- Joined
- Jun 9, 2012
- Messages
- 824
I have a lot of god damn homework to do but heck, I'll give it a shot BunnyAng.
No, no, nevermind. gotta do homework first.
Alright then i'll request another time.
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I have a lot of god damn homework to do but heck, I'll give it a shot BunnyAng.
No, no, nevermind. gotta do homework first.
Pendant of Essence
DDS: GDD
Code Type: GUI
Spell Type: Item
Target Type: Instant
Area of Effect: 1200
Number of Levels: -
Mana Cost: -
Cooldown: 3
In-game Description: A magical pendant that collects the remnant of nearby magic produced by enemies. The very pendant then turns the remnant stored into positive restoring energy when needed. This pendant was also used in the previous War of the Magi due to its efficiency in mage wars.
Bonuses:
- + 15 hit points and mana points for each essence collected.
- + Maximum of 15 charges.
How the spell works: Whenever an enemy hero casts a spell within 1200 AoE, whoever who is the enemy of the hero and has this item (Pendant of Essence) will collect a charge. The charge has a limit of 15. When used, all charges will be used and each restore 15 hp and 15 mana. There is no cooldown to the collection of charges.
Mass Hex
DDS: N/A
Code Type: GUI
Spell Type: Hero
Target Type: Target Point
Area of Effect: 300
Number of Levels: 4
Mana Cost: 100/120/130/140
Cooldown: 15
In-game Description: N/A
How the spell works: all the units on the target point will be hex for 1/2/3/4 seconds
Sink
DDS: N/A
Code Type: GUI
Spell Type: Hero
Target Type: Target Point
Area of Effect: 400
Number of Levels: 4
Mana Cost: 100/110/120/130
Cooldown: 15
In-game Description: Creates an abyss upon a chosen parameter, pulling in and damaging foes in the area.
How the spell works: it suck all enemy units on 400 AOE of the target area,Drags units over 0.4 seconds before dealing damage.
Sink Config

Events


Map initialization

Conditions

Actions


Set Sink_PullEffect = Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl


-------- AoE --------


Set Sink_AoE = 400.00


-------- Damage Per Level --------


Set SinkDamageBase[1] = 50.00


Set SinkDamageBase[2] = 75.00


Set SinkDamageBase[3] = 100.00


Set SinkDamageBase[4] = 150.00


-------- Types --------


Set Sink_AttackType = Spells


Set Sink_DamageType = Universal


-------- How Close should they before the spell "ends" --------


Set Sink_Threshold = 50.00


-------- Speed of pull --------


Set Sink_Speed = 800.00


-------- Dont Change below --------


Set Sink_SpeedInterval = (Sink_Speed x 0.03)
Sink Cast

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Sink

Actions


Set TempPoint = (Target point of ability being cast)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




((Playable map area) contains TempPoint) Equal to True



Then - Actions




Set Sink_MaxIndex = (Sink_MaxIndex + 1)




Set Sink_Caster[Sink_MaxIndex] = (Triggering unit)




Set Sink_Point[Sink_MaxIndex] = (Target point of ability being cast)




Set SinkDamage[Sink_MaxIndex] = SinkDamageBase[(Level of Sink for Sink_Caster[Sink_MaxIndex])]




Unit - Create 1 Abyss for (Owner of Sink_Caster[Sink_MaxIndex]) at TempPoint facing Default building facing degrees




Set Sink_Dummy[Sink_MaxIndex] = (Last created unit)




Set TempGroup = (Units within Sink_AoE of TempPoint)




Custom script: set udg_Sink_Group[udg_Sink_MaxIndex] = CreateGroup()




Unit Group - Pick every unit in TempGroup and do (Actions)





Loop - Actions






Set TempUnit = (Picked unit)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(TempUnit is A structure) Equal to False








(TempUnit is alive) Equal to True








(TempUnit belongs to an enemy of (Owner of Sink_Caster[Sink_MaxIndex])) Equal to True







Then - Actions








Unit Group - Add TempUnit to Sink_Group[Sink_MaxIndex]








Custom script: call SetUnitPropWindow(udg_TempUnit, 0)







Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






Sink_MaxIndex Equal to 1





Then - Actions






Trigger - Turn on Sink Loop <gen>





Else - Actions




Custom script: call DestroyGroup(udg_TempGroup)



Else - Actions


Custom script: call RemoveLocation(udg_TempPoint)
Sink Loop

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


For each (Integer Sink_CurrentIndex) from 1 to Sink_MaxIndex, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Sink_Group[Sink_CurrentIndex] is empty) Equal to False





Then - Actions






Custom script: call QueueUnitAnimation(udg_Sink_Dummy[udg_Sink_CurrentIndex], "birth")






Unit Group - Pick every unit in Sink_Group[Sink_CurrentIndex] and do (Actions)







Loop - Actions








Set TempUnit = (Picked unit)








Set TempPoint = (Position of TempUnit)








Set TempInteger = (Random integer number between 1 and 2)








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










TempInteger Equal to 1









Then - Actions










Special Effect - Create a special effect at TempPoint using Sink_PullEffect










Special Effect - Destroy (Last created special effect)









Else - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(Distance between Sink_Point[Sink_CurrentIndex] and TempPoint) Greater than or equal to Sink_Threshold









Then - Actions










Set TempReal = (Angle from Sink_Point[Sink_CurrentIndex] to TempPoint)










Custom script: call SetUnitX(udg_TempUnit, GetUnitX(udg_TempUnit) - udg_Sink_SpeedInterval * Cos(bj_DEGTORAD * udg_TempReal))










Custom script: call SetUnitY(udg_TempUnit, GetUnitY(udg_TempUnit) - udg_Sink_SpeedInterval * Sin(bj_DEGTORAD * udg_TempReal))









Else - Actions










Custom script: call SetUnitPropWindow(udg_TempUnit, 1)










Unit - Cause Sink_Dummy[Sink_CurrentIndex] to damage TempUnit, dealing SinkDamage[Sink_CurrentIndex] damage of attack type Sink_AttackType and damage type Sink_DamageType










Unit Group - Remove TempUnit from Sink_Group[Sink_CurrentIndex]








Custom script: call RemoveLocation(udg_TempPoint)





Else - Actions






Unit - Kill Sink_Dummy[Sink_CurrentIndex]






Custom script: call DestroyGroup(udg_Sink_Group[udg_Sink_CurrentIndex])






Custom script: call RemoveLocation(udg_Sink_Point[udg_Sink_CurrentIndex])






Set Sink_Caster[Sink_CurrentIndex] = Sink_Caster[Sink_MaxIndex]






Set Sink_Dummy[Sink_CurrentIndex] = Sink_Dummy[Sink_MaxIndex]






Set Sink_Group[Sink_CurrentIndex] = Sink_Group[Sink_MaxIndex]






Set Sink_Point[Sink_CurrentIndex] = Sink_Point[Sink_MaxIndex]






Set Sink_CurrentIndex = (Sink_CurrentIndex - 1)






Set Sink_MaxIndex = (Sink_MaxIndex - 1)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








