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Triggers
Beat them Up3D BF1.3.w3x
Variables
Enviremont
Catapult1
Catapult2
Catapult3
Spawnpoints
Disable Respawn1
EnableSpawnPoint1
Spawnbandit1 2
Doodads
RockyChunksInvulnerable
Gatesinvulnerable
Opengate
BanditLeaderdead
BanditLeaderdead2
BanditLeaderdead3
First Attack Wave
Second Attack Wave
Bridge Charge
Ambush1
Initialization
Credits
WayGateTown1A
PlayerRemove
Herodead
Gain Gold
Gain Lumber
Samurai set
Camera
Hero Selection
Movement
Forward
Arrow forward
Stop forward
Turn right
Arrow Right
Stop right
Turn left
Arrow Left
Stop left
Guard
Guard activated
Guard deactivate
Strike
Avoid
Attack 1
Attack 2
Combo 3
Earthsplit
Combo1
Left
Right
Up
Down
Enflame
Blessing
Magic Bolts
Godlike Blast
Entrez le code script personnalisé spécifique à la carte ci-dessous. Ce texte sera inclus dans le script de la carte après que les variables auront été déclarées et avant tout code de déclencheur.
Name
Type
is_array
initial_value
Samurai
unit
No
SpecialMoveChecker
string
Yes
Temp_Unit
unit
No
Catapult1
Events
Unit - A unit enters UseCatapult1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Hero
Actions
Unit - Order Catapult 0064 <gen> to Attack Ground . (Center of CatapultTarget1 <gen>)
Wait 2.00 game-time seconds
Unit - Kill Tower 0062 <gen>
Unit - Kill Brigand 0063 <gen>
Unit - Order Catapult 0064 <gen> to Stop .
Trigger - Turn off (This trigger)
Catapult2
Events
Unit - A unit enters UseCatapult2 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Hero
Actions
Unit - Order Catapult 0095 <gen> to Attack Ground . (Center of Catapult2Target2 <gen>)
Wait 2.00 game-time seconds
Unit - Kill Tower 0089 <gen>
Unit - Kill Brigand 0094 <gen>
Unit - Order Catapult 0095 <gen> to Stop .
Trigger - Turn off (This trigger)
Catapult3
Events
Unit - A unit enters UseCatapult3 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Hero
Actions
Unit - Order Catapult 0095 <gen> to Attack Ground . (Center of Catapult3target <gen>)
Wait 1.50 game-time seconds
Unit - Kill Tower 0114 <gen>
Unit - Kill Brigand 0115 <gen>
Unit - Order Catapult 0095 <gen> to Stop .
Destructible - Kill Barrel of Explosives 1409 <gen>
Wait 0.10 game-time seconds
Destructible - Kill Barricade 1401 <gen>
Destructible - Kill Barricade 1403 <gen>
Destructible - Kill Barricade 1402 <gen>
Destructible - Kill Barricade 1406 <gen>
Destructible - Kill Barricade 1407 <gen>
Destructible - Kill Barricade 1408 <gen>
Trigger - Turn off (This trigger)
Disable Respawn1
Events
Unit - A unit enters Disable_Respawn1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Hero
Actions
Trigger - Turn off Spawnbandit1_2 <gen>
EnableSpawnPoint1
Events
Unit - A unit enters EnableSpawnpoint1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Hero
Actions
Trigger - Turn on Spawnbandit1_2 <gen>
Trigger - Turn off (This trigger)
Spawnbandit1 2
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Bandit for Neutral Hostile at (Center of Spawnbandit1 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack . Samurai
Unit - Create 1 . Bandit for Neutral Hostile at (Center of Spawnbandit2 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack . Samurai
RockyChunksInvulnerable
Events
Map initialization
Conditions
Actions
Destructible - Make Rock Chunks 0551 <gen> Invulnerable
Destructible - Make Rock Chunks 0553 <gen> Invulnerable
Destructible - Make Rock Chunks 0554 <gen> Invulnerable
Destructible - Make Rock Chunks 0102 <gen> Invulnerable
Destructible - Make Rock Chunks 0101 <gen> Invulnerable
Destructible - Make Rock Chunks 0100 <gen> Invulnerable
Destructible - Make Rock Chunks 0556 <gen> Invulnerable
Destructible - Make Rock Chunks 0555 <gen> Invulnerable
Gatesinvulnerable
Events
Map initialization
Conditions
Actions
Destructible - Make Iron Gate 0077 <gen> Invulnerable
Destructible - Make Iron Gate 0078 <gen> Invulnerable
Destructible - Make Iron Gate 0771 <gen> Invulnerable
Destructible - Make Iron Gate 1344 <gen> Invulnerable
Opengate
Events
Unit - A unit enters Opengate1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Hero
Actions
Destructible - Open Iron Gate 0077 <gen>
Game - Display to (All players) the text: |c00991111"Your death will be in seconds!"|r
Unit - Move Samurai instantly to (Center of TeleportPlayer1 <gen>)
