject, string name, handle value returns nothing
if value==null then
call FlushStoredInteger(LocalVars(),I2S(H2I(subject)),name)
else
call StoreInteger(LocalVars(), I2S(H2I(subject)), name, H2I(value))
endif
endfunction
function SetHandleInt takes handle subject, string name, integer value returns nothing
if value==0 then
call FlushStoredInteger(LocalVars(),I2S(H2I(subject)),name)
else
call StoreInteger(LocalVars(), I2S(H2I(subject)), name, value)
endif
endfunction
function SetHandleBoolean takes handle subject, string name, boolean value returns nothing
if value==false then
call FlushStoredBoolean(LocalVars(),I2S(H2I(subject)),name)
else
call StoreBoolean(LocalVars(), I2S(H2I(subject)), name, value)
endif
endfunction
function SetHandleReal takes handle subject, string name, real value returns nothing
if value==0 then
call FlushStoredReal(LocalVars(), I2S(H2I(subject)), name)
else
call StoreReal(LocalVars(), I2S(H2I(subject)), name, value)
endif
endfunction
function SetHandleString takes handle subject, string name, string value returns nothing
if value==null then
call FlushStoredString(LocalVars(), I2S(H2I(subject)), name)
else
call StoreString(LocalVars(), I2S(H2I(subject)), name, value)
endif
endfunction
function GetHandleHandle takes handle subject, string name returns handle
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleInt takes handle subject, string name returns integer
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
endfunction
function GetHandleBoolean takes handle subject, string name returns boolean
return GetStoredBoolean(LocalVars(), I2S(H2I(subject)), name)
endfunction
function GetHandleReal takes handle subject, string name returns real
return GetStoredReal(LocalVars(), I2S(H2I(subject)), name)
endfunction
function GetHandleString takes handle subject, string name returns string
return GetStoredString(LocalVars(), I2S(H2I(subject)), name)
endfunction
function GetHandleUnit takes handle subject, string name returns unit
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleTimer takes handle subject, string name returns timer
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleTrigger takes handle subject, string name returns trigger
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleEffect takes handle subject, string name returns effect
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleGroup takes handle subject, string name returns group
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleLightning takes handle subject, string name returns lightning
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function GetHandleWidget takes handle subject, string name returns widget
return GetStoredInteger(LocalVars(), I2S(H2I(subject)), name)
return null
endfunction
function FlushHandleLocals takes handle subject returns nothing
call FlushStoredMission(LocalVars(), I2S(H2I(subject)) )
endfunction
Name | Type | is_array | initial_value |
Athletics | integer | Yes | |
Ball | item | No | |
BallMARKER | effect | No | |
BBarena | fogmodifier | Yes | |
BeamBall | button | No | |
BeamBallSelect | boolean | No | |
BeamTag | button | No | |
BeamTagSelect | boolean | No | |
BloodPoint | location | Yes | |
BoosterPoint | location | No | |
BoosterUnit | unit | Yes | |
Camped | boolean | Yes | |
Catcher | unit | No | |
CheckAngle | real | Yes | |
CheckCount | integer | Yes | |
CheckDIST | real | Yes | |
CheckedUnit | unit | Yes | |
Checker | unit | Yes | |
CheckKillSwitch | boolean | Yes | true |
CheckPoint | location | Yes | |
Class | dialog | Yes | |
ClassSelectDONE | integer | No | |
ClassUnit | unitcode | Yes | |
ClassYesNo | button | Yes | |
CurrentPlayers | integer | No | |
DefaultRange | integer | Yes | |
dist | real | Yes | |
DMarena | fogmodifier | Yes | |
DMpitVISON | fogmodifier | Yes | |
DMspawn | rect | Yes | |
DunkDist | real | No | |
DunkSpot | location | No | |
DunkStage | boolean | Yes | false |
DunkTarget | unit | No | |
DunkTargetAngle | real | No | |
DunkTime | real | No | |
DunkTimer | timer | Yes | |
DunkUnit | unit | No | |
DunkUnitAngle | real | No | |
DunkUnitLoc | location | No | |
ExpireNUM | integer | No | |
FireLevers | destructable | Yes | |
FireTrapDEAD | group | Yes | |
FireTraps | effect | Yes | |
FOG | fogmodifier | Yes | |
GameSelect | dialog | No | |
Goal | button | Yes | |
GOAL | boolean | No | |
GoalAMOUNT | integer | No | |
GoalLoc | location | No | |
GoalSelect | dialog | No | |
JonnyCache | gamecache | No | |
Jump | unit | Yes | |
Jumping | group | No | |
JumpON | boolean | Yes | |
KILL | boolean | No | |
Kill | button | Yes | |
KillAMOUNT | integer | No | |
KillCOUNT | integer | Yes | |
KillSelect | dialog | No | |
LAB | unit | Yes | |
LASER1 | boolean | Yes | false |
LASER2 | boolean | Yes | false |
LASER3 | boolean | Yes | false |
LASER4 | boolean | Yes | false |
LaserBlood | group | Yes | |
LASERdamage | group | Yes | |
LaserDIST | real | Yes | |
LaserKill | boolean | Yes | |
LaserKillPoint | location | Yes | |
LaserON | boolean | Yes | |
LaserRANGE | integer | Yes | 20 |
LaserUnit | unit | Yes | |
LASERunits | group | Yes | |
LaserWIDTH | real | Yes | 30.00 |
LEFTon | boolean | Yes | |
LEFTSWITCH | boolean | Yes | |
LeverRegion | rect | Yes | |
LeverSwitch | boolean | Yes | |
LeverVISON1 | fogmodifier | Yes | |
LeverVISON2 | fogmodifier | Yes | |
LeverVISON3 | fogmodifier | Yes | |
LeverVISON4 | fogmodifier | Yes | |
LIVEtoss | boolean | No | |
Locater | effect | No | |
MISS_Switch | boolean | No | |
NadeTime | real | Yes | |
NecroTOSScheck | integer | No | |
NOvote | button | No | |
OffenceSwitch | integer | No | |
PanseyViewVotes | integer | No | |
PanseyViewYESVotes | integer | No | |
Pclass | dialog | No | |
Pclassbutton | button | Yes | |
PlatRegions | rect | Yes | |
PlatVISION1 | fogmodifier | Yes | |
PlatVISION2 | fogmodifier | Yes | |
PlatVISION3 | fogmodifier | Yes | |
PlatVISION4 | fogmodifier | Yes | |
PlayerCAM1 | camerasetup | Yes | |
PlayerCAM2 | camerasetup | Yes | |
PlayerHOST | player | No | |
PlayerHOSTswitch | boolean | No | |
PlayerRegions | rect | Yes | |
PlayerTOSS | player | No | |
Random | integer | No | |
RefPlayerVIS | fogmodifier | No | |
Rematch | dialog | No | |
RematchVOTE | integer | No | |
ResetCHECK | location | No | |
RESETcount | integer | No | |
RIGHTon | boolean | Yes | |
RIGHTSWITCH | boolean | Yes | |
ROBOMATCH | integer | No | |
ROBOScore | integer | No | |
Roboside | fogmodifier | Yes | |
ROBOTEAMcount | integer | No | |
SpawnLoc | location | Yes | |
StartTime | real | No | |
StartTimer | timer | No | |
StopSwitch | boolean | Yes | |
StopSwitch_2 | boolean | Yes | |
TargetDummy | unit | No | |
TargetDummyNade | unit | Yes | |
TargetMarker | effect | No | |
TaurenMATCH | integer | No | |
TaurenSCORE | integer | No | |
Taurenside | fogmodifier | Yes | |
TaurenTEAMcount | integer | No | |
TEAMkills | integer | Yes | |
TempLoc | location | No | |
TheBall | location | No | |
TheBall_OOB | location | No | |
time | real | Yes | |
TossDummy | unit | No | |
TossDummyNade | unit | Yes | |
TossIndicator | unit | No | |
TossIndicatorPoint | location | No | |
TossPOINT | location | No | |
TossPOINT2 | location | No | |
TossPOINTnade | location | Yes | |
TossPOINTnade2 | location | Yes | |
Unit | unit | Yes | |
UnitNumber | integer | Yes | |
UnitSPEED | real | Yes | 270.00 |
UPon | boolean | Yes | |
ViewSwitch | integer | Yes | 1 |
WINtagSWITCH | boolean | No | |
YESvote | button | No |
function Trig_Handlevars_Actions takes nothing returns nothing
call FlushGameCache(InitGameCache("cache.x"))
set udg_JonnyCache=InitGameCache("cache.x")
endfunction
//===========================================================================
function InitTrig_Handlevars takes nothing returns nothing
set gg_trg_Handlevars = CreateTrigger( )
call TriggerAddAction( gg_trg_Handlevars, function Trig_Handlevars_Actions )
endfunction
function Trig_Grenade_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A00G' ) ) then
return false
endif
return true
endfunction
function Trig_Grenade_Actions takes nothing returns nothing
local unit caster = GetTriggerUnit()
local location tosspoint = PolarProjectionBJ(GetUnitLoc(caster), 500.00, GetUnitFacing(caster))
local location tosspoint2
local unit dummy
local unit dummy2
local real angle
call IssueImmediateOrderBJ( caster, "stop" )