Sink_MaxIndex Equal to 0







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions
Mass Hex

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Mass Hex

Actions


Set TempPoint = (Target point of ability being cast)


Set TempUnit = (Triggering unit)


Set TempGroup = (Units within 300.00 of TempPoint)


Unit - Create 1 Dummy for (Owner of TempUnit) at TempPoint facing Default building facing degrees


Set TempUnit2 = (Last created unit)


Unit - Add a 1.00 second Generic expiration timer to TempUnit2


Unit - Add Hex to TempUnit2


Unit - Set level of Hex for TempUnit2 to (Level of Mass Hex for TempUnit)


Unit Group - Pick every unit in TempGroup and do (Actions)



Loop - Actions




Set TempUnit3 = (Picked unit)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(TempUnit3 is A structure) Equal to False






(TempUnit3 is alive) Equal to True






(TempUnit3 belongs to an enemy of (Owner of TempUnit)) Equal to True





Then - Actions






Unit - Order TempUnit2 to Orc Shadow Hunter - Hex TempUnit3





Else - Actions


Custom script: call DestroyGroup(udg_TempGroup)


Custom script: call RemoveLocation(udg_TempPoint)



Draenei Realm
DDS: i dont know if needed
Code Type: GUI
Spell Type: Hero
Target Type: Instant
Area of Effect: 0
Number of Levels: 3
Mana Cost: 300
Cooldown: 70
In-game Description: N/A
How the spell works: Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 70% damage and each of them will attack only its pair.
Draenei Realm
DDS: i dont know if needed
Code Type: GUI
Spell Type: Hero
Target Type: Instant
Area of Effect: 0
Number of Levels: 3
Mana Cost: 300
Cooldown: 70
In-game Description: N/A
How the spell works: Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 70% damage and each of them will attack only its pair.
Make it two, BunnyAng's item ability request sounds like the same as one of dota's items (i forgot the item name)Someone here is renaming a lot of dota spells. :3
Tracking Mine
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Target Point
Area of Effect: 250
Number of Levels: 1
Mana Cost: 0
Cooldown: 5
In-game Description: The Gnoll Bounty Hunter seeks his targets through a scent that he leaves on them, the best way to attach that scent to them without him getting near them is to put it in a trap. He sets a 250 AoE land mine that does not damage the target but attaches a buff, "Track", on it for 60 seconds and the unit that has this buff will be visible to the Gnoll Bounty Hunter until the buff is either removed or expired.
How the spell works: Puts a land mine that adds a buff on all units that is inside it's AoE when it's triggered. The buff lasts for 60 seconds, the buff can only be removed by a certain skill or when 60 seconds is over. The land mine is invisible to the enemy but is visible to the caster, visibility radius is 150 AoE both night and day. The land mine lasts for 3 minutes. Maximum number of mines that can be placed is 20, but if, for example you placed 1 mine and you have 19 charges left and an enemy unit stepped on your planted mine your total number of charges will increase depending on how many mines were stepped on/triggered thus your 19 charges will be 20 again. The land mine has 0.95 seconds until it explodes/triggers.
Desolating strike
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Single Target
Area of Effect:
Number of Levels: 1
Mana Cost: 0
Cooldown: 5
In-game Description: The Gnoll bounty hunter hacks and slash any unit it comes encounter with, dealing 3x his agility to the target unit. When the target unit has the ''Track buff'' the Gnoll deals extra 200 backstab damage.
How the spell works: This spell is simple, It is a single target spell when used on an enemy the caster deals damage equal to 3x the caster's agility, but when the target has the "track" buff from the spell "Tracking mine" the caster deals 3x his agility + 200 bonus backstab damage and removes the "Track" buff from the target.
Eliminate Target
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Single Target
Area of Effect:
Number of Levels: 1
Mana Cost: 0
Cooldown: 10
In-game Description: Gnoll bounty hunter cannot endure his thirst for blood and wants to finally eliminate his target. Deals 200 backstab damage and knocks back the target when the target's HP is above 35%, but if the target's HP is below or equal to 35% then the target will die immediately.
How the spell works: Targets an enemy and deals 200 backstab damage when the HP of the target is above 35% but when the target's HP is below 35% the caster kills the target immediately.
Blood Lust
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Passive
Area of Effect: 1000
Number of Levels: 1
Mana Cost: 0
Cooldown:
In-game Description: The Gnoll bounty hunter can smell blood at a distance and when he does his adrenaline pumps through his veins and gains 50% bonus speed but when an enemy unit is out of range he loses his bonus speed.
How the spell works: When an enemy unit enters a 1000 AoE around the caster, the caster gains 50% bonus speed and when there's no enemy unit within 1000 AoE around the caster then the caster loses the 50% bonus speed.
note: this is a spell pack for the GUI team.
Tracking Mine
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Target Point
Area of Effect: 250
Number of Levels: 1
Mana Cost: 0
Cooldown: 5
In-game Description: The Gnoll Bounty Hunter seeks his targets through a scent that he leaves on them, the best way to attach that scent to them without him getting near them is to put it in a trap. He sets a 250 AoE land mine that does not damage the target but attaches a buff, "Track", on it for 60 seconds and the unit that has this buff will be visible to the Gnoll Bounty Hunter until the buff is either removed or expired.
How the spell works: Puts a land mine that adds a buff on all units that is inside it's AoE when it's triggered. The buff lasts for 60 seconds, the buff can only be removed by a certain skill or when 60 seconds is over. The land mine is invisible to the enemy but is visible to the caster, visibility radius is 150 AoE both night and day. The land mine lasts for 3 minutes. Maximum number of mines that can be placed is 20, but if, for example you placed 1 mine and you have 19 charges left and an enemy unit stepped on your planted mine your total number of charges will increase depending on how many mines were stepped on/triggered thus your 19 charges will be 20 again. The land mine has 0.95 seconds until it explodes/triggers.
Desolating strike
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Single Target
Area of Effect:
Number of Levels: 1
Mana Cost: 0
Cooldown: 5
In-game Description: The Gnoll bounty hunter hacks and slash any unit it comes encounter with, dealing 3x his agility to the target unit. When the target unit has the ''Track buff'' the Gnoll deals extra 200 backstab damage.
How the spell works: This spell is simple, It is a single target spell when used on an enemy the caster deals damage equal to 3x the caster's agility, but when the target has the "track" buff from the spell "Tracking mine" the caster deals 3x his agility + 200 bonus backstab damage and removes the "Track" buff from the target.
Eliminate Target
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Single Target
Area of Effect:
Number of Levels: 1
Mana Cost: 0
Cooldown: 10
In-game Description: Gnoll bounty hunter cannot endure his thirst for blood and wants to finally eliminate his target. Deals 200 backstab damage and knocks back the target when the target's HP is above 35%, but if the target's HP is below or equal to 35% then the target will die immediately.
How the spell works: Targets an enemy and deals 200 backstab damage when the HP of the target is above 35% but when the target's HP is below 35% the caster kills the target immediately.
This is a Spell Pack, I hope it's ok with you guys.Blood Lust
DDS: none
Code Type: GUI
Spell Type: Hero
Target Type: Passive
Area of Effect: 1000
Number of Levels: 1
Mana Cost: 0
Cooldown:
In-game Description: The Gnoll bounty hunter can smell blood at a distance and when he does his adrenaline pumps through his veins and gains 50% bonus speed but when an enemy unit is out of range he loses his bonus speed.
How the spell works: When an enemy unit enters a 1000 AoE around the caster, the caster gains 50% bonus speed and when there's no enemy unit within 1000 AoE around the caster then the caster loses the 50% bonus speed.
)
1. Yes you should use faerie fire.Should I be using Faerie Fire for the Track spell? It gives sight and is dispelled by Purge and I think (Dispel Magic/Devour Magic/Disenchant)?
Is the tracking mine visible under True Sight?
On the 3rd spell, How fast should it be knocked back? Destroy trees? How far back?
On 4th spell, What kind of speed? Attack and Movement? Only 1?
Tracking Mine Config