Wait 1.00 game-time seconds
Destructible - Close Iron Gate 0077 <gen>
Unit - Order Bandit Lord 0000 <gen> to Attack . Samurai
Trigger - Turn off (This trigger)
BanditLeaderdead
Events
Unit - Bandit Lord 0000 <gen> Dies
Conditions
Actions
Sound - Play ClanInvitation <gen>
Destructible - Destroy Iron Gate 0078 <gen>
BanditLeaderdead2
Events
Unit - Bandit Lord 0096 <gen> Dies
Conditions
Actions
Sound - Play ClanInvitation <gen>
Destructible - Destroy Iron Gate 0771 <gen>
Neutral Building - Set Way Gate 0041 <gen> destination to (Center of Stage3 <gen>)
BanditLeaderdead3
Events
Unit - Bandit Leader 0116 <gen> Dies
Conditions
Actions
Sound - Play ClanInvitation <gen>
Destructible - Destroy Iron Gate 1344 <gen>
First Attack Wave
Events
Unit - A unit enters First_Attack_Wave <gen>
Conditions
Actions
Game - Display to (All players) the text: |c00991111"Charge!"|r
Unit Group - Order (Units in First_Attack_WaveBandits <gen>) to Attack . Samurai
Trigger - Turn off (This trigger)
Second Attack Wave
Events
Unit - A unit enters Stage2 <gen>
Conditions
Actions
Game - Display to (All players) the text: |c00992211"Charge!"|r
Unit Group - Order (Units in Second_Attack_Wave_Bandits <gen>) to Attack . Samurai
Trigger - Turn off (This trigger)
Bridge Charge
Events
Unit - A unit enters Bandit_Charge_Activate <gen>
Conditions
Actions
Game - Display to (All players) the text: |c00992211"To Arms!"|r
Unit Group - Order (Units in Bandit_Charge <gen>) to Attack . Samurai
Trigger - Turn off (This trigger)
Ambush1
Events
Unit - A unit enters Bandit_Ambush1 <gen>
Conditions
Actions
Game - Display to (All players) the text: |c00992211"Ambush!"|r
Sound - Play BanditWarcry1 <gen>
Unit Group - Pick every unit in (Units in Ambush1 <gen> owned by Neutral Hostile) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Enforcer using The new unit's max life and mana
Unit Group - Order (Units in Ambush1 <gen> owned by Neutral Hostile) to Attack . Samurai
Trigger - Turn off (This trigger)
Credits
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Credits and Editor with the description Callahan`s beat them all system, this one helped me a lot! And of course Necromancer_187 super model: KnightofRedemption (ArthaswithSword). You may edit this map but give credits to Callahan and Necromancer_187. , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
Quest - Create a Optional quest titled Future with the description In the future there will be a coop-mode (for two players) and many, many more stages in other tilesets. I may also add a few more combos and more enviremont things (like the catapults). If have any ideas, pleas say... , using icon path ReplaceableTextures\CommandButtons\BTNHumanCaptureFlag.blp
Quest - Create a Required quest titled Beat them Up with the description Clear the Stages and enjoy! , using icon path ReplaceableTextures\CommandButtons\BTNStrongDrink.blp
Quest - Create a Required quest titled Special Moves with the description Besides from the unit abilities your hero has, it can also perform powerfull combos with the combination of your arrow keys. You can see here all the combos and how to peform them (note that "u" means up arrow key etc.): - Enflame; l-r-l-r-u-d = Delivers a strong area attack before the hero.- Magic Bolts; u-u-u-d-u = Blasts severe damaging bolts on the ground.- Blessing; d-d-l-l = Removes all buffs from the hero.- Godlike Blast ; l-r-r-l-u-d-d-r-l-u = Damage all units around the hero (including the hero!) in a large area. , using icon path ReplaceableTextures\CommandButtons\BTNCriticalStrike.blp
Quest - Flash the quest dialog button
WayGateTown1A
Events
Unit - A unit enters EnableSpawnpoint1 <gen>
Conditions
Actions
Neutral Building - Set Way Gate 0041 <gen> destination to (Center of Stage2 <gen>)
PlayerRemove
Events
Map initialization
Conditions
Actions
If ((Player 2 (Blue) controller) Equal to User) then do (Do nothing) else do (Remove Hero 0043 <gen> from the game)
Herodead
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Hero
Actions
Sound - Play HeroDemonHunterDeath1 <gen>
Game - Display to (All allies of (Owner of (Dying unit)).) the text: An ally has fallen!
Game - Defeat (Owner of (Dying unit)) with the message: Your hero has fallen!
