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Triggers
50908Andrew's Spells.w3x
Variables
Map
Hero Revive
Creep Respawn
Day
ESC
Game
Switch My Hero
Switch My Hero Other
Switch My Hero Other Copy
Time Shift
Time Shift
HellFireLazer
Lazer Channel
Lazer Cast
Holy Field
Holy Field
Holy Field 2
Holy Field 3
Holy Field 4
Gods Judgement
Angel UP
Pauseorunpause
Tran
Process III
Process III 2
Process III 3
Process III 4
Process III 5
Process III 6
Death Coil Fallback
Unit
Immage Attack
Secret
Gods Of Wind
Gods Of Wind
Way of The Phoenix
Fight Through
Ultimate Destruction
Ultimate Destruction
None Select
Leap
Jump
Jump fan knives
No Select
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
CasterUther
unit
No
CastingUnit
unit
No
CreepRespawn
integer
No
HellFireLazer
location
No
Spell
abilcode
No
UnitType
unitcode
No
Hero Revive
Events
Unit - Tester 0000 <gen> Dies
Conditions
Actions
Hero - Instantly revive Tester 0000 <gen> at (Center of Region_006 <gen>) , Hide revival graphics
Creep Respawn
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Neutral Hostile
Actions
Wait 10.00 seconds
Set Variable Set CreepRespawn = (Random integer number between 1 and 5)
Unit - Replace (Triggering unit) with a (Random level CreepRespawn creep unit-type) using The new unit's default life and mana
Day
Events
Map initialization
Conditions
Actions
Game - Turn the day/night cycle Off
ESC
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Hero - Set (Picked unit) Hero-level to 10 , Hide level-up graphics
Unit - Set life of (Picked unit) to 100 %
Unit - Set mana of (Picked unit) to 100 %
Unit - Reset ability cooldowns for (Picked unit) .
Game
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: You can Press ESC, to reset cooldowns, mana, health, and it makes your level to 10. And at the top you can switch your heros right one is normal i think left one is Tester 2 and middle one is Blademaster
Switch My Hero
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Scout Tower
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Wait 2.00 seconds
Unit - Create 1 . Tester 2 for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Other One for Player 1 (Red) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 1 . Scout Tower for Player 1 (Red) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 1 . Blade Master for Player 1 (Red) at (Center of Region_009 <gen>) facing Default building facing degrees
Camera - Pan camera for Player 1 (Red) to (Center of (Playable map area)) over 0 seconds
Switch My Hero Other
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Other One
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Wait 2.00 seconds
Unit - Create 1 . Tester for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Other One for Player 1 (Red) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 1 . Scout Tower for Player 1 (Red) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 1 . Blade Master for Player 1 (Red) at (Center of Region_009 <gen>) facing Default building facing degrees
Camera - Pan camera for Player 1 (Red) to (Center of (Playable map area)) over 0 seconds
Switch My Hero Other Copy
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Blade Master
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Wait 2.00 seconds
Unit - Create 1 . Sword Master for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Other One for Player 1 (Red) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Create 1 . Scout Tower for Player 1 (Red) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Create 1 . Blade Master for Player 1 (Red) at (Center of Region_009 <gen>) facing Default building facing degrees
Camera - Pan camera for Player 1 (Red) to (Center of (Playable map area)) over 0 seconds
Time Shift
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Time Shift
Actions
Player - Disable Time Shift for (Owner of (Triggering unit))
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
Unit - Create 1 . Time Shift for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Add a 10.01 second Generic expiration timer to (Last created unit)
Wait 10.00 seconds
Player - Enable Time Shift for (Owner of (Triggering unit))
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
Unit - Move (Triggering unit) instantly to (Position of (Last created unit))
Lazer Channel
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to HellFireLazer
Actions
Set Variable Set HellFireLazer = (Position of (Triggering unit))
Special Effect - Create a special effect at HellFireLazer using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Lazer Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to HellFireLazer
Actions
Unit - Create 1 . HellFireLazer for (Owner of (Triggering unit)) at HellFireLazer facing (Facing of (Casting unit)) degrees
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 400.00 towards ((Real((Integer A))) x 40.00) degrees.) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Holy Field 2
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Holy Field
Actions
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards ((Real((Integer A))) x 40.00) degrees.) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Holy Field 3
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Holy Field
Actions
Unit - Create 1 . Holy Field for (Owner of (Triggering unit)) at HellFireLazer facing 0.00 degrees
Unit - Create 1 . Holy Field for (Owner of (Triggering unit)) at HellFireLazer facing 45.00 degrees
Unit - Create 1 . Holy Field for (Owner of (Triggering unit)) at HellFireLazer facing 90.00 degrees
Unit - Create 1 . Holy Field for (Owner of (Triggering unit)) at HellFireLazer facing 135.00 degrees
Unit - Create 1 . Holy Field for (Owner of (Triggering unit)) at HellFireLazer facing 180.00 degrees
Unit - Create 1 . Holy Field for (Owner of (Triggering unit)) at HellFireLazer facing 225.00 degrees