Events


Map initialization

Conditions

Actions


-------- Delay between trigger and track applied --------


Set TM_DelayExplosion = 0.95


-------- How many mines can a player have? --------


Set TM_MaxMineCount = 20


-------- How long should mines last? --------


Set TM_TimedLife = 180.00


-------- How close does a unit need to come to explode/be tracked? --------


Set TM_MineSearchAoE = 250.00
Tracking Mine Cast

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Tracking Mine

Actions


Set TempPlayer = (Triggering player)


Set TempGroup = (Units owned by TempPlayer)


Set TempInteger = 0


Unit Group - Pick every unit in TempGroup and do (Actions)



Loop - Actions




Set TempUnit = (Picked unit)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(TempUnit is alive) Equal to True






(Unit-type of TempUnit) Equal to Tracking Mine





Then - Actions






Set TempInteger = (TempInteger + 1)





Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




TempInteger Less than TM_MaxMineCount



Then - Actions




Set TM_MaxIndex = (TM_MaxIndex + 1)




Set TM_Caster[TM_MaxIndex] = (Triggering unit)




Set TempLoc = (Target point of ability being cast)




Set TM_ShouldExplode[TM_MaxIndex] = False




Unit - Create 1 Tracking Mine for TempPlayer at TempLoc facing Default building facing degrees




Set TM_Mine[TM_MaxIndex] = (Last created unit)




Unit - Add a TM_TimedLife second Generic expiration timer to TM_Mine[TM_MaxIndex]




Set TM_ExplosionTimer[TM_MaxIndex] = TM_DelayExplosion




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






TM_MaxIndex Equal to 1





Then - Actions






Trigger - Turn on Tracking Mine Loop <gen>





Else - Actions




Custom script: call RemoveLocation(udg_TempLoc)



Else - Actions




Set TempForce = (Player group(TempPlayer))




Game - Display to TempForce the text: Already 20 mines pl...




Custom script: call DestroyForce(udg_TempForce)


Custom script: call DestroyGroup(udg_TempGroup)
Tracking Mine Loop

Events


Time - Every 0.05 seconds of game time

Conditions

Actions


For each (Integer TM_CurrentIndex) from 1 to TM_MaxIndex, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






TM_ShouldExplode[TM_CurrentIndex] Equal to True





Then - Actions






Set TM_ExplosionTimer[TM_CurrentIndex] = (TM_ExplosionTimer[TM_CurrentIndex] - 0.05)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








TM_ExplosionTimer[TM_CurrentIndex] Less than or equal to 0.00







Then - Actions








Set TempLoc = (Position of TM_Mine[TM_CurrentIndex])








Unit - Create 1 Dummy for (Owner of TM_Caster[TM_CurrentIndex]) at TempLoc facing Default building facing degrees








Set TempUnit = (Last created unit)








Unit - Add Track to TempUnit








Unit - Add a 1.00 second Generic expiration timer to TempUnit








Set TempGroup = (Units within TM_MineSearchAoE of TempLoc)








Unit Group - Pick every unit in TempGroup and do (Actions)









Loop - Actions










Set TempUnit2 = (Picked unit)










If (All Conditions are True) then do (Then Actions) else do (Else Actions)











If - Conditions












(TempUnit2 is alive) Equal to True












(TempUnit2 belongs to an enemy of (Owner of TM_Caster[TM_CurrentIndex])) Equal to True











Then - Actions












Unit - Order TempUnit to Night Elf Druid Of The Talon - Faerie Fire TempUnit2











Else - Actions








Unit - Kill TM_Mine[TM_CurrentIndex]








Custom script: call RemoveLocation(udg_TempLoc)








Custom script: call DestroyGroup(udg_TempGroup)








Set TM_Caster[TM_CurrentIndex] = TM_Caster[TM_MaxIndex]








Set TM_Mine[TM_CurrentIndex] = TM_Mine[TM_MaxIndex]








Set TM_ExplosionTimer[TM_CurrentIndex] = TM_ExplosionTimer[TM_MaxIndex]








Set TM_ShouldExplode[TM_CurrentIndex] = TM_ShouldExplode[TM_MaxIndex]








Set TM_CurrentIndex = (TM_CurrentIndex - 1)








Set TM_MaxIndex = (TM_MaxIndex - 1)







Else - Actions





Else - Actions






Set TempLoc = (Position of TM_Mine[TM_CurrentIndex])






Set TempGroup = (Units within TM_MineSearchAoE of TempLoc)






Unit Group - Pick every unit in TempGroup and do (Actions)







Loop - Actions








Set TempUnit = (Picked unit)








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(TempUnit is alive) Equal to True










(TempUnit belongs to an enemy of (Owner of TM_Caster[TM_CurrentIndex])) Equal to True









Then - Actions










Set TM_ShouldExplode[TM_CurrentIndex] = True









Else - Actions






Custom script: call RemoveLocation(udg_TempLoc)
Desolating Strike Config

Events


Map initialization

Conditions

Actions


-------- When unit has Track buff, how much extra damage --------


Set DS_BonusDamage = 200


-------- Types --------


Set DS_AttackType = Spells


Set DS_DamageType = Universal
Desolating Stike Cast

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Desolating Strike

Actions


Set TempUnit = (Triggering unit)


Set TempUnit2 = (Target unit of ability being cast)


Set TempInteger = ((Agility of TempUnit (Include bonuses)) x 3)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(TempUnit2 has buff Track ) Equal to True



Then - Actions




Set TempInteger = (TempInteger + 200)




Unit - Remove Track buff from TempUnit2



Else - Actions


Set TempReal = (Real(TempInteger))


Unit - Cause TempUnit to damage TempUnit2, dealing TempReal damage of attack type DS_AttackType and damage type DS_DamageType


Floating Text - Create floating text that reads ((String(TempReal)) + !) above TempUnit with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency


Set TempFT = (Last created floating text)


Floating Text - Set the velocity of TempFT to 64.00 towards 90.00 degrees


Floating Text - Change TempFT: Disable permanence


Floating Text - Change the lifespan of TempFT to 2.50 seconds
Eliminate Target Config

Events


Map initialization

Conditions

Actions


-------- How Fast is the unit knocked back --------


Set ET_Speed = 600.00


-------- How Far should the unit be knocked --------


Set ET_TotalDistance = 800.00


-------- Regular Damage done when not an instant kill --------


Set ET_Damage = 200.00


-------- How big of an AoE should Trees be destroyed when unit is knocked back --------


Set ET_TreeDestructionAoE = 125.00


-------- Types --------


Set ET_AttackType = Spells


Set ET_DamageType = Universal


-------- Slide Effect (Shows the unit is being knockbacked) --------


Set ET_SlideEffect = Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl


-------- In % what should be an Instant kill --------


Set ET_InstantKillThreshold = 35.00


-------- Leave below. --------


Set ET_SpeedInterval = (ET_Speed x 0.03)


Custom script: set udg_ET_TreeDestroyer = CreateUnit (Player(15), 'hpea', 0,0,0)


Custom script: call UnitAddAbility(udg_ET_TreeDestroyer, 'Aloc')


Unit - Hide ET_TreeDestroyer


Set ET_Distance = (ET_TotalDistance / ET_SpeedInterval)
Eliminate Target Cast

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Eliminate Target

Actions


Set TempUnit = (Triggering unit)


Set TempUnit2 = (Target unit of ability being cast)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Percentage life of TempUnit2) Less than or equal to ET_InstantKillThreshold



Then - Actions




Unit - Remove All buffs from TempUnit2




Unit - Cause TempUnit to damage TempUnit2, dealing 1000000000.00 damage of attack type Chaos and damage type Universal



Else - Actions




Set ET_MaxIndex = (ET_MaxIndex + 1)




Set ET_Caster[ET_MaxIndex] = TempUnit




Set ET_Target[ET_MaxIndex] = TempUnit2




Set TempLoc = (Position of TempUnit)




Set TempLoc2 = (Position of TempUnit2)




Unit - Cause TempUnit to damage TempUnit2, dealing ET_Damage damage of attack type ET_AttackType and damage type ET_DamageType




Set ET_Counter[ET_MaxIndex] = ET_Distance




Custom script: call SetUnitPropWindow(udg_ET_Target[udg_ET_CurrentIndex], 0)




Set ET_Angle[ET_MaxIndex] = (Angle from TempLoc to TempLoc2)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






ET_MaxIndex Equal to 1





Then - Actions






Trigger - Turn on Eliminate Target Loop <gen>





Else - Actions




Custom script: call RemoveLocation(udg_TempLoc)




Custom script: call RemoveLocation(udg_TempLoc2)
Eliminate Target Loop

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


For each (Integer ET_CurrentIndex) from 1 to ET_MaxIndex, do (Actions)



Loop - Actions




Set ET_Counter[ET_CurrentIndex] = (ET_Counter[ET_CurrentIndex] - 1.00)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






ET_Counter[ET_CurrentIndex] Greater than or equal to 0.00





Then - Actions






Set TempLoc = (Position of ET_Target[ET_CurrentIndex])






Special Effect - Create a special effect at TempLoc using ET_SlideEffect






Special Effect - Destroy (Last created special effect)






Set TempLoc2 = (TempLoc offset by ET_SpeedInterval towards ET_Angle[ET_CurrentIndex] degrees)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








((Playable map area) contains TempLoc2) Equal to True








(Terrain pathing at TempLoc2 of type Flyability is off) Equal to False







Then - Actions








Custom script: call SetUnitX(udg_ET_Target[udg_ET_CurrentIndex], GetUnitX(udg_ET_Target[udg_ET_CurrentIndex]) + udg_ET_SpeedInterval * Cos(bj_DEGTORAD * udg_ET_Angle[udg_ET_CurrentIndex]))








Custom script: call SetUnitY(udg_ET_Target[udg_ET_CurrentIndex], GetUnitY(udg_ET_Target[udg_ET_CurrentIndex]) + udg_ET_SpeedInterval * Sin(bj_DEGTORAD * udg_ET_Angle[udg_ET_CurrentIndex]))







Else - Actions






Destructible - Pick every destructible within ET_TreeDestructionAoE of TempLoc and do (Actions)







Loop - Actions








Set TempDestructible = (Picked destructible)








Unit - Order ET_TreeDestroyer to Harvest TempDestructible








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(Current order of ET_TreeDestroyer) Equal to (Order(harvest))









Then - Actions










Destructible - Kill TempDestructible









Else - Actions








Unit - Order ET_TreeDestroyer to Stop






Custom script: call RemoveLocation(udg_TempLoc)






Custom script: call RemoveLocation(udg_TempLoc2)





Else - Actions






Custom script: call SetUnitPropWindow(udg_ET_Target[udg_ET_CurrentIndex], 1)






Set ET_Angle[ET_CurrentIndex] = ET_Angle[ET_MaxIndex]






Set ET_Caster[ET_CurrentIndex] = ET_Caster[ET_MaxIndex]






Set ET_Counter[ET_CurrentIndex] = ET_Counter[ET_MaxIndex]






Set ET_Target[ET_CurrentIndex] = ET_Target[ET_MaxIndex]






Set ET_CurrentIndex = (ET_CurrentIndex - 1)






Set ET_MaxIndex = (ET_MaxIndex - 1)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








ET_MaxIndex Equal to 0







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions
Blood Lust Config

Events


Map initialization

Conditions

Actions


-------- How big of an AoE is the Bounty Hunter "smelling" lol --------


Set BL_EnemyNearAoE = 1000.00
Blood Lust

Events


Unit - A unit Learns a skill

Conditions


(Learned Hero Skill) Equal to Blood Lust

Actions


Set BL_MaxIndex = (BL_MaxIndex + 1)


Set BL_Caster[BL_MaxIndex] = (Triggering unit)


Set BL_HasBonus[BL_MaxIndex] = False


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




BL_MaxIndex Equal to 1



Then - Actions




Trigger - Turn on Blood Lust Loop <gen>



Else - Actions
Blood Lust Loop

Events


Time - Every 0.25 seconds of game time

Conditions

Actions


For each (Integer BL_CurrentIndex) from 1 to BL_MaxIndex, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(BL_Caster[BL_CurrentIndex] is alive) Equal to True





Then - Actions






Set TempLoc = (Position of BL_Caster[BL_CurrentIndex])






Set TempGroup = (Units within BL_EnemyNearAoE of TempLoc matching ((((Matching unit) belongs to an enemy of (Owner of BL_Caster[BL_CurrentIndex])) Equal to True) and (((Matching unit) is alive) Equal to True)))






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(Number of units in TempGroup) Greater than 0







Then - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










BL_HasBonus[BL_CurrentIndex] Equal to False









Then - Actions










Unit - Set BL_Caster[BL_CurrentIndex] movement speed to ((Current movement speed of BL_Caster[BL_CurrentIndex]) + 75.00)










Set BL_HasBonus[BL_CurrentIndex] = True










Unit - Add Blood Lust SPX to BL_Caster[BL_MaxIndex]









Else - Actions







Else - Actions








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










BL_HasBonus[BL_CurrentIndex] Equal to True









Then - Actions










Unit - Set BL_Caster[BL_CurrentIndex] movement speed to ((Current movement speed of BL_Caster[BL_CurrentIndex]) - 75.00)










Set BL_HasBonus[BL_CurrentIndex] = False










Unit - Remove Blood Lust SPX from BL_Caster[BL_CurrentIndex]









Else - Actions






Custom script: call RemoveLocation(udg_TempLoc)






Custom script: call DestroyGroup(udg_TempGroup)





Else - Actions
Wow, I'm impressed!chronos request:
Tracking Mine Config
Events
Map initialization
Conditions
Actions
-------- Delay between trigger and track applied --------
Set TM_DelayExplosion = 0.95
-------- How many mines can a player have? --------
Set TM_MaxMineCount = 20
-------- How long should mines last? --------
Set TM_TimedLife = 180.00
-------- How close does a unit need to come to explode/be tracked? --------
Set TM_MineSearchAoE = 250.00
Tracking Mine Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Tracking Mine
Actions
Set TempPlayer = (Triggering player)
Set TempGroup = (Units owned by TempPlayer)
Set TempInteger = 0
Unit Group - Pick every unit in TempGroup and do (Actions)
Loop - Actions
Set TempUnit = (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TempUnit is alive) Equal to True
(Unit-type of TempUnit) Equal to Tracking Mine
Then - Actions
Set TempInteger = (TempInteger + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TempInteger Less than TM_MaxMineCount
Then - Actions
Set TM_MaxIndex = (TM_MaxIndex + 1)
Set TM_Caster[TM_MaxIndex] = (Triggering unit)
Set TempLoc = (Target point of ability being cast)
Set TM_ShouldExplode[TM_MaxIndex] = False
Unit - Create 1 Tracking Mine for TempPlayer at TempLoc facing Default building facing degrees
Set TM_Mine[TM_MaxIndex] = (Last created unit)
Unit - Add a TM_TimedLife second Generic expiration timer to TM_Mine[TM_MaxIndex]
Set TM_ExplosionTimer[TM_MaxIndex] = TM_DelayExplosion
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TM_MaxIndex Equal to 1
Then - Actions
Trigger - Turn on Tracking Mine Loop <gen>
Else - Actions
Custom script: call RemoveLocation(udg_TempLoc)
Else - Actions
Set TempForce = (Player group(TempPlayer))
Game - Display to TempForce the text: Already 20 mines pl...
Custom script: call DestroyForce(udg_TempForce)
Custom script: call DestroyGroup(udg_TempGroup)
Tracking Mine Loop
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
For each (Integer TM_CurrentIndex) from 1 to TM_MaxIndex, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TM_ShouldExplode[TM_CurrentIndex] Equal to True
Then - Actions
Set TM_ExplosionTimer[TM_CurrentIndex] = (TM_ExplosionTimer[TM_CurrentIndex] - 0.05)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TM_ExplosionTimer[TM_CurrentIndex] Less than or equal to 0.00
Then - Actions
Set TempLoc = (Position of TM_Mine[TM_CurrentIndex])
Unit - Create 1 Dummy for (Owner of TM_Caster[TM_CurrentIndex]) at TempLoc facing Default building facing degrees
Set TempUnit = (Last created unit)
Unit - Add Track to TempUnit
Unit - Add a 1.00 second Generic expiration timer to TempUnit
Set TempGroup = (Units within TM_MineSearchAoE of TempLoc)
Unit Group - Pick every unit in TempGroup and do (Actions)
Loop - Actions
Set TempUnit2 = (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TempUnit2 is alive) Equal to True
(TempUnit2 belongs to an enemy of (Owner of TM_Caster[TM_CurrentIndex])) Equal to True
Then - Actions
Unit - Order TempUnit to Night Elf Druid Of The Talon - Faerie Fire TempUnit2
Else - Actions
Unit - Kill TM_Mine[TM_CurrentIndex]
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: call DestroyGroup(udg_TempGroup)
Set TM_Caster[TM_CurrentIndex] = TM_Caster[TM_MaxIndex]
Set TM_Mine[TM_CurrentIndex] = TM_Mine[TM_MaxIndex]
Set TM_ExplosionTimer[TM_CurrentIndex] = TM_ExplosionTimer[TM_MaxIndex]
Set TM_ShouldExplode[TM_CurrentIndex] = TM_ShouldExplode[TM_MaxIndex]
Set TM_CurrentIndex = (TM_CurrentIndex - 1)
Set TM_MaxIndex = (TM_MaxIndex - 1)
Else - Actions
Else - Actions
Set TempLoc = (Position of TM_Mine[TM_CurrentIndex])
Set TempGroup = (Units within TM_MineSearchAoE of TempLoc)
Unit Group - Pick every unit in TempGroup and do (Actions)
Loop - Actions
Set TempUnit = (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TempUnit is alive) Equal to True
(TempUnit belongs to an enemy of (Owner of TM_Caster[TM_CurrentIndex])) Equal to True
Then - Actions
Set TM_ShouldExplode[TM_CurrentIndex] = True
Else - Actions
Custom script: call RemoveLocation(udg_TempLoc)
Desolating Strike Config
Events
Map initialization
Conditions
Actions
-------- When unit has Track buff, how much extra damage --------
Set DS_BonusDamage = 200
-------- Types --------
Set DS_AttackType = Spells
Set DS_DamageType = Universal
Desolating Stike Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Desolating Strike
Actions
Set TempUnit = (Triggering unit)
Set TempUnit2 = (Target unit of ability being cast)
Set TempInteger = ((Agility of TempUnit (Include bonuses)) x 3)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TempUnit2 has buff Track ) Equal to True
Then - Actions
Set TempInteger = (TempInteger + 200)
Unit - Remove Track buff from TempUnit2
Else - Actions
Set TempReal = (Real(TempInteger))
Unit - Cause TempUnit to damage TempUnit2, dealing TempReal damage of attack type DS_AttackType and damage type DS_DamageType
Floating Text - Create floating text that reads ((String(TempReal)) + !) above TempUnit with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Set TempFT = (Last created floating text)
Floating Text - Set the velocity of TempFT to 64.00 towards 90.00 degrees
Floating Text - Change TempFT: Disable permanence
Floating Text - Change the lifespan of TempFT to 2.50 seconds
Eliminate Target Config
Events
Map initialization
Conditions
Actions
-------- How Fast is the unit knocked back --------
Set ET_Speed = 600.00
-------- How Far should the unit be knocked --------
Set ET_TotalDistance = 800.00
-------- Regular Damage done when not an instant kill --------
Set ET_Damage = 200.00
-------- How big of an AoE should Trees be destroyed when unit is knocked back --------
Set ET_TreeDestructionAoE = 125.00
-------- Types --------
Set ET_AttackType = Spells
Set ET_DamageType = Universal
-------- Slide Effect (Shows the unit is being knockbacked) --------
Set ET_SlideEffect = Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
-------- In % what should be an Instant kill --------
Set ET_InstantKillThreshold = 35.00
-------- Leave below. --------
Set ET_SpeedInterval = (ET_Speed x 0.03)
Custom script: set udg_ET_TreeDestroyer = CreateUnit (Player(15), 'hpea', 0,0,0)
Custom script: call UnitAddAbility(udg_ET_TreeDestroyer, 'Aloc')
Unit - Hide ET_TreeDestroyer
Set ET_Distance = (ET_TotalDistance / ET_SpeedInterval)
Eliminate Target Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Eliminate Target
Actions
Set TempUnit = (Triggering unit)
Set TempUnit2 = (Target unit of ability being cast)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Percentage life of TempUnit2) Less than or equal to ET_InstantKillThreshold
Then - Actions
Unit - Remove All buffs from TempUnit2
Unit - Cause TempUnit to damage TempUnit2, dealing 1000000000.00 damage of attack type Chaos and damage type Universal
Else - Actions
Set ET_MaxIndex = (ET_MaxIndex + 1)
Set ET_Caster[ET_MaxIndex] = TempUnit
Set ET_Target[ET_MaxIndex] = TempUnit2
Set TempLoc = (Position of TempUnit)
Set TempLoc2 = (Position of TempUnit2)
Unit - Cause TempUnit to damage TempUnit2, dealing ET_Damage damage of attack type ET_AttackType and damage type ET_DamageType
Set ET_Counter[ET_MaxIndex] = ET_Distance
Custom script: call SetUnitPropWindow(udg_ET_Target[udg_ET_CurrentIndex], 0)
Set ET_Angle[ET_MaxIndex] = (Angle from TempLoc to TempLoc2)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ET_MaxIndex Equal to 1
Then - Actions
Trigger - Turn on Eliminate Target Loop <gen>
Else - Actions
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: call RemoveLocation(udg_TempLoc2)
Eliminate Target Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer ET_CurrentIndex) from 1 to ET_MaxIndex, do (Actions)
Loop - Actions
Set ET_Counter[ET_CurrentIndex] = (ET_Counter[ET_CurrentIndex] - 1.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ET_Counter[ET_CurrentIndex] Greater than or equal to 0.00
Then - Actions
Set TempLoc = (Position of ET_Target[ET_CurrentIndex])
Special Effect - Create a special effect at TempLoc using ET_SlideEffect
Special Effect - Destroy (Last created special effect)
Set TempLoc2 = (TempLoc offset by ET_SpeedInterval towards ET_Angle[ET_CurrentIndex] degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Playable map area) contains TempLoc2) Equal to True
(Terrain pathing at TempLoc2 of type Flyability is off) Equal to False
Then - Actions
Custom script: call SetUnitX(udg_ET_Target[udg_ET_CurrentIndex], GetUnitX(udg_ET_Target[udg_ET_CurrentIndex]) + udg_ET_SpeedInterval * Cos(bj_DEGTORAD * udg_ET_Angle[udg_ET_CurrentIndex]))
Custom script: call SetUnitY(udg_ET_Target[udg_ET_CurrentIndex], GetUnitY(udg_ET_Target[udg_ET_CurrentIndex]) + udg_ET_SpeedInterval * Sin(bj_DEGTORAD * udg_ET_Angle[udg_ET_CurrentIndex]))
Else - Actions
Destructible - Pick every destructible within ET_TreeDestructionAoE of TempLoc and do (Actions)
Loop - Actions
Set TempDestructible = (Picked destructible)
Unit - Order ET_TreeDestroyer to Harvest TempDestructible
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current order of ET_TreeDestroyer) Equal to (Order(harvest))
Then - Actions
Destructible - Kill TempDestructible
Else - Actions
Unit - Order ET_TreeDestroyer to Stop
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: call RemoveLocation(udg_TempLoc2)
Else - Actions
Custom script: call SetUnitPropWindow(udg_ET_Target[udg_ET_CurrentIndex], 1)
Set ET_Angle[ET_CurrentIndex] = ET_Angle[ET_MaxIndex]
Set ET_Caster[ET_CurrentIndex] = ET_Caster[ET_MaxIndex]
Set ET_Counter[ET_CurrentIndex] = ET_Counter[ET_MaxIndex]
Set ET_Target[ET_CurrentIndex] = ET_Target[ET_MaxIndex]
Set ET_CurrentIndex = (ET_CurrentIndex - 1)
Set ET_MaxIndex = (ET_MaxIndex - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ET_MaxIndex Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Blood Lust Config
Events
Map initialization
Conditions
Actions
-------- How big of an AoE is the Bounty Hunter "smelling" lol --------
Set BL_EnemyNearAoE = 1000.00
Blood Lust
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Blood Lust
Actions
Set BL_MaxIndex = (BL_MaxIndex + 1)
Set BL_Caster[BL_MaxIndex] = (Triggering unit)
Set BL_HasBonus[BL_MaxIndex] = False
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BL_MaxIndex Equal to 1
Then - Actions
Trigger - Turn on Blood Lust Loop <gen>
Else - Actions
Blood Lust Loop
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
For each (Integer BL_CurrentIndex) from 1 to BL_MaxIndex, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(BL_Caster[BL_CurrentIndex] is alive) Equal to True
Then - Actions
Set TempLoc = (Position of BL_Caster[BL_CurrentIndex])
Set TempGroup = (Units within BL_EnemyNearAoE of TempLoc matching ((((Matching unit) belongs to an enemy of (Owner of BL_Caster[BL_CurrentIndex])) Equal to True) and (((Matching unit) is alive) Equal to True)))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in TempGroup) Greater than 0
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BL_HasBonus[BL_CurrentIndex] Equal to False
Then - Actions
Unit - Set BL_Caster[BL_CurrentIndex] movement speed to ((Current movement speed of BL_Caster[BL_CurrentIndex]) + 75.00)
Set BL_HasBonus[BL_CurrentIndex] = True
Unit - Add Blood Lust SPX to BL_Caster[BL_MaxIndex]
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BL_HasBonus[BL_CurrentIndex] Equal to True
Then - Actions
Unit - Set BL_Caster[BL_CurrentIndex] movement speed to ((Current movement speed of BL_Caster[BL_CurrentIndex]) - 75.00)
Set BL_HasBonus[BL_CurrentIndex] = False
Unit - Remove Blood Lust SPX from BL_Caster[BL_CurrentIndex]
Else - Actions
Custom script: call RemoveLocation(udg_TempLoc)
Custom script: call DestroyGroup(udg_TempGroup)
Else - Actions
Let me know if you have a question or problem. Also the Blood Lust never deindexes because well.. I figured that the unit will just be respawned at some point...if that is not the case and you plan to remove that unit from the game/suspend Blood Lust, let me know and I will revise it to remove the index of units who are no longer in the game.
Draenei Realm
DDS: i dont know if needed
Code Type: GUI
Spell Type: Hero
Target Type: Instant
Area of Effect: 0
Number of Levels: 3
Mana Cost: 300
Cooldown: 70
In-game Description: N/A
How the spell works: Creates a haunting image beside each enemy hero. These images are uncontrollable, take 200% damage, deal 70% damage and each of them will attack only its pair.
"Haunting image"-- is this an image of the casting hero? the enemy hero? Who?
Also should you be able to "Reality" to the illusion as Spec can?
3 levels...what changes per level?
Collect Essence Config

Events


Map initialization

Conditions

Actions


-------- If an enemy cannot see you cast a spell, they do not get charges --------


Set PoE_BlockedFoggedUnits = True


-------- Effect when a spell is cast near --------


Set PoE_Effect = Abilities\Spells\Undead\ReplenishMana\SpiritTouchTarget.mdl


Set PoE_Effect2 = Abilities\Spells\Items\AIre\AIreTarget.mdl


-------- attachment point --------


Set PoE_AttachmentPoint = chest


-------- How big of an AoE --------


Set CollectionRange = 1200.00


-------- Abilities that do not give Essence --------


Set NonCollectingAbilities[1] = Pendant of Essence
Collect Essence

Events


Unit - A unit Starts the effect of an ability

Conditions

Actions


-------- If you have a LOT of abilites that do not give Essence, you should save Ability being cast into a variable, but I am assuming you wont. --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Ability being cast) Not equal to NonCollectingAbilities[1]



Then - Actions




Set TempUnit = (Triggering unit)




Set TempBoolean = False




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(TempUnit is A Hero) Equal to True





Then - Actions






Set TempPoint = (Position of TempUnit)






Set TempGroup = (Units within CollectionRange of TempPoint)






Unit Group - Pick every unit in TempGroup and do (Actions)







Loop - Actions








Set TempUnit2 = (Picked unit)








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










PoE_BlockedFoggedUnits Equal to True









Then - Actions










If (All Conditions are True) then do (Then Actions) else do (Else Actions)











If - Conditions












(TempUnit is fogged to (Owner of TempUnit2)) Equal to True











Then - Actions











Else - Actions












If (All Conditions are True) then do (Then Actions) else do (Else Actions)













If - Conditions














(TempUnit belongs to an enemy of (Owner of TempUnit2)) Equal to True













Then - Actions














For each (Integer TempInteger) from 1 to 6, do (Actions)















Loop - Actions
















Set TempItem = (Item carried by TempUnit2 in slot TempInteger)
















If (All Conditions are True) then do (Then Actions) else do (Else Actions)

















If - Conditions


















(Item-type of TempItem) Equal to Pendant of Essence

















Then - Actions


















If (All Conditions are True) then do (Then Actions) else do (Else Actions)



















If - Conditions




















(Charges remaining in TempItem) Less than 15



















Then - Actions




















Item - Set charges remaining in TempItem to ((Charges remaining in TempItem) + 1)




















Set TempBoolean = True



















Else - Actions

















Else - Actions














If (All Conditions are True) then do (Then Actions) else do (Else Actions)















If - Conditions
















TempBoolean Equal to True















Then - Actions
















Special Effect - Create a special effect attached to the PoE_AttachmentPoint of TempUnit2 using PoE_Effect
















Special Effect - Destroy (Last created special effect)
















Set TempBoolean = False















Else - Actions













Else - Actions









Else - Actions






Custom script: call RemoveLocation(udg_TempPoint)






Custom script: call DestroyGroup(udg_TempGroup)





Else - Actions



Else - Actions
Pendant of Essence Heal

Events


Unit - A unit Uses an item

Conditions

Actions


Set TempItem = (Item being manipulated)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Item-type of TempItem) Equal to Pendant of Essence



Then - Actions




Set TempUnit = (Triggering unit)




-------- When you use the item it loses 1 charge, this is so we get the amount of charges it should had --------




Set TempInteger = ((Charges remaining in TempItem) + 1)




Set TempReal = ((Real(TempInteger)) x 15.00)




Unit - Set life of TempUnit to ((Life of TempUnit) + TempReal)




Unit - Set mana of TempUnit to ((Mana of TempUnit) + TempReal)




Item - Set charges remaining in TempItem to 0




Special Effect - Create a special effect attached to the PoE_AttachmentPoint of TempUnit using PoE_Effect2




Special Effect - Destroy (Last created special effect)



Else - Actions
"Haunting image"-- is this an image of the casting hero? the enemy hero? Who?
Also should you be able to "Reality" to the illusion as Spec can?
3 levels...what changes per level?

DR Config

Events


Map initialization

Conditions

Actions


-------- Set the Duration per Level --------


Set DR_SetDuration[1] = 4.00


Set DR_SetDuration[2] = 5.00


Set DR_SetDuration[3] = 6.00
DR Cast

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Draenei Realm

Actions


Set DR_MaxIndex = (DR_MaxIndex + 1)


Set DR_Caster[DR_MaxIndex] = (Triggering unit)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Level of Reality for DR_Caster[DR_MaxIndex]) Equal to 0



Then - Actions




Unit - Add Reality to DR_Caster[DR_MaxIndex]



Else - Actions


Custom script: set udg_DR_IllusionGroup[udg_DR_MaxIndex] = CreateGroup()


Set DR_Duration[DR_MaxIndex] = DR_SetDuration[(Level of Draenei Realm for DR_Caster[DR_MaxIndex])]


Set DR_HeroCount[DR_MaxIndex] = 0


Set TempPoint = (Position of DR_Caster[DR_MaxIndex])


Unit - Create 1 Dummy for (Owner of DR_Caster[DR_MaxIndex]) at TempPoint facing Default building facing degrees


Set TempUnit = (Last created unit)


Unit - Add Illusions to TempUnit


Unit - Add a 1.00 second Generic expiration timer to TempUnit


Set DR_EnemyHeroGroup[DR_MaxIndex] = (Units in (Playable map area) matching (((((Matching unit) is A Hero) Equal to True) and (((Matching unit) is alive) Equal to True)) and (((Matching unit) belongs to an enemy of (Owner of DR_Caster[DR_MaxIndex])) Equal to True)))


Custom script: set udg_TempGroup = CreateGroup()


Unit Group - Add all units of DR_EnemyHeroGroup[DR_MaxIndex] to TempGroup


Trigger - Turn on DR Cast2 <gen>


Unit Group - Pick every unit in TempGroup and do (Actions)



Loop - Actions




Set TempUnit2 = (Picked unit)




Custom script: call IssueTargetOrderById(udg_TempUnit, 852274, udg_DR_Caster[udg_DR_MaxIndex])




Set DR_HeroCount[DR_MaxIndex] = (DR_HeroCount[DR_MaxIndex] + 1)


Unit Group - Pick every unit in DR_IllusionGroup[DR_MaxIndex] and do (Actions)



Loop - Actions




Set TempUnit3 = (Picked unit)




Custom script: set udg_TempUnit4 = FirstOfGroup(udg_TempGroup)




Custom script: call SetUnitX(udg_TempUnit3, GetUnitX(udg_TempUnit4))




Custom script: call SetUnitY(udg_TempUnit3, GetUnitY(udg_TempUnit4))




Custom script: call GroupRemoveUnitSimple(udg_TempUnit4, udg_TempGroup )


Trigger - Turn off DR Cast2 <gen>


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




DR_MaxIndex Equal to 1



Then - Actions




Trigger - Turn on DR Loop <gen>



Else - Actions


Custom script: call DestroyGroup(udg_TempGroup)


Custom script: call RemoveLocation(udg_TempPoint)
DR Cast2

Events


Unit - A unit Spawns a summoned unit

Conditions

Actions


Set DR_TempUnit = (Triggering unit)


Custom script: if IsUnitIllusion(udg_DR_TempUnit) == true then


Unit Group - Add DR_TempUnit to DR_IllusionGroup[DR_MaxIndex]


Unit - Add Illusion Distinguish to DR_TempUnit


Custom script: endif
DR Loop

Events


Time - Every 0.05 seconds of game time

Conditions

Actions


For each (Integer DR_CurrentIndex) from 1 to DR_MaxIndex, do (Actions)



Loop - Actions




Set DR_Duration[DR_CurrentIndex] = (DR_Duration[DR_CurrentIndex] - 0.05)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






DR_Duration[DR_MaxIndex] Less than or equal to 0.00





Then - Actions






Unit Group - Pick every unit in DR_IllusionGroup[DR_CurrentIndex] and do (Actions)







Loop - Actions








Set TempUnit2 = (Picked unit)








Unit - Remove TempUnit2 from the game






Custom script: call DestroyGroup(udg_DR_IllusionGroup[udg_DR_CurrentIndex])






Custom script: call DestroyGroup(udg_DR_EnemyHeroGroup[udg_DR_CurrentIndex])






Set DR_Caster[DR_CurrentIndex] = DR_Caster[DR_MaxIndex]






Set DR_Duration[DR_CurrentIndex] = DR_Duration[DR_MaxIndex]






Set DR_EnemyHeroGroup[DR_CurrentIndex] = DR_EnemyHeroGroup[DR_MaxIndex]






Set DR_IllusionGroup[DR_CurrentIndex] = DR_IllusionGroup[DR_MaxIndex]






Set DR_HeroCount[DR_CurrentIndex] = DR_HeroCount[DR_MaxIndex]






Set DR_CurrentIndex = (DR_CurrentIndex - 1)






Set DR_MaxIndex = (DR_MaxIndex - 1)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








DR_MaxIndex Equal to 0







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions





Else - Actions






Custom script: set udg_TempGroup = CreateGroup()






Unit Group - Add all units of DR_EnemyHeroGroup[DR_CurrentIndex] to TempGroup






Custom script: set udg_TempGroup2 = CreateGroup()






Unit Group - Add all units of DR_IllusionGroup[DR_CurrentIndex] to TempGroup2






For each (Integer TempInteger) from 1 to DR_HeroCount[DR_CurrentIndex], do (Actions)







Loop - Actions








Custom script: set udg_TempUnit = FirstOfGroup(udg_TempGroup)








Custom script: set udg_TempUnit2 = FirstOfGroup(udg_TempGroup2)








If (All Conditions are True) then do (Then Actions) else do (Else Actions)









If - Conditions










(Current order of TempUnit2) Not equal to (Order(attack))









Then - Actions










Set TempPoint = (Position of TempUnit2)










Unit - Order TempUnit2 to Attack-Move To TempPoint










Custom script: call RemoveLocation(udg_TempPoint)









Else - Actions








Unit Group - Remove TempUnit from TempGroup








Unit Group - Remove TempUnit2 from TempGroup2








Custom script: set udg_TempUnit = null








Custom script: set udg_TempUnit2 = null






Custom script: call DestroyGroup(udg_TempGroup)






Custom script: call DestroyGroup(udg_TempGroup2)
Reality

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Reality

Actions


Custom script: set udg_TempUnit = null


Custom script: set udg_TempUnit2 = null


Custom script: set udg_TempUnit3 = null


Set TempUnit = (Triggering unit)


Set TempPoint = (Target point of ability being cast)


Set TempGroup = (Units within 1000.00 of TempPoint)


Unit Group - Pick every unit in TempGroup and do (Actions)



Loop - Actions




Set TempUnit2 = (Picked unit)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(TempUnit2 is an illusion) Equal to True






(Level of Illusion Distinguish for TempUnit2) Equal to 1






(TempUnit2 is alive) Equal to True





Then - Actions






Set TempPoint2 = (Position of TempUnit2)






Set TempReal = 1000000000.00






Set TempReal2 = (Distance between TempPoint and TempPoint2)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








TempReal2 Less than TempReal







Then - Actions








Set TempReal = TempReal2








Set TempUnit3 = (Picked unit)







Else - Actions






Custom script: call RemoveLocation(udg_TempPoint2)





Else - Actions


Custom script: if udg_TempUnit3 != null then


Custom script: call SetUnitX(udg_TempUnit, GetUnitX(udg_TempUnit3))


Custom script: call SetUnitY(udg_TempUnit, GetUnitY(udg_TempUnit3))


Custom script: else


Set TempForce = (Player group((Owner of TempUnit)))


Game - Display to TempForce the text: No valid Illusion


Custom script: call DestroyForce(udg_TempForce)


Custom script: endif


Unit - Kill TempUnit3


Custom script: call RemoveLocation(udg_TempPoint)


Custom script: call DestroyGroup(udg_TempGroup)


Custom script: set udg_TempUnit = null


Custom script: set udg_TempUnit2 = null


Custom script: set udg_TempUnit3 = null
Tidal Aura
Code Type: GUI/Jass
Spell Type: Hero
Target Type: Passive
Area of Effect: 300
Number of Levels: 4
Mana Cost: 0
Cooldown: 0
In-game Description: The powers of the tides saps the energies of his opponents. Nearby opponents will lose 0.2%/0.4%/0.6%/0.8% of their max hp per second.
How the spell works: Nearby enemies within a 300 AoE will lose hp at an interval of 0.05 second but deals the exact damage at 1 second.
Swamp Slash
Code Type: GUI/Jass
Spell Type: Hero
Target Type: Passive
Area of Effect: 0
Number of Levels: 4
Mana Cost: 0
Cooldown: 0
In-game Description: Each attack inflicts the wrath of the swamp. An attack reduces your targets armor by 2/4/6/8 for 10 seconds.
How the spell works: Reduces attacked unit's armor by 2/4/6/8 on an attack and lasts for 10 seconds.
Natural Being
Code Type: GUI/Jass
Spell Type: Hero
Target Type: Passive
Area of Effect: 900
Number of Levels: 4
Mana Cost: 0
Cooldown: 0
In-game Description: The murloc's natural being allows him to turn invisible, has max movespeed, nearby units lose 5 mana for every 30/20/10 damage taken and regenerates 4% of his current hp every second.
How the spell works: Turns invisible, grants max movespeed, nearby enemies lose 5 mana for every 30/20/10 damage and regenerates 4% of his current hp every second. Casting unit cannot be seen by truesight, fairie fire or any other truesight effects.