call CreateNUnitsAtLoc( 1, 'u00C', GetOwningPlayer(caster), tosspoint, GetUnitFacing(caster) )
set dummy = GetLastCreatedUnit()
if ( IsUnitAliveBJ(caster)) then
set tosspoint2 = GetUnitLoc(caster)
call CreateNUnitsAtLocFacingLocBJ( 1, 'u00B', GetOwningPlayer(caster), tosspoint2, tosspoint )
set dummy2 = GetLastCreatedUnit()
set angle = AngleBetweenPoints(tosspoint, tosspoint2)
call RemoveLocation( tosspoint2 )
set tosspoint2 = null
call UnitRemoveBuffBJ( 'Bclf', dummy2 )
call IssueTargetOrderBJ( dummy2, "attackonce", dummy )
call TriggerSleepAction( 1.00 )
call RemoveUnit( dummy2 )
else
call RemoveUnit( dummy )
endif
set caster = null
set tosspoint = null
set tosspoint2 = null
set dummy = null
set dummy2 = null
set angle = 0.00
endfunction
//===========================================================================
function InitTrig_Grenade takes nothing returns nothing
set gg_trg_Grenade = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Grenade, EVENT_PLAYER_UNIT_SPELL_FINISH )
call TriggerAddCondition( gg_trg_Grenade, Condition( function Trig_Grenade_Conditions ) )
call TriggerAddAction( gg_trg_Grenade, function Trig_Grenade_Actions )
endfunction
function Trig_Grenade2_Conditions takes nothing returns boolean
if ( not ( GetUnitTypeId(GetTriggerUnit()) == 'u00C' ) ) then
return false
endif
return true
endfunction
function KillCheck takes unit nade, unit whichUnit returns boolean
if ( not ( IsUnitAliveBJ(whichUnit) == true ) ) then
return false
endif
if ( not ( IsUnitInGroup(whichUnit, udg_Jumping) != true ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'uaco' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'u00A' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'u00D' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'u006' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'u007' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'ugho' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'ngad' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'ncp3' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'ncp2' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'u001' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'u000' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'u002' ) ) then
return false
endif
if ( not ( GetUnitTypeId(whichUnit) != 'nwgt' ) ) then
return false
endif
if ( not ( RectContainsUnit(gg_rct_Taurenjail, whichUnit) != true ) ) then
return false
endif
if ( not ( RectContainsUnit(gg_rct_ROBOjail, whichUnit) != true ) ) then
return false
endif
if ( not ( IsUnitAlly(whichUnit, GetOwningPlayer(nade)) != true ) ) then
return false
endif
return true
endfunction
function WhatTeam takes unit u returns integer
if ( IsUnitAlly(u, Player(0)) == true ) then
return 1
else
return 2
endif
endfunction
function BOOM takes integer kills, unit nade returns nothing
local integer p = GetConvertedPlayerId(GetOwningPlayer(nade))
if ( kills == 1 ) then
call AddSpecialEffectTargetUnitBJ( "chest", udg_Unit[p], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+2", udg_Unit[p], 0, 10.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call AdjustPlayerStateBJ( 2, GetOwningPlayer(nade), PLAYER_STATE_RESOURCE_GOLD )
else
endif
if ( kills == 2 ) then
call AddSpecialEffectTargetUnitBJ( "chest", udg_Unit[p], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+10", udg_Unit[p], 0, 12.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call PlaySoundBJ( gg_snd_Double_Kill )
call AdjustPlayerStateBJ( 10, GetOwningPlayer(nade), PLAYER_STATE_RESOURCE_GOLD )
else
endif
if ( kills == 3 ) then
call AddSpecialEffectTargetUnitBJ( "chest", udg_Unit[p], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+40", udg_Unit[p], 0, 14.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call PlaySoundBJ( gg_snd_triple_kill )
call AdjustPlayerStateBJ( 40, GetOwningPlayer(nade), PLAYER_STATE_RESOURCE_GOLD )
else
endif
if ( kills >= 4 ) then
call AddSpecialEffectTargetUnitBJ( "chest", udg_Unit[p], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+100", udg_Unit[p], 0, 16.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call PlaySoundBJ( gg_snd_monster_kill )
call AdjustPlayerStateBJ( 100, GetOwningPlayer(nade), PLAYER_STATE_RESOURCE_GOLD )
else
endif
set p = 0
endfunction
function Move takes nothing returns nothing
local timer move = GetExpiredTimer()
local unit nade = GetHandleUnit(move, "nade")
local real time
local group g
local unit f
local integer killcount = 0
local real mag
local real x
local real y
set mag = (udg_LaserWIDTH[GetConvertedPlayerId(GetOwningPlayer(nade))]*2) - 250
set udg_NadeTime[GetConvertedPlayerId(GetOwningPlayer(nade))] = udg_NadeTime[GetConvertedPlayerId(GetOwningPlayer(nade))] + 0.2
set time = udg_NadeTime[GetConvertedPlayerId(GetOwningPlayer(nade))]
call SetUnitPositionLoc(nade, PolarProjectionBJ(GetUnitLoc(nade), 12 - time, GetUnitFacing(nade)))
if ( time == 0.2 ) then
call PlaySoundOnUnitBJ( gg_snd_Blip, 50, nade )
call SetUnitVertexColor( nade, 0, 0, 155, 100 )
endif
if ( time == 4 ) then
call PlaySoundOnUnitBJ( gg_snd_Blip, 75, nade )
call SetUnitVertexColor( nade, 135, 0, 160, 100 )
call SetUnitScale(nade, 1.5, 1.5, 1.5 )
endif
if ( time == 8 ) then
call PlaySoundOnUnitBJ( gg_snd_Blip, 100, nade )
call SetUnitVertexColor( nade, 215, 0, 0, 100 )
call SetUnitScale(nade, 2.0, 2.0, 2.0 )
endif
if ( time >= 12 ) then
call DestroyTimer(move)
set udg_NadeTime[GetConvertedPlayerId(GetOwningPlayer(nade))] = 0.00
set g = GetUnitsInRangeOfLocAll(udg_LaserWIDTH[GetConvertedPlayerId(GetOwningPlayer(nade))]*2, GetUnitLoc(nade))
set f = FirstOfGroup(g)
loop
exitwhen ( CountUnitsInGroup(g)==0 )
if (KillCheck(nade,f) == true) then
set killcount = killcount + 1
call GroupRemoveUnit(g,f)
call KillUnit(f)
if (WhatTeam(f) == 2) then
call CreateUnitAtLoc( Player(8), 'u007', GetUnitLoc(f), GetRandomDirectionDeg() )
call CreateUnitAtLoc( Player(8), 'u007', GetUnitLoc(f), GetRandomDirectionDeg() )
call CreateUnitAtLoc( Player(8), 'u007', GetUnitLoc(f), GetRandomDirectionDeg() )
set udg_KillCOUNT[GetConvertedPlayerId(GetOwningPlayer(nade))] = ( udg_KillCOUNT[GetConvertedPlayerId(GetOwningPlayer(nade))] + 1 )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, ( GetConvertedPlayerId(GetOwningPlayer(nade)) + 1 ), I2S(udg_KillCOUNT[GetConvertedPlayerId(GetOwningPlayer(nade))]) )
set udg_TEAMkills[1] = ( udg_KillCOUNT[1] + ( udg_KillCOUNT[2] + ( udg_KillCOUNT[3] + udg_KillCOUNT[4] ) ) )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, 1, I2S(udg_TEAMkills[1]) )
else
call CreateUnitAtLoc( Player(8), 'u006', GetUnitLoc(f), GetRandomDirectionDeg() )
call CreateUnitAtLoc( Player(8), 'u006', GetUnitLoc(f), GetRandomDirectionDeg() )
call CreateUnitAtLoc( Player(8), 'u006', GetUnitLoc(f), GetRandomDirectionDeg() )
set udg_KillCOUNT[GetConvertedPlayerId(GetOwningPlayer(nade))] = ( udg_KillCOUNT[GetConvertedPlayerId(GetOwningPlayer(nade))] + 1 )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, ( GetConvertedPlayerId(GetOwningPlayer(nade)) + 2 ), I2S(udg_KillCOUNT[GetConvertedPlayerId(GetOwningPlayer(nade))]) )
set udg_TEAMkills[2] = ( udg_KillCOUNT[5] + ( udg_KillCOUNT[6] + ( udg_KillCOUNT[7] + udg_KillCOUNT[8] ) ) )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, 6, I2S(udg_TEAMkills[2]) )
endif
set f = FirstOfGroup(g)
else
call GroupRemoveUnit(g,f)
set f = FirstOfGroup(g)
endif
endloop
call RemoveUnit(nade)
call BOOM(killcount, nade)
set x = GetUnitX(nade)
set y = GetUnitY(nade)
call AddSpecialEffect("Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl", GetUnitX(nade), GetUnitY(nade) )
if ( mag >= 100 ) then
call AddSpecialEffect("Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl", x+(mag) , y )
call AddSpecialEffect("Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl", x-(mag) , y )
call AddSpecialEffect("Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl", x , y+(mag) )
call AddSpecialEffect("Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl", x , y-(mag) )
endif
if ( mag >= 200 ) then
call AddSpecialEffect("Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl", x+(mag*0.707) , y+(mag*0.707) )
call AddSpecialEffect("Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl", x-(mag*0.707) , y+(mag*0.707) )
call AddSpecialEffect("Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl", x+(mag*0.707) , y-(mag*0.707) )