Unit - Create 1 . Holy Field for (Owner of (Triggering unit)) at HellFireLazer facing 270.00 degrees
Unit - Create 1 . Holy Field for (Owner of (Triggering unit)) at HellFireLazer facing 315.00 degrees
Holy Field 4
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Holy Field
Actions
Set Variable Set HellFireLazer = (Position of (Triggering unit))
Special Effect - Create a special effect at HellFireLazer using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Angel UP
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Gods Judgement
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Wait 2 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Wait 2 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Pauseorunpause
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Gods Judgement
Actions
Wait 0.27 seconds
Unit - Pause (Triggering unit)
Wait 11.00 seconds
Unit - Unpause (Triggering unit)
Tran
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Gods Judgement
Actions
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Wait 1.00 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Wait 1.00 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Wait 1.00 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Wait 1.00 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Wait 1.00 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Process III
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Gods Judgement
Actions
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards ((Real((Integer A))) x 40.00) degrees.) using Abilities\Spells\Other\Awaken\Awaken.mdl
Process III 2
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Gods Judgement
Actions
Wait 2 seconds
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards ((Real((Integer A))) x 40.00) degrees.) using Abilities\Spells\Other\Awaken\Awaken.mdl
Process III 3
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Gods Judgement
Actions
Wait 4.00 seconds
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards ((Real((Integer A))) x 40.00) degrees.) using Abilities\Spells\Other\Awaken\Awaken.mdl
Process III 4
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Gods Judgement
Actions
Wait 6.00 seconds
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards ((Real((Integer A))) x 40.00) degrees.) using Abilities\Spells\Other\Awaken\Awaken.mdl
Process III 5
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Gods Judgement
Actions
Wait 8.00 seconds
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards ((Real((Integer A))) x 40.00) degrees.) using Abilities\Spells\Other\Awaken\Awaken.mdl
Process III 6
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Gods Judgement
Actions
Wait 10.00 seconds
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards ((Real((Integer A))) x 40.00) degrees.) using Abilities\Spells\Other\Awaken\Awaken.mdl
Unit
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Death Coil FallBack
Actions
Player - Disable Death Coil FallBack for (Owner of (Triggering unit))
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 0.40 seconds
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 0.40 seconds
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 0.40 seconds
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 0.40 seconds
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 0.40 seconds
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 0.40 seconds
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 0.40 seconds
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 0.40 seconds
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 0.40 seconds
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 0.40 seconds
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 0.40 seconds
Unit - Create 1 . Death Coil Buddies for (Owner of (Triggering unit)) at (Target point of ability being cast) facing Default building facing degrees
Wait 10.00 seconds
Unit Group - Pick every unit in (Units of type Death Coil Buddies) and do (Kill (Picked unit))
Player - Enable Death Coil FallBack for (Owner of (Triggering unit))
Secret
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Immage Attack
Actions
Unit - Create 12 TheImmage for (Owner of (Casting unit)) at (Target point of ability being cast) facing (Position of (Casting unit))
Wait 1.50 seconds
Unit Group - Pick every unit in (Units of type TheImmage) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Gods Of Wind
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Kings Of Wind
Actions
Set Variable Set CastingUnit = (Casting unit)
Unit - Pause CastingUnit
Unit - Add Crow Form to CastingUnit
Animation - Change CastingUnit flying height to 400.00 at 522.00
Wait 1.00 seconds
For each (Integer A) from 1 to 80 , do (Actions)
Loop - Actions
Animation - Play CastingUnit 's attack animation
Wait 0.01 seconds
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Unit Group - Pick every unit in (Units within 400.00 of (Position of CastingUnit) matching (((Owner of (Matching unit)) is an enemy of (Owner of CastingUnit).) Equal to True).) and do (Cause CastingUnit to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal)
Special Effect - Destroy (Last created special effect)
Animation - Change CastingUnit flying height to 0.00 at 522.00
Unit - Remove Crow Form from (Triggering unit)
Wait 0.20 seconds
Unit - Unpause CastingUnit
Fight Through
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Way Of The Phoenix
Actions
Set Variable Set CastingUnit = (Casting unit)
For each (Integer A) from 1 to 20 , do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units within 400.00 of (Position of CastingUnit) matching (((Owner of (Matching unit)) is an enemy of (Owner of CastingUnit).) Equal to True).) and do (Cause CastingUnit to damage (Picked unit), dealing 500.00 damage of attack type Spells and damage type Normal)