Gain Gold
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Dying unit)) Not equal to Bandit Lord
Actions
Player - Add 1 to Player 1 (Red) . Current gold
Player - Add 1 to Player 2 (Blue) . Current gold
Gain Lumber
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Bandit Lord
Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Player - Add 1 to Player 2 (Blue) . Current lumber
Samurai set
Events
Map initialization
Conditions
Actions
Player - Change color of Player 1 (Red) to Yellow , Changing color of existing units
Player - Turn Gives bounty Off for Neutral Hostile
Environment - Set sky to Felwood Sky
Environment - Create at (Entire map) the weather effect Dungeon White Fog (Heavy)
Quest - Create a Required quest titled Control with the description Use the arrow keys to move your hero. Press "A" to attack. Hold on the down key solidly to defend. , using icon path ReplaceableTextures\CommandButtons\BTNUnload.blp
Selection - Select Samurai for Player 1 (Red)
Set Variable Set Samurai = Hero 0023 <gen>
Camera - Lock camera target for Player 1 (Red) to Hero 0023 <gen> , offset by ( 0 , 0 ) using Default rotation
Wait 0.50 game-time seconds
Sound - Stop music Immediately
Wait 3.00 game-time seconds
Sound - Play OrcX1 <gen>
Camera
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Camera - Lock camera target for Player 1 (Red) to Hero 0023 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Set Player 1 (Red) 's camera Angle of attack to 335.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Distance to target to 1000.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Rotation to 90.00 over 0.25 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 100.00 over 0.25 seconds
Camera - Run camera for Player 1 (Red) through cinematic.mdl cinematic camera
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Entire map)
Hero Selection
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Selection - Select Samurai for Player 1 (Red)
Forward
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Unit - Order Samurai to Move To . ((Position of Samurai) offset by 200.00 towards (Facing of Samurai) degrees.)
Arrow forward
Events
Player - Player 1 (Red) Presses the Up Arrow key
Conditions
Actions
Trigger - Turn on Forward <gen>
Trigger - Turn off Guard_activated <gen>
Stop forward
Events
Player - Player 1 (Red) Releases the Up Arrow key
Conditions
Actions
Trigger - Turn off Forward <gen>
Trigger - Turn on Guard_activated <gen>
Unit - Order Samurai to Stop .
Turn right
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Order Samurai to Stop .
Unit - Make Samurai face ((Facing of Samurai) - 15.00) over 0.10 seconds
Arrow Right
Events
Player - Player 1 (Red) Presses the Right Arrow key
Conditions
Actions
Trigger - Turn on Turn_right <gen>
Stop right
Events
Player - Player 1 (Red) Releases the Right Arrow key
Conditions
Actions
Trigger - Turn off Turn_right <gen>
Turn left
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Order Samurai to Stop .
Unit - Make Samurai face ((Facing of Samurai) + 15.00) over 0.10 seconds
Arrow Left
Events
Player - Player 1 (Red) Presses the Left Arrow key
Conditions
Actions
Trigger - Turn on Turn_left <gen>
Stop left
Events
Player - Player 1 (Red) Releases the Left Arrow key
Conditions
Actions
Trigger - Turn off Turn_left <gen>
Guard
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Animation - Play Samurai 's stand ready animation
Unit - Add Guard to Samurai
Guard activated
Events
Player - Player 1 (Red) Presses the Down Arrow key
Conditions
Actions
Trigger - Turn on Guard <gen>
Unit - Remove Attack from Samurai
Unit - Remove Attack2 from Samurai
Trigger - Turn off Arrow_forward <gen>
Guard deactivate
Events
Player - Player 1 (Red) Releases the Down Arrow key
Conditions
Actions
Trigger - Turn off Guard <gen>
Unit - Remove Guard from Samurai
Animation - Play Samurai 's stand animation
Unit - Add Attack to Samurai
Trigger - Turn on Arrow_forward <gen>
Avoid
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Avoid
Actions
Animation - Play (Casting unit) 's walk animation
Animation - Change Samurai 's animation speed to 200.00 % of its original speed
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Weapons\GryphonRiderMissile\GryphonRiderMissileTarget.mdl
Unit - Move (Casting unit) instantly to ((Position of (Casting unit)) offset by -30.00 towards (Facing of (Casting unit)) degrees.)
Wait 0.20 game-time seconds
Unit - Move (Casting unit) instantly to ((Position of (Casting unit)) offset by -30.00 towards (Facing of (Casting unit)) degrees.)
Wait 0.20 game-time seconds
Unit - Move (Casting unit) instantly to ((Position of (Casting unit)) offset by -30.00 towards (Facing of (Casting unit)) degrees.)
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Weapons\GlaiveMissile\GlaiveMissileTarget.mdl
Wait 0.20 game-time seconds
Unit - Move (Casting unit) instantly to ((Position of (Casting unit)) offset by -30.00 towards (Facing of (Casting unit)) degrees.)
Wait 0.20 game-time seconds
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Weapons\GlaiveMissile\GlaiveMissileTarget.mdl
Unit - Move (Casting unit) instantly to ((Position of (Casting unit)) offset by -30.00 towards (Facing of (Casting unit)) degrees.)
Wait 0.20 game-time seconds
Unit - Move (Casting unit) instantly to ((Position of (Casting unit)) offset by -30.00 towards (Facing of (Casting unit)) degrees.)
Animation - Change Samurai 's animation speed to 100.00 % of its original speed
Animation - Play (Casting unit) 's stand animation
Attack 1
Events
Unit - Hero 0023 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Attack
Actions
Trigger - Turn off Guard_activated <gen>
Unit - Pause Samurai
Sound - Play EtherealMediumHit3 <gen> at 100 % volume, attached to Samurai
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 100.00 towards (Facing of (Casting unit)) degrees.) using Abilities\Weapons\ZigguratFrostