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I remember my first time when i join hive, i like Naruto in that time so i try to search Chidori in hive but all i found is labelled "Needs Fix". So I got an idea to create "Chidori" by myself.
i think there is people who want to create Naruto Map, so i think this will be useful to them.
and this is MUI. I use custom models so newbie will be easier to configure the animations, so sorry for the Big Size.
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Chidori_Max_Index Equal to 1
Then - Actions
Trigger - Turn on Chidori Loop <gen>
Else - Actions
Chidori Loop
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
For each (Integer Chidori_Current_Index) from 1 to Chidori_Max_Index, do (Actions)
Loop - Actions
Set TempPoint = (Position of Chidori_Caster[Chidori_Current_Index])
Set TempPoint2 = (Position of Chidori_Target[Chidori_Current_Index])
Set Chidori_Angle[Chidori_Current_Index] = (Angle from TempPoint to TempPoint2)
Set TempPoint3 = (TempPoint offset by (Chidori_MovementSpeed[Chidori_Ability_Level[Chidori_Current_Index]] x 0.04) towards Chidori_Angle[Chidori_Current_Index] degrees)
Unit - Cause Chidori_Caster[Chidori_Current_Index] to damage Chidori_Target[Chidori_Current_Index], dealing Chidori_Damage[Chidori_Ability_Level[Chidori_Current_Index]] damage of attack type Spells and damage type Lightning
Special Effect - Create a special effect at TempPoint2 using Chidori_SFX[4]
Special Effect - Destroy (Last created special effect)
Animation - Play Chidori_Caster[Chidori_Current_Index]'s stand animation
Set KB2D_Source = Chidori_Caster[Chidori_Current_Index]
Set KB2D_Target = Chidori_Target[Chidori_Current_Index]
Custom script: set udg_KB2D_TempKey = GetHandleId(udg_KB2D_Target)
Set KB2D_SFX = Chidori_SFX[3]
Set KB2D_Distance = 500.00
Set KB2D_Duration = 1.50
Set KB2D_Loc = (Position of KB2D_Source)
Set KB2D_Offset = (Position of KB2D_Target)
Set KB2D_Angle = (Angle from KB2D_Loc to KB2D_Offset)
Unit - Cause Chidori_Caster[Chidori_Current_Index] to damage Chidori_Target[Chidori_Current_Index], dealing Chidori_Damage[Chidori_Ability_Level[Chidori_Current_Index]] damage of attack type Spells and damage type Lightning
Special Effect - Create a special effect at TempPoint2 using Chidori_SFX[4]
Special Effect - Destroy (Last created special effect)
Animation - Play Chidori_Caster[Chidori_Current_Index]'s stand animation
Set Chidori_Angle[Chidori_Current_Index] = Chidori_Angle[Chidori_Max_Index]
Set Chidori_Angle[Chidori_Max_Index] = 0.00
Set Chidori_Caster[Chidori_Current_Index] = Chidori_Caster[Chidori_Max_Index]
Set Chidori_Caster[Chidori_Max_Index] = No unit
Set Chidori_Target[Chidori_Current_Index] = Chidori_Target[Chidori_Max_Index]
Set Chidori_Target[Chidori_Max_Index] = No unit
Set Chidori_Current_Index = (Chidori_Current_Index - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Chidori_Max_Index Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Credits: draguen, Almia
How to Import: go to World Editor => file => Preferences => Check the "Automatically create unknown Variable while pasting trigger data" => ok
Changelogs:
v.1.1 - Remove the "Pause Unit" action
- Now Use Almia's Knockback system
v.1.0 - Released
Don't use MoveUnitInstantly function because it is unefficient like that xD. I recommend you use the function: SetUnitX(someUnit,someWhere x) and SetUnitY(someUnit,someWhere y) the someWhere variable type is real.
call DestroyEffect(AddSpecialEffect(effectModelPath, someWhere X, someWhere Y))
call DestroyEffect(AddSpecialEffectTarget(effectModelPath, targetUnit, attachmentPoint))
why i need to use both of them and is it necessary?
call DestroyEffect(AddSpecialEffect(effectModelPath, someWhere X, someWhere Y))
call DestroyEffect(AddSpecialEffectTarget(effectModelPath, targetUnit, attachmentPoint))
why i need to use both of them and is it necessary?
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