call AddSpecialEffect("Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl", x-(mag*0.707) , y-(mag*0.707) )
endif
call FlushHandleLocals(move)
set mag = 0.00
set move = null
set nade = null
set time = 0.00
set g = null
set f = null
set killcount = 0
endif
endfunction
function Trig_Grenade2_Actions takes nothing returns nothing
local timer move = CreateTimer()
local unit nade = CreateUnitAtLoc(GetOwningPlayer(GetTriggerUnit()), 'u00D', GetUnitLoc(GetTriggerUnit()), GetUnitFacing(GetTriggerUnit()))
call SetHandleHandle(move, "nade", nade)
call TimerStart(move, 0.06, true, function Move)
set move = null
set nade = null
endfunction
//===========================================================================
function InitTrig_Grenade2 takes nothing returns nothing
set gg_trg_Grenade2 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Grenade2, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Grenade2, Condition( function Trig_Grenade2_Conditions ) )
call TriggerAddAction( gg_trg_Grenade2, function Trig_Grenade2_Actions )
endfunction
function Trig_Jump1_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A004' ) ) then
return false
endif
if ( not ( udg_JumpON[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))] == false ) ) then
return false
endif
return true
endfunction
function up1 takes nothing returns nothing
local timer begin = GetExpiredTimer()
local unit jumper = GetHandleUnit(begin, "jumper")
local integer p = GetHandleInt(begin, "p")
set udg_time[p] = (udg_time[p] + 4.00)
set udg_dist[p] = ((Pow((udg_time[p] - 200), 2.00)) * (-(GetUnitMoveSpeed(jumper))/40000.00)) + GetUnitMoveSpeed(jumper)
call SetUnitFlyHeightBJ( jumper, (udg_dist[p]), 1000000000.00 )
call SetUnitPositionLocFacingBJ( jumper, PolarProjectionBJ(GetUnitLoc(jumper), ( GetUnitMoveSpeed(jumper) / 75.00 ), GetUnitFacing(jumper)), GetUnitFacing(jumper) )
set begin = null
set jumper = null
set p = 0
endfunction
function Trig_Jump1_Actions takes nothing returns nothing
local timer begin = CreateTimer()
local unit jumper = GetTriggerUnit()
local integer p = GetConvertedPlayerId(GetOwningPlayer(jumper))
call SetHandleHandle(begin, "jumper", jumper)
call SetHandleInt(begin, "p", p)
set udg_JumpON[p] = true
call SetUnitManaBJ( jumper, ( GetUnitStateSwap(UNIT_STATE_MANA, jumper) - 80.00 ) )
call GroupAddUnitSimple( jumper, udg_Jumping )
call SetUnitPathing( jumper, false )
call UnitAddAbilityBJ( 'A005', jumper )
call UnitRemoveAbilityBJ( 'A005', jumper )
call PlaySoundOnUnitBJ( gg_snd_Jump, 100, jumper )
call TimerStart(begin, 0.01, true, function up1)
call TriggerSleepAction(1.00)
call FlushHandleLocals(begin)
call DestroyTimer(begin)
call TerrainDeformationCraterBJ( 0.5, false, GetUnitLoc(jumper), ( GetUnitMoveSpeed(jumper) / 2.00 ), GetUnitMoveSpeed(jumper) )
call AddSpecialEffectLocBJ( GetUnitLoc(jumper), "Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl" )
call SetUnitPathing( jumper, true )
call ConditionalTriggerExecute( gg_trg_JumpPush )
call GroupRemoveUnitSimple( jumper, udg_Jumping )
call TriggerSleepAction(0.10)
call IssuePointOrderLocBJ( jumper, "move", PolarProjectionBJ(GetUnitLoc(jumper), 500.00, GetUnitFacing(jumper)) )
set udg_JumpON[p] = false
set udg_time[p] = 0.00
set udg_dist[p] = 0.00
set begin = null
set jumper = null
endfunction
//===========================================================================
function InitTrig_Jump1 takes nothing returns nothing
set gg_trg_Jump1 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Jump1, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Jump1, Condition( function Trig_Jump1_Conditions ) )
call TriggerAddAction( gg_trg_Jump1, function Trig_Jump1_Actions )
endfunction
function Trig_Blood1_Conditions takes nothing returns boolean
if ( not ( udg_StopSwitch_2[1] == false ) ) then
return false
endif
return true
endfunction
function Trig_Blood1_Func009C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[1], Player(0)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood1_Func010C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[1], Player(4)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood1_Func012A takes nothing returns nothing
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Blood1_Actions takes nothing returns nothing
if ( udg_CheckKillSwitch[1] == true ) then
call PlaySoundBJ( gg_snd_Rampage )
call AddSpecialEffectTargetUnitBJ( "chest", udg_Checker[1], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+3", udg_Checker[1], 0, 10.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call AdjustPlayerStateBJ( 3, GetOwningPlayer(udg_Checker[1]), PLAYER_STATE_RESOURCE_GOLD )
set udg_KillCOUNT[1] = ( udg_KillCOUNT[1] + 1 )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, ( 1 + 1 ), I2S(udg_KillCOUNT[1]) )
set udg_TEAMkills[1] = ( udg_KillCOUNT[1] + ( udg_KillCOUNT[2] + ( udg_KillCOUNT[3] + udg_KillCOUNT[4] ) ) )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, 1, I2S(udg_TEAMkills[1]) )
set udg_CheckKillSwitch[1] = false
else
endif
if ( Trig_Blood1_Func009C() ) then
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
else
endif
if ( Trig_Blood1_Func010C() ) then
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
set udg_BloodPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[1], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[1] )
call RemoveLocation( udg_BloodPoint[1] )
set udg_BloodPoint[1] = null
else
endif
call TriggerSleepAction( 2.00 )
call ForGroupBJ( udg_LaserBlood[1], function Trig_Blood1_Func012A )
endfunction
//===========================================================================
function InitTrig_Blood1 takes nothing returns nothing
set gg_trg_Blood1 = CreateTrigger( )
call TriggerAddCondition( gg_trg_Blood1, Condition( function Trig_Blood1_Conditions ) )
call TriggerAddAction( gg_trg_Blood1, function Trig_Blood1_Actions )
endfunction
function Trig_Blood2_Conditions takes nothing returns boolean
if ( not ( udg_StopSwitch_2[2] == false ) ) then
return false
endif
return true
endfunction
function Trig_Blood2_Func009C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[2], Player(0)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood2_Func010C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[2], Player(4)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood2_Func012A takes nothing returns nothing
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Blood2_Actions takes nothing returns nothing
if ( udg_CheckKillSwitch[2] == true ) then
call PlaySoundBJ( gg_snd_Rampage )
call AddSpecialEffectTargetUnitBJ( "chest", udg_Checker[2], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+3", udg_Checker[2], 0, 10.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call AdjustPlayerStateBJ( 3, GetOwningPlayer(udg_Checker[2]), PLAYER_STATE_RESOURCE_GOLD )
set udg_KillCOUNT[2] = ( udg_KillCOUNT[2] + 1 )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, ( 2 + 1 ), I2S(udg_KillCOUNT[2]) )
set udg_TEAMkills[1] = ( udg_KillCOUNT[1] + ( udg_KillCOUNT[2] + ( udg_KillCOUNT[3] + udg_KillCOUNT[4] ) ) )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, 1, I2S(udg_TEAMkills[1]) )
set udg_CheckKillSwitch[2] = false
else
endif
if ( Trig_Blood2_Func009C() ) then
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
else
endif
if ( Trig_Blood2_Func010C() ) then
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
set udg_BloodPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[2], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[2] )
call RemoveLocation( udg_BloodPoint[2] )
set udg_BloodPoint[2] = null
else
endif
call TriggerSleepAction( 2.00 )
call ForGroupBJ( udg_LaserBlood[2], function Trig_Blood2_Func012A )
endfunction
//===========================================================================
function InitTrig_Blood2 takes nothing returns nothing
set gg_trg_Blood2 = CreateTrigger( )
call TriggerAddCondition( gg_trg_Blood2, Condition( function Trig_Blood2_Conditions ) )
call TriggerAddAction( gg_trg_Blood2, function Trig_Blood2_Actions )
endfunction
function Trig_Blood3_Conditions takes nothing returns boolean
if ( not ( udg_StopSwitch_2[3] == false ) ) then
return false
endif
return true
endfunction
function Trig_Blood3_Func009C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[3], Player(0)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood3_Func010C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[3], Player(4)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood3_Func012A takes nothing returns nothing
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Blood3_Actions takes nothing returns nothing
if ( udg_CheckKillSwitch[3] == true ) then
call PlaySoundBJ( gg_snd_Rampage )
call AddSpecialEffectTargetUnitBJ( "chest", udg_Checker[3], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+3", udg_Checker[3], 0, 10.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call AdjustPlayerStateBJ( 3, GetOwningPlayer(udg_Checker[3]), PLAYER_STATE_RESOURCE_GOLD )
set udg_KillCOUNT[3] = ( udg_KillCOUNT[3] + 1 )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, ( 3 + 1 ), I2S(udg_KillCOUNT[3]) )
set udg_TEAMkills[1] = ( udg_KillCOUNT[1] + ( udg_KillCOUNT[2] + ( udg_KillCOUNT[3] + udg_KillCOUNT[4] ) ) )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, 1, I2S(udg_TEAMkills[1]) )
set udg_CheckKillSwitch[3] = false
else
endif
if ( Trig_Blood3_Func009C() ) then
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
else
endif
if ( Trig_Blood3_Func010C() ) then
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
set udg_BloodPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[3], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[3] )
call RemoveLocation( udg_BloodPoint[3] )
set udg_BloodPoint[3] = null
else
endif
call TriggerSleepAction( 2.00 )
call ForGroupBJ( udg_LaserBlood[3], function Trig_Blood3_Func012A )
endfunction
//===========================================================================
function InitTrig_Blood3 takes nothing returns nothing
set gg_trg_Blood3 = CreateTrigger( )
call TriggerAddCondition( gg_trg_Blood3, Condition( function Trig_Blood3_Conditions ) )
call TriggerAddAction( gg_trg_Blood3, function Trig_Blood3_Actions )
endfunction
function Trig_Blood4_Conditions takes nothing returns boolean
if ( not ( udg_StopSwitch_2[4] == false ) ) then
return false
endif
return true
endfunction
function Trig_Blood4_Func009C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[4], Player(0)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood4_Func010C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[4], Player(4)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood4_Func012A takes nothing returns nothing
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Blood4_Actions takes nothing returns nothing
if ( udg_CheckKillSwitch[4] == true ) then
call PlaySoundBJ( gg_snd_Rampage )
call AddSpecialEffectTargetUnitBJ( "chest", udg_Checker[4], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+3", udg_Checker[4], 0, 10.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call AdjustPlayerStateBJ( 3, GetOwningPlayer(udg_Checker[4]), PLAYER_STATE_RESOURCE_GOLD )
set udg_KillCOUNT[4] = ( udg_KillCOUNT[4] + 1 )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, ( 4 + 1 ), I2S(udg_KillCOUNT[4]) )
set udg_TEAMkills[1] = ( udg_KillCOUNT[1] + ( udg_KillCOUNT[2] + ( udg_KillCOUNT[3] + udg_KillCOUNT[4] ) ) )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, 1, I2S(udg_TEAMkills[1]) )
set udg_CheckKillSwitch[4] = false
else
endif
if ( Trig_Blood4_Func009C() ) then
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
else
endif
if ( Trig_Blood4_Func010C() ) then
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
set udg_BloodPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[4], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[4] )
call RemoveLocation( udg_BloodPoint[4] )
set udg_BloodPoint[4] = null
else
endif
call TriggerSleepAction( 2.00 )
call ForGroupBJ( udg_LaserBlood[4], function Trig_Blood4_Func012A )
endfunction
//===========================================================================
function InitTrig_Blood4 takes nothing returns nothing
set gg_trg_Blood4 = CreateTrigger( )
call TriggerAddCondition( gg_trg_Blood4, Condition( function Trig_Blood4_Conditions ) )
call TriggerAddAction( gg_trg_Blood4, function Trig_Blood4_Actions )
endfunction
function Trig_Blood5_Conditions takes nothing returns boolean
if ( not ( udg_StopSwitch_2[5] == false ) ) then
return false
endif
return true
endfunction
function Trig_Blood5_Func009C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[5], Player(0)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood5_Func010C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[5], Player(4)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood5_Func012A takes nothing returns nothing
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Blood5_Actions takes nothing returns nothing
if ( udg_CheckKillSwitch[5] == true ) then
call PlaySoundBJ( gg_snd_Rampage )
call AddSpecialEffectTargetUnitBJ( "chest", udg_Checker[5], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+3", udg_Checker[5], 0, 10.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call AdjustPlayerStateBJ( 3, GetOwningPlayer(udg_Checker[5]), PLAYER_STATE_RESOURCE_GOLD )
set udg_KillCOUNT[5] = ( udg_KillCOUNT[5] + 1 )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, ( 5 + 2 ), I2S(udg_KillCOUNT[5]) )
set udg_TEAMkills[2] = ( udg_KillCOUNT[5] + ( udg_KillCOUNT[6] + ( udg_KillCOUNT[7] + udg_KillCOUNT[8] ) ) )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, 1, I2S(udg_TEAMkills[2]) )
set udg_CheckKillSwitch[5] = false
else
endif
if ( Trig_Blood5_Func009C() ) then
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
else
endif
if ( Trig_Blood5_Func010C() ) then
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
set udg_BloodPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[5], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[5] )
call RemoveLocation( udg_BloodPoint[5] )
set udg_BloodPoint[5] = null
else
endif
call TriggerSleepAction( 2.00 )
call ForGroupBJ( udg_LaserBlood[5], function Trig_Blood5_Func012A )
endfunction
//===========================================================================
function InitTrig_Blood5 takes nothing returns nothing
set gg_trg_Blood5 = CreateTrigger( )
call TriggerAddCondition( gg_trg_Blood5, Condition( function Trig_Blood5_Conditions ) )
call TriggerAddAction( gg_trg_Blood5, function Trig_Blood5_Actions )
endfunction
function Trig_Blood6_Conditions takes nothing returns boolean
if ( not ( udg_StopSwitch_2[6] == false ) ) then
return false
endif
return true
endfunction
function Trig_Blood6_Func009C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[6], Player(0)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood6_Func010C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[6], Player(4)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood6_Func012A takes nothing returns nothing
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Blood6_Actions takes nothing returns nothing
if ( udg_CheckKillSwitch[6] == true ) then
call PlaySoundBJ( gg_snd_Rampage )
call AddSpecialEffectTargetUnitBJ( "chest", udg_Checker[6], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+3", udg_Checker[6], 0, 10.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call AdjustPlayerStateBJ( 3, GetOwningPlayer(udg_Checker[6]), PLAYER_STATE_RESOURCE_GOLD )
set udg_KillCOUNT[6] = ( udg_KillCOUNT[6] + 1 )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, ( 6 + 2 ), I2S(udg_KillCOUNT[6]) )
set udg_TEAMkills[2] = ( udg_KillCOUNT[5] + ( udg_KillCOUNT[6] + ( udg_KillCOUNT[7] + udg_KillCOUNT[8] ) ) )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, 1, I2S(udg_TEAMkills[2]) )
set udg_CheckKillSwitch[6] = false
else
endif
if ( Trig_Blood6_Func009C() ) then
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
else
endif
if ( Trig_Blood6_Func010C() ) then
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
set udg_BloodPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[6], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[6] )
call RemoveLocation( udg_BloodPoint[6] )
set udg_BloodPoint[6] = null
else
endif
call TriggerSleepAction( 2.00 )
call ForGroupBJ( udg_LaserBlood[6], function Trig_Blood6_Func012A )
endfunction
//===========================================================================
function InitTrig_Blood6 takes nothing returns nothing
set gg_trg_Blood6 = CreateTrigger( )
call TriggerAddCondition( gg_trg_Blood6, Condition( function Trig_Blood6_Conditions ) )
call TriggerAddAction( gg_trg_Blood6, function Trig_Blood6_Actions )
endfunction
function Trig_Blood7_Conditions takes nothing returns boolean
if ( not ( udg_StopSwitch_2[7] == false ) ) then
return false
endif
return true
endfunction
function Trig_Blood7_Func009C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[7], Player(0)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood7_Func010C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[7], Player(4)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood7_Func012A takes nothing returns nothing
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Blood7_Actions takes nothing returns nothing
if ( udg_CheckKillSwitch[7] == true ) then
call PlaySoundBJ( gg_snd_Rampage )
call AddSpecialEffectTargetUnitBJ( "chest", udg_Checker[7], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+3", udg_Checker[7], 0, 10.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call AdjustPlayerStateBJ( 3, GetOwningPlayer(udg_Checker[7]), PLAYER_STATE_RESOURCE_GOLD )
set udg_KillCOUNT[7] = ( udg_KillCOUNT[7] + 1 )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, ( 7 + 2 ), I2S(udg_KillCOUNT[7]) )
set udg_TEAMkills[2] = ( udg_KillCOUNT[5] + ( udg_KillCOUNT[6] + ( udg_KillCOUNT[7] + udg_KillCOUNT[8] ) ) )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, 1, I2S(udg_TEAMkills[2]) )
set udg_CheckKillSwitch[7] = false
else
endif
if ( Trig_Blood7_Func009C() ) then
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
else
endif
if ( Trig_Blood7_Func010C() ) then
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
set udg_BloodPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[7], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[7] )
call RemoveLocation( udg_BloodPoint[7] )
set udg_BloodPoint[7] = null
else
endif
call TriggerSleepAction( 2.00 )
call ForGroupBJ( udg_LaserBlood[7], function Trig_Blood7_Func012A )
endfunction
//===========================================================================
function InitTrig_Blood7 takes nothing returns nothing
set gg_trg_Blood7 = CreateTrigger( )
call TriggerAddCondition( gg_trg_Blood7, Condition( function Trig_Blood7_Conditions ) )
call TriggerAddAction( gg_trg_Blood7, function Trig_Blood7_Actions )
endfunction
function Trig_Blood8_Conditions takes nothing returns boolean
if ( not ( udg_StopSwitch_2[8] == false ) ) then
return false
endif
return true
endfunction
function Trig_Blood8_Func009C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[8], Player(0)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood8_Func010C takes nothing returns boolean
if ( IsUnitAlly(udg_CheckedUnit[8], Player(4)) == true ) then
return false
endif
return true
endfunction
function Trig_Blood8_Func012A takes nothing returns nothing
call RemoveUnit( GetEnumUnit() )
endfunction
function Trig_Blood8_Actions takes nothing returns nothing
if ( udg_CheckKillSwitch[8] == true ) then
call PlaySoundBJ( gg_snd_Rampage )
call AddSpecialEffectTargetUnitBJ( "chest", udg_Checker[8], "UI\\Feedback\\GoldCredit\\GoldCredit.mdl" )
call CreateTextTagUnitBJ( "+3", udg_Checker[8], 0, 10.00, 80.00, 80.00, 30.00, 0.00 )
call SetTextTagVelocityBJ( GetLastCreatedTextTag(), 30.00, 90 )
call SetTextTagPermanentBJ( GetLastCreatedTextTag(), false )
call SetTextTagLifespanBJ( GetLastCreatedTextTag(), 1.00 )
call AdjustPlayerStateBJ( 3, GetOwningPlayer(udg_Checker[8]), PLAYER_STATE_RESOURCE_GOLD )
set udg_KillCOUNT[8] = ( udg_KillCOUNT[8] + 1 )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, ( 8 + 2 ), I2S(udg_KillCOUNT[8]) )
set udg_TEAMkills[2] = ( udg_KillCOUNT[5] + ( udg_KillCOUNT[6] + ( udg_KillCOUNT[7] + udg_KillCOUNT[8] ) ) )
call MultiboardSetItemValueBJ( GetLastCreatedMultiboard(), 2, 1, I2S(udg_TEAMkills[2]) )
set udg_CheckKillSwitch[8] = false
else
endif
if ( Trig_Blood8_Func009C() ) then
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u007', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
else
endif
if ( Trig_Blood8_Func010C() ) then
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
call TriggerSleepAction( 0.10 )
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
set udg_BloodPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
call CreateNUnitsAtLoc( 1, 'u006', Player(8), udg_BloodPoint[8], GetRandomDirectionDeg() )
call GroupAddUnitSimple( GetLastCreatedUnit(), udg_LaserBlood[8] )
call RemoveLocation( udg_BloodPoint[8] )
set udg_BloodPoint[8] = null
else
endif
call TriggerSleepAction( 2.00 )
call ForGroupBJ( udg_LaserBlood[8], function Trig_Blood8_Func012A )
endfunction
//===========================================================================
function InitTrig_Blood8 takes nothing returns nothing
set gg_trg_Blood8 = CreateTrigger( )
call TriggerAddCondition( gg_trg_Blood8, Condition( function Trig_Blood8_Conditions ) )
call TriggerAddAction( gg_trg_Blood8, function Trig_Blood8_Actions )
endfunction
function Trig_Check1_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A00A' ) ) then
return false
endif
if ( not ( GetOwningPlayer(GetTriggerUnit()) == Player(0) ) ) then
return false
endif
return true
endfunction
function Pinned1 takes nothing returns boolean
local location temp
set temp = PolarProjectionBJ(udg_CheckPoint[1], 50.00 + udg_CheckDIST[1]*udg_CheckCount[1], udg_CheckAngle[1])
if ( not ( udg_StopSwitch_2[1] == false ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
if ( RectContainsLoc(gg_rct_Ramp1, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp2, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp3, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp4, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( udg_JumpON[GetConvertedPlayerId(GetOwningPlayer(udg_CheckedUnit[1]))] == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( not ( GetTerrainCliffLevelBJ(GetUnitLoc(udg_CheckedUnit[1])) >= GetTerrainCliffLevelBJ(temp) ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
call RemoveLocation( temp )
set temp = null
return true
endfunction
function checked1 takes nothing returns nothing
if ( Pinned1() ) then
set udg_CheckDIST[1] = 5.00 + ( udg_Athletics[1] * 0.6 )
set udg_CheckCount[1] = udg_CheckCount[1] + 1
call SetUnitPositionLoc( udg_CheckedUnit[1], PolarProjectionBJ(GetUnitLoc(udg_CheckedUnit[1]), udg_CheckDIST[1], udg_CheckAngle[1]) )
else
if ( not ( IsUnitAlly(udg_CheckedUnit[1], GetOwningPlayer(udg_Checker[1])) == true ) ) then
call ConditionalTriggerExecute( gg_trg_Blood1 )
call KillUnit( udg_CheckedUnit[1] )
set udg_StopSwitch_2[1] = true
else
endif
endif
endfunction
function Trig_Check1_Actions takes nothing returns nothing
local timer Check
set Check = CreateTimer()
set udg_CheckedUnit[1] = GetSpellTargetUnit()
set udg_CheckAngle[1] = AngleBetweenPoints(GetUnitLoc(GetTriggerUnit()), GetUnitLoc(udg_CheckedUnit[1]))
set udg_CheckPoint[1] = GetUnitLoc(udg_CheckedUnit[1])
set udg_Checker[1] = GetTriggerUnit()
call TriggerSleepAction(0.30)
call SetUnitPathing( udg_CheckedUnit[1], false )
call TimerStart(Check, 0.02, true, function checked1)
call TriggerSleepAction(0.50)
call DestroyTimer(Check)
call SetUnitPathing( udg_CheckedUnit[1], true )
if ( udg_StopSwitch_2[1] == true ) then
set udg_CheckKillSwitch[1] = true
call TriggerSleepAction(0.10)
call ConditionalTriggerExecute( gg_trg_Blood1 )
else
endif
call TriggerSleepAction(0.10)
set udg_CheckDIST[1] = 0.00
set udg_CheckCount[1] = 0
set udg_StopSwitch_2[1] = false
endfunction
//===========================================================================
function InitTrig_Check1 takes nothing returns nothing
set gg_trg_Check1 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Check1, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Check1, Condition( function Trig_Check1_Conditions ) )
call TriggerAddAction( gg_trg_Check1, function Trig_Check1_Actions )
endfunction
function Trig_Check2_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A00A' ) ) then
return false
endif
if ( not ( GetOwningPlayer(GetTriggerUnit()) == Player(1) ) ) then
return false
endif
return true
endfunction
function Pinned2 takes nothing returns boolean
local location temp
set temp = PolarProjectionBJ(udg_CheckPoint[2], 50.00 + udg_CheckDIST[2]*udg_CheckCount[2], udg_CheckAngle[2])
if ( not ( udg_StopSwitch_2[2] == false ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
if ( RectContainsLoc(gg_rct_Ramp1, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp2, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp3, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp4, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( udg_JumpON[GetConvertedPlayerId(GetOwningPlayer(udg_CheckedUnit[2]))] == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( not ( GetTerrainCliffLevelBJ(GetUnitLoc(udg_CheckedUnit[2])) >= GetTerrainCliffLevelBJ(temp) ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
call RemoveLocation( temp )
set temp = null
return true
endfunction
function checked2 takes nothing returns nothing
if ( Pinned2() ) then
set udg_CheckDIST[2] = 5.00 + ( udg_Athletics[2] * 0.6 )
set udg_CheckCount[2] = udg_CheckCount[2] + 1
call SetUnitPositionLoc( udg_CheckedUnit[2], PolarProjectionBJ(GetUnitLoc(udg_CheckedUnit[2]), udg_CheckDIST[2], udg_CheckAngle[2]) )
else
if ( not ( IsUnitAlly(udg_CheckedUnit[2], GetOwningPlayer(udg_Checker[2])) == true ) ) then
call ConditionalTriggerExecute( gg_trg_Blood2 )
call KillUnit( udg_CheckedUnit[2] )
set udg_StopSwitch_2[2] = true
else
endif
endif
endfunction
function Trig_Check2_Actions takes nothing returns nothing
local timer Check
set Check = CreateTimer()
set udg_CheckedUnit[2] = GetSpellTargetUnit()
set udg_CheckAngle[2] = AngleBetweenPoints(GetUnitLoc(GetTriggerUnit()), GetUnitLoc(udg_CheckedUnit[2]))
set udg_CheckPoint[2] = GetUnitLoc(udg_CheckedUnit[2])
set udg_Checker[2] = GetTriggerUnit()
call TriggerSleepAction(0.30)
call SetUnitPathing( udg_CheckedUnit[2], false )
call TimerStart(Check, 0.02, true, function checked2)
call TriggerSleepAction(0.50)
call DestroyTimer(Check)
call SetUnitPathing( udg_CheckedUnit[2], true )
if ( udg_StopSwitch_2[2] == true ) then
set udg_CheckKillSwitch[2] = true
call TriggerSleepAction(0.10)
call ConditionalTriggerExecute( gg_trg_Blood2 )
else
endif
call TriggerSleepAction(0.10)
set udg_CheckDIST[2] = 0.00
set udg_CheckCount[2] = 0
set udg_StopSwitch_2[2] = false
endfunction
//===========================================================================
function InitTrig_Check2 takes nothing returns nothing
set gg_trg_Check2 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Check2, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Check2, Condition( function Trig_Check2_Conditions ) )
call TriggerAddAction( gg_trg_Check2, function Trig_Check2_Actions )
endfunction
function Trig_Check3_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A00A' ) ) then
return false
endif
if ( not ( GetOwningPlayer(GetTriggerUnit()) == Player(2) ) ) then
return false
endif
return true
endfunction
function Pinned3 takes nothing returns boolean
local location temp
set temp = PolarProjectionBJ(udg_CheckPoint[3], 50.00 + udg_CheckDIST[3]*udg_CheckCount[3], udg_CheckAngle[3])
if ( not ( udg_StopSwitch_2[3] == false ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
if ( RectContainsLoc(gg_rct_Ramp1, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp2, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp3, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp4, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( udg_JumpON[GetConvertedPlayerId(GetOwningPlayer(udg_CheckedUnit[3]))] == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( not ( GetTerrainCliffLevelBJ(GetUnitLoc(udg_CheckedUnit[3])) >= GetTerrainCliffLevelBJ(temp) ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
call RemoveLocation( temp )
set temp = null
return true
endfunction
function checked3 takes nothing returns nothing
if ( Pinned3() ) then
set udg_CheckDIST[3] = 5.00 + ( udg_Athletics[3] * 0.6 )
set udg_CheckCount[3] = udg_CheckCount[3] + 1
call SetUnitPositionLoc( udg_CheckedUnit[3], PolarProjectionBJ(GetUnitLoc(udg_CheckedUnit[3]), udg_CheckDIST[3], udg_CheckAngle[3]) )
else
if ( not ( IsUnitAlly(udg_CheckedUnit[3], GetOwningPlayer(udg_Checker[3])) == true ) ) then
call ConditionalTriggerExecute( gg_trg_Blood3 )
call KillUnit( udg_CheckedUnit[3] )
set udg_StopSwitch_2[3] = true
else
endif
endif
endfunction
function Trig_Check3_Actions takes nothing returns nothing
local timer Check
set Check = CreateTimer()
set udg_CheckedUnit[3] = GetSpellTargetUnit()
set udg_CheckAngle[3] = AngleBetweenPoints(GetUnitLoc(GetTriggerUnit()), GetUnitLoc(udg_CheckedUnit[3]))
set udg_CheckPoint[3] = GetUnitLoc(udg_CheckedUnit[3])
set udg_Checker[3] = GetTriggerUnit()
call TriggerSleepAction(0.30)
call SetUnitPathing( udg_CheckedUnit[3], false )
call TimerStart(Check, 0.02, true, function checked3)
call TriggerSleepAction(0.50)
call DestroyTimer(Check)
call SetUnitPathing( udg_CheckedUnit[3], true )
if ( udg_StopSwitch_2[3] == true ) then
set udg_CheckKillSwitch[3] = true
call TriggerSleepAction(0.10)
call ConditionalTriggerExecute( gg_trg_Blood3 )
else
endif
call TriggerSleepAction(0.10)
set udg_CheckDIST[3] = 0.00
set udg_CheckCount[3] = 0
set udg_StopSwitch_2[3] = false
endfunction
//===========================================================================
function InitTrig_Check3 takes nothing returns nothing
set gg_trg_Check3 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Check3, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Check3, Condition( function Trig_Check3_Conditions ) )
call TriggerAddAction( gg_trg_Check3, function Trig_Check3_Actions )
endfunction
function Trig_Check4_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A00A' ) ) then
return false
endif
if ( not ( GetOwningPlayer(GetTriggerUnit()) == Player(3) ) ) then
return false
endif
return true
endfunction
function Pinned4 takes nothing returns boolean
local location temp
set temp = PolarProjectionBJ(udg_CheckPoint[4], 50.00 + udg_CheckDIST[4]*udg_CheckCount[4], udg_CheckAngle[4])
if ( not ( udg_StopSwitch_2[4] == false ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
if ( RectContainsLoc(gg_rct_Ramp1, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp2, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp3, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp4, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( udg_JumpON[GetConvertedPlayerId(GetOwningPlayer(udg_CheckedUnit[4]))] == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( not ( GetTerrainCliffLevelBJ(GetUnitLoc(udg_CheckedUnit[4])) >= GetTerrainCliffLevelBJ(temp) ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
call RemoveLocation( temp )
set temp = null
return true
endfunction
function checked4 takes nothing returns nothing
if ( Pinned4() ) then
set udg_CheckDIST[4] = 5.00 + ( udg_Athletics[4] * 0.6 )
set udg_CheckCount[4] = udg_CheckCount[4] + 1
call SetUnitPositionLoc( udg_CheckedUnit[4], PolarProjectionBJ(GetUnitLoc(udg_CheckedUnit[4]), udg_CheckDIST[4], udg_CheckAngle[4]) )
else
if ( not ( IsUnitAlly(udg_CheckedUnit[4], GetOwningPlayer(udg_Checker[4])) == true ) ) then
call ConditionalTriggerExecute( gg_trg_Blood4 )
call KillUnit( udg_CheckedUnit[4] )
set udg_StopSwitch_2[4] = true
else
endif
endif
endfunction
function Trig_Check4_Actions takes nothing returns nothing
local timer Check
set Check = CreateTimer()
set udg_CheckedUnit[4] = GetSpellTargetUnit()
set udg_CheckAngle[4] = AngleBetweenPoints(GetUnitLoc(GetTriggerUnit()), GetUnitLoc(udg_CheckedUnit[4]))
set udg_CheckPoint[4] = GetUnitLoc(udg_CheckedUnit[4])
set udg_Checker[4] = GetTriggerUnit()
call TriggerSleepAction(0.30)
call SetUnitPathing( udg_CheckedUnit[4], false )
call TimerStart(Check, 0.02, true, function checked4)
call TriggerSleepAction(0.50)
call DestroyTimer(Check)
call SetUnitPathing( udg_CheckedUnit[4], true )
if ( udg_StopSwitch_2[4] == true ) then
set udg_CheckKillSwitch[4] = true
call TriggerSleepAction(0.10)
call ConditionalTriggerExecute( gg_trg_Blood4 )
else
endif
call TriggerSleepAction(0.10)
set udg_CheckDIST[4] = 0.00
set udg_CheckCount[4] = 0
set udg_StopSwitch_2[4] = false
endfunction
//===========================================================================
function InitTrig_Check4 takes nothing returns nothing
set gg_trg_Check4 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Check4, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Check4, Condition( function Trig_Check4_Conditions ) )
call TriggerAddAction( gg_trg_Check4, function Trig_Check4_Actions )
endfunction
function Trig_Check5_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A00A' ) ) then
return false
endif
if ( not ( GetOwningPlayer(GetTriggerUnit()) == Player(4) ) ) then
return false
endif
return true
endfunction
function Pinned5 takes nothing returns boolean
local location temp
set temp = PolarProjectionBJ(udg_CheckPoint[5], 50.00 + udg_CheckDIST[5]*udg_CheckCount[5], udg_CheckAngle[5])
if ( not ( udg_StopSwitch_2[5] == false ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
if ( RectContainsLoc(gg_rct_Ramp1, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp2, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp3, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp4, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( udg_JumpON[GetConvertedPlayerId(GetOwningPlayer(udg_CheckedUnit[5]))] == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( not ( GetTerrainCliffLevelBJ(GetUnitLoc(udg_CheckedUnit[5])) >= GetTerrainCliffLevelBJ(temp) ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
call RemoveLocation( temp )
set temp = null
return true
endfunction
function checked5 takes nothing returns nothing
if ( Pinned5() ) then
set udg_CheckDIST[5] = 5.00 + ( udg_Athletics[5] * 0.6 )
set udg_CheckCount[5] = udg_CheckCount[5] + 1
call SetUnitPositionLoc( udg_CheckedUnit[5], PolarProjectionBJ(GetUnitLoc(udg_CheckedUnit[5]), udg_CheckDIST[5], udg_CheckAngle[5]) )
else
if ( not ( IsUnitAlly(udg_CheckedUnit[5], GetOwningPlayer(udg_Checker[5])) == true ) ) then
call ConditionalTriggerExecute( gg_trg_Blood5 )
call KillUnit( udg_CheckedUnit[5] )
set udg_StopSwitch_2[5] = true
else
endif
endif
endfunction
function Trig_Check5_Actions takes nothing returns nothing
local timer Check
set Check = CreateTimer()
set udg_CheckedUnit[5] = GetSpellTargetUnit()
set udg_CheckAngle[5] = AngleBetweenPoints(GetUnitLoc(GetTriggerUnit()), GetUnitLoc(udg_CheckedUnit[5]))
set udg_CheckPoint[5] = GetUnitLoc(udg_CheckedUnit[5])
set udg_Checker[5] = GetTriggerUnit()
call TriggerSleepAction(0.30)
call SetUnitPathing( udg_CheckedUnit[5], false )
call TimerStart(Check, 0.02, true, function checked5)
call TriggerSleepAction(0.50)
call DestroyTimer(Check)
call SetUnitPathing( udg_CheckedUnit[5], true )
if ( udg_StopSwitch_2[5] == true ) then
set udg_CheckKillSwitch[5] = true
call TriggerSleepAction(0.10)
call ConditionalTriggerExecute( gg_trg_Blood5 )
else
endif
call TriggerSleepAction(0.10)
set udg_CheckDIST[5] = 0.00
set udg_CheckCount[5] = 0
set udg_StopSwitch_2[5] = false
endfunction
//===========================================================================
function InitTrig_Check5 takes nothing returns nothing
set gg_trg_Check5 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Check5, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Check5, Condition( function Trig_Check5_Conditions ) )
call TriggerAddAction( gg_trg_Check5, function Trig_Check5_Actions )
endfunction
function Trig_Check6_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A00A' ) ) then
return false
endif
if ( not ( GetOwningPlayer(GetTriggerUnit()) == Player(5) ) ) then
return false
endif
return true
endfunction
function Pinned6 takes nothing returns boolean
local location temp
set temp = PolarProjectionBJ(udg_CheckPoint[6], 50.00 + udg_CheckDIST[6]*udg_CheckCount[6], udg_CheckAngle[6])
if ( not ( udg_StopSwitch_2[6] == false ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
if ( RectContainsLoc(gg_rct_Ramp1, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp2, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp3, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp4, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( udg_JumpON[GetConvertedPlayerId(GetOwningPlayer(udg_CheckedUnit[6]))] == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( not ( GetTerrainCliffLevelBJ(GetUnitLoc(udg_CheckedUnit[6])) >= GetTerrainCliffLevelBJ(temp) ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
call RemoveLocation( temp )
set temp = null
return true
endfunction
function checked6 takes nothing returns nothing
if ( Pinned6() ) then
set udg_CheckDIST[6] = 5.00 + ( udg_Athletics[6] * 0.6 )
set udg_CheckCount[6] = udg_CheckCount[6] + 1
call SetUnitPositionLoc( udg_CheckedUnit[6], PolarProjectionBJ(GetUnitLoc(udg_CheckedUnit[6]), udg_CheckDIST[6], udg_CheckAngle[6]) )
else
if ( not ( IsUnitAlly(udg_CheckedUnit[6], GetOwningPlayer(udg_Checker[6])) == true ) ) then
call ConditionalTriggerExecute( gg_trg_Blood6 )
call KillUnit( udg_CheckedUnit[6] )
set udg_StopSwitch_2[6] = true
else
endif
endif
endfunction
function Trig_Check6_Actions takes nothing returns nothing
local timer Check
set Check = CreateTimer()
set udg_CheckedUnit[6] = GetSpellTargetUnit()
set udg_CheckAngle[6] = AngleBetweenPoints(GetUnitLoc(GetTriggerUnit()), GetUnitLoc(udg_CheckedUnit[6]))
set udg_CheckPoint[6] = GetUnitLoc(udg_CheckedUnit[6])
set udg_Checker[6] = GetTriggerUnit()
call TriggerSleepAction(0.30)
call SetUnitPathing( udg_CheckedUnit[6], false )
call TimerStart(Check, 0.02, true, function checked6)
call TriggerSleepAction(0.50)
call DestroyTimer(Check)
call SetUnitPathing( udg_CheckedUnit[6], true )
if ( udg_StopSwitch_2[6] == true ) then
set udg_CheckKillSwitch[6] = true
call TriggerSleepAction(0.10)
call ConditionalTriggerExecute( gg_trg_Blood6 )
else
endif
call TriggerSleepAction(0.10)
set udg_CheckDIST[6] = 0.00
set udg_CheckCount[6] = 0
set udg_StopSwitch_2[6] = false
endfunction
//===========================================================================
function InitTrig_Check6 takes nothing returns nothing
set gg_trg_Check6 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Check6, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Check6, Condition( function Trig_Check6_Conditions ) )
call TriggerAddAction( gg_trg_Check6, function Trig_Check6_Actions )
endfunction
function Trig_Check7_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A00A' ) ) then
return false
endif
if ( not ( GetOwningPlayer(GetTriggerUnit()) == Player(6) ) ) then
return false
endif
return true
endfunction
function Pinned7 takes nothing returns boolean
local location temp
set temp = PolarProjectionBJ(udg_CheckPoint[7], 50.00 + udg_CheckDIST[7]*udg_CheckCount[7], udg_CheckAngle[7])
if ( not ( udg_StopSwitch_2[7] == false ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
if ( RectContainsLoc(gg_rct_Ramp1, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp2, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp3, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp4, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( udg_JumpON[GetConvertedPlayerId(GetOwningPlayer(udg_CheckedUnit[7]))] == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( not ( GetTerrainCliffLevelBJ(GetUnitLoc(udg_CheckedUnit[7])) >= GetTerrainCliffLevelBJ(temp) ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
call RemoveLocation( temp )
set temp = null
return true
endfunction
function checked7 takes nothing returns nothing
if ( Pinned7() ) then
set udg_CheckDIST[7] = 5.00 + ( udg_Athletics[7] * 0.6 )
set udg_CheckCount[7] = udg_CheckCount[7] + 1
call SetUnitPositionLoc( udg_CheckedUnit[7], PolarProjectionBJ(GetUnitLoc(udg_CheckedUnit[7]), udg_CheckDIST[7], udg_CheckAngle[7]) )
else
if ( not ( IsUnitAlly(udg_CheckedUnit[7], GetOwningPlayer(udg_Checker[7])) == true ) ) then
call ConditionalTriggerExecute( gg_trg_Blood7 )
call KillUnit( udg_CheckedUnit[7] )
set udg_StopSwitch_2[7] = true
else
endif
endif
endfunction
function Trig_Check7_Actions takes nothing returns nothing
local timer Check
set Check = CreateTimer()
set udg_CheckedUnit[7] = GetSpellTargetUnit()
set udg_CheckAngle[7] = AngleBetweenPoints(GetUnitLoc(GetTriggerUnit()), GetUnitLoc(udg_CheckedUnit[7]))
set udg_CheckPoint[7] = GetUnitLoc(udg_CheckedUnit[7])
set udg_Checker[7] = GetTriggerUnit()
call TriggerSleepAction(0.30)
call SetUnitPathing( udg_CheckedUnit[7], false )
call TimerStart(Check, 0.02, true, function checked7)
call TriggerSleepAction(0.50)
call DestroyTimer(Check)
call SetUnitPathing( udg_CheckedUnit[7], true )
if ( udg_StopSwitch_2[7] == true ) then
set udg_CheckKillSwitch[7] = true
call TriggerSleepAction(0.10)
call ConditionalTriggerExecute( gg_trg_Blood7 )
else
endif
call TriggerSleepAction(0.10)
set udg_CheckDIST[7] = 0.00
set udg_CheckCount[7] = 0
set udg_StopSwitch_2[7] = false
endfunction
//===========================================================================
function InitTrig_Check7 takes nothing returns nothing
set gg_trg_Check7 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Check7, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Check7, Condition( function Trig_Check7_Conditions ) )
call TriggerAddAction( gg_trg_Check7, function Trig_Check7_Actions )
endfunction
function Trig_Check8_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 'A00A' ) ) then
return false
endif
if ( not ( GetOwningPlayer(GetTriggerUnit()) == Player(7) ) ) then
return false
endif
return true
endfunction
function Pinned8 takes nothing returns boolean
local location temp
set temp = PolarProjectionBJ(udg_CheckPoint[8], 50.00 + udg_CheckDIST[8]*udg_CheckCount[8], udg_CheckAngle[8])
if ( not ( udg_StopSwitch_2[8] == false ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
if ( RectContainsLoc(gg_rct_Ramp1, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp2, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp3, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( RectContainsLoc(gg_rct_Ramp4, temp) == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( udg_JumpON[GetConvertedPlayerId(GetOwningPlayer(udg_CheckedUnit[8]))] == true ) then
call RemoveLocation( temp )
set temp = null
return true
endif
if ( not ( GetTerrainCliffLevelBJ(GetUnitLoc(udg_CheckedUnit[8])) >= GetTerrainCliffLevelBJ(temp) ) ) then
call RemoveLocation( temp )
set temp = null
return false
endif
call RemoveLocation( temp )
set temp = null
return true
endfunction
function checked8 takes nothing returns nothing
if ( Pinned8() ) then
set udg_CheckDIST[8] = 5.00 + ( udg_Athletics[8] * 0.6 )
set udg_CheckCount[8] = udg_CheckCount[8] + 1
call SetUnitPositionLoc( udg_CheckedUnit[8], PolarProjectionBJ(GetUnitLoc(udg_CheckedUnit[8]), udg_CheckDIST[8], udg_CheckAngle[8]) )
else
if ( not ( IsUnitAlly(udg_CheckedUnit[8], GetOwningPlayer(udg_Checker[8])) == true ) ) then
call ConditionalTriggerExecute( gg_trg_Blood8 )
call KillUnit( udg_CheckedUnit[8] )
set udg_StopSwitch_2[8] = true
else
endif
endif
endfunction
function Trig_Check8_Actions takes nothing returns nothing
local timer Check
set Check = CreateTimer()
set udg_CheckedUnit[8] = GetSpellTargetUnit()
set udg_CheckAngle[8] = AngleBetweenPoints(GetUnitLoc(GetTriggerUnit()), GetUnitLoc(udg_CheckedUnit[8]))
set udg_CheckPoint[8] = GetUnitLoc(udg_CheckedUnit[8])
set udg_Checker[8] = GetTriggerUnit()
call TriggerSleepAction(0.30)
call SetUnitPathing( udg_CheckedUnit[8], false )
call TimerStart(Check, 0.02, true, function checked8)
call TriggerSleepAction(0.50)
call DestroyTimer(Check)
call SetUnitPathing( udg_CheckedUnit[8], true )
if ( udg_StopSwitch_2[8] == true ) then
set udg_CheckKillSwitch[8] = true
call TriggerSleepAction(0.10)
call ConditionalTriggerExecute( gg_trg_Blood8 )
else
endif
call TriggerSleepAction(0.10)
set udg_CheckDIST[8] = 0.00
set udg_CheckCount[8] = 0
set udg_StopSwitch_2[8] = false
endfunction
//===========================================================================
function InitTrig_Check8 takes nothing returns nothing
set gg_trg_Check8 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Check8, EVENT_PLAYER_UNIT_SPELL_CAST )
call TriggerAddCondition( gg_trg_Check8, Condition( function Trig_Check8_Conditions ) )
call TriggerAddAction( gg_trg_Check8, function Trig_Check8_Actions )
endfunction
function Trig_Width_Boost_Conditions takes nothing returns boolean
if ( not ( GetItemTypeId(GetManipulatedItem()) == 'I005' ) ) then
return false
endif
return true
endfunction
function Trig_Width_Boost_Actions takes nothing returns nothing
local unit Boosted
local player owner
set Boosted = GetTriggerUnit()
set owner = GetOwningPlayer(Boosted)
call PlaySoundBJ( gg_snd_Tomes )
call RemoveItem( GetManipulatedItem() )
call CreateNUnitsAtLoc( 1, 'u004', owner, GetUnitLoc(Boosted), bj_UNIT_FACING )
set udg_BoosterUnit[GetConvertedPlayerId(owner)] = GetLastCreatedUnit()
call UnitAddAbilityBJ( 'A00C', GetLastCreatedUnit() )
call IssueTargetOrderBJ( GetLastCreatedUnit(), "bloodlust", Boosted )
set udg_LaserWIDTH[GetConvertedPlayerId(owner)] = ( udg_LaserWIDTH[GetConvertedPlayerId(owner)] + 200.00 )
call TriggerSleepAction( 3.00 )
call RemoveUnit( udg_BoosterUnit[GetConvertedPlayerId(owner)] )
call TriggerSleepAction( 12.00 )
set udg_LaserWIDTH[GetConvertedPlayerId(owner)] = ( udg_LaserWIDTH[GetConvertedPlayerId(owner)] - 200.00 )
endfunction
//===========================================================================
function InitTrig_Width_Boost takes nothing returns nothing
set gg_trg_Width_Boost = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Width_Boost, EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerAddCondition( gg_trg_Width_Boost, Condition( function Trig_Width_Boost_Conditions ) )
call TriggerAddAction( gg_trg_Width_Boost, function Trig_Width_Boost_Actions )
endfunction
function Trig_Athletic_Boost_Conditions takes nothing returns boolean
if ( not ( GetItemTypeId(GetManipulatedItem()) == 'I006' ) ) then
return false
endif
return true
endfunction
function Trig_Athletic_Boost_Actions takes nothing returns nothing
local unit Boosted
local player owner
set Boosted = GetTriggerUnit()
set owner = GetOwningPlayer(Boosted)
call PlaySoundBJ( gg_snd_ManaPotion )
call RemoveItem( GetManipulatedItem() )
call CreateNUnitsAtLoc( 1, 'u004', owner, GetUnitLoc(Boosted), bj_UNIT_FACING )
set udg_BoosterUnit[GetConvertedPlayerId(owner)] = GetLastCreatedUnit()
call UnitAddAbilityBJ( 'A00D', GetLastCreatedUnit() )
call IssueTargetOrderBJ( GetLastCreatedUnit(), "bloodlust", Boosted )
set udg_UnitSPEED[GetConvertedPlayerId(owner)] = ( udg_UnitSPEED[GetConvertedPlayerId(owner)] + 250.00 )
set udg_Athletics[GetConvertedPlayerId(owner)] = ( udg_Athletics[GetConvertedPlayerId(owner)] + 50 )
call SetUnitMoveSpeed( Boosted, udg_UnitSPEED[GetConvertedPlayerId(owner)] )
call AdjustPlayerStateBJ( 250, GetOwningPlayer(Boosted), PLAYER_STATE_RESOURCE_LUMBER )
call TriggerSleepAction( 3.00 )
call RemoveUnit( udg_BoosterUnit[GetConvertedPlayerId(owner)] )
call TriggerSleepAction( 12.00 )
set udg_UnitSPEED[GetConvertedPlayerId(owner)] = ( udg_UnitSPEED[GetConvertedPlayerId(owner)] - 250.00 )
set udg_Athletics[GetConvertedPlayerId(owner)] = ( udg_Athletics[GetConvertedPlayerId(owner)] - 50 )
call SetUnitMoveSpeed( udg_Unit[GetConvertedPlayerId(owner)], udg_UnitSPEED[GetConvertedPlayerId(owner)] )
call AdjustPlayerStateBJ( -250, owner, PLAYER_STATE_RESOURCE_LUMBER )
endfunction
//===========================================================================
function InitTrig_Athletic_Boost takes nothing returns nothing
set gg_trg_Athletic_Boost = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Athletic_Boost, EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerAddCondition( gg_trg_Athletic_Boost, Condition( function Trig_Athletic_Boost_Conditions ) )
call TriggerAddAction( gg_trg_Athletic_Boost, function Trig_Athletic_Boost_Actions )
endfunction
function Trig_Range_Boost_Conditions takes nothing returns boolean
if ( not ( GetItemTypeId(GetManipulatedItem()) == 'I007' ) ) then
return false
endif
return true
endfunction
function Trig_Range_Boost_Actions takes nothing returns nothing
local unit Boosted
local player owner
set Boosted = GetTriggerUnit()
set owner = GetOwningPlayer(Boosted)
call PlaySoundBJ( gg_snd_WandOfIllusionTarget1 )
call RemoveItem( GetManipulatedItem() )
call CreateNUnitsAtLoc( 1, 'u004', owner, GetUnitLoc(Boosted), bj_UNIT_FACING )
set udg_BoosterUnit[GetConvertedPlayerId(owner)] = GetLastCreatedUnit()
call UnitAddAbilityBJ( 'A00B', GetLastCreatedUnit() )
call IssueTargetOrderBJ( GetLastCreatedUnit(), "bloodlust", Boosted )
set udg_LaserRANGE[GetConvertedPlayerId(owner)] = ( udg_LaserRANGE[GetConvertedPlayerId(owner)] + 50 )
call TriggerSleepAction( 3.00 )
call RemoveUnit( udg_BoosterUnit[GetConvertedPlayerId(owner)] )
call TriggerSleepAction( 12.00 )
set udg_LaserRANGE[GetConvertedPlayerId(owner)] = ( udg_LaserRANGE[GetConvertedPlayerId(owner)] - 50 )
endfunction
//===========================================================================
function InitTrig_Range_Boost takes nothing returns nothing
set gg_trg_Range_Boost = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Range_Boost, EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerAddCondition( gg_trg_Range_Boost, Condition( function Trig_Range_Boost_Conditions ) )
call TriggerAddAction( gg_trg_Range_Boost, function Trig_Range_Boost_Actions )
endfunction