Unit - Create 1 Fight Through IV for (Owner of (Triggering unit)) at ((Position of (Triggering unit)) offset by ((Facing of (Casting unit)), 500.00)) facing (Position of (Triggering unit))
Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
Unit - Order CastingUnit to Move To . (Position of (Last created unit))
Animation - Play CastingUnit 's attack animation
Wait 0.04 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
Animation - Change CastingUnit 's animation speed to 1000.00 % of its original speed
Unit - Create 1 . Fight Through for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Wait 0.30 seconds
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Wait 2 seconds
Animation - Change CastingUnit 's animation speed to 100.00 % of its original speed
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Wait 0.10 seconds
Unit - Remove (Casting unit) from the game
-------- Diffrent Hero --------
-------- If you want to change the unit make your own Custom unit and replace it with that --------
-------- --------------- --------
Unit - Create 1 . Sword Master for (Owner of CastingUnit) at (Position of CastingUnit) facing Default building facing degrees
Hero - Set (Last created unit) Hero-level to (Level of (Casting unit)) , Hide level-up graphics
Hero - Set (Last created unit) experience to (Level of (Casting unit)) , Hide level-up graphics
Camera - Pan camera for (Owner of CastingUnit) to (Position of (Last created unit)) over 0 seconds
Else - Actions
Ultimate Destruction
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ultimate Destruction
Actions
Unit - Make (Triggering unit) Invulnerable
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\ReplenishMana\ReplenishManaCasterOverhead.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Undead\ReplenishMana\ReplenishManaCasterOverhead.mdl
Wait 3.00 seconds
Unit - Create 1 . Dummy Ult for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Pause (Last created unit)
Unit - Add a 17.00 second Generic expiration timer to (Last created unit)
Set Variable Set CastingUnit = (Casting unit)
Unit - Pause CastingUnit
Unit - Add Crow Form to CastingUnit
Animation - Change CastingUnit flying height to 400.00 at 522.00
Wait 1.00 seconds
For each (Integer A) from 1 to 80 , do (Actions)
Loop - Actions
Unit - Create 1 . Fight Through for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Add a 12.00 second Generic expiration timer to (Last created unit)
Animation - Play CastingUnit 's attack animation
Wait 0.01 seconds
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\FanOfKnives\FanOfKnivesCaster.mdl
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Items\AIda\AIdaCaster.mdl
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\BreathOfFrost\BreathOfFrostMissile.mdl
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\BreathOfFire\BreathOfFireMissile.mdl
Unit Group - Pick every unit in (Units within 500.00 of (Position of CastingUnit) matching (((Owner of (Matching unit)) is an enemy of (Owner of CastingUnit).) Equal to True).) and do (Cause CastingUnit to damage (Picked unit), dealing 150.00 damage of attack type Spells and damage type Normal)
Special Effect - Destroy (Last created special effect)
Animation - Change CastingUnit flying height to 0.00 at 522.00
Unit - Remove Crow Form from (Triggering unit)
Wait 0.20 seconds
Selection - Clear selection
Wait 13.00 seconds
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
Wait 4.00 seconds
Unit - Create 1 . Blastwtf? for (Owner of (Triggering unit)) at (Position of CastingUnit) facing Default building facing degrees
Wait 0.03 seconds
Unit - Pause (Last created unit)
Wait 4.00 seconds
Unit - Kill (Last created unit)
Unit Group - Pick every unit in (Units within 1200.00 of (Position of CastingUnit) matching (((Owner of (Matching unit)) is an enemy of (Owner of CastingUnit).) Equal to True).) and do (Cause CastingUnit to damage (Picked unit), dealing 1500.00 damage of attack type Spells and damage type Normal)
Unit - Make (Triggering unit) Vulnerable
Unit - Unpause CastingUnit
None Select
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ultimate Destruction
Actions
For each (Integer A) from 1 to 140 , do (Actions)
Loop - Actions
Wait 0.30 seconds
Selection - Remove CastingUnit from selection for (Owner of CastingUnit)
Selection - Add CastingUnit to selection for (Owner of (Casting unit))
Jump
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Leap
Actions
Unit - Add Jump(animation) to (Casting unit)
Unit - Remove Jump(animation) from (Casting unit)
Unit - Turn collision for (Casting unit) Off .
Animation - Change (Casting unit) flying height to 500.00 at 500.00
Wait 0.06 seconds
Unit - Order (Casting unit) to Move To . ((Position of (Casting unit)) offset by 1000.00 towards (Facing of (Casting unit)) degrees.)
Wait 2.00 seconds
Animation - Change (Casting unit) flying height to 0.00 at 1000.00
Wait 0.90 seconds
Unit - Turn collision for (Casting unit) On .
Jump fan knives
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Leap
Actions
Wait 2.00 seconds
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
Wait 0.40 seconds
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\NightElf\FanOfKnives\FanOfKnivesCaster.mdl
Unit Group - Pick every unit in (Units within 400.00 of (Position of (Casting unit)) matching (((Owner of (Matching unit)) is an enemy of (Owner of (Casting unit)).) Equal to True).) and do (Cause (Casting unit) to damage (Picked unit), dealing 75.00 damage of attack type Spells and damage type Normal)
No Select
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Leap
Actions
For each (Integer A) from 1 to 7 , do (Actions)
Loop - Actions
Wait 0.50 seconds
Selection - Remove (Casting unit) from selection for (Owner of (Casting unit))
Wait 1.00 seconds
Selection - Add (Casting unit) to selection for (Owner of (Casting unit))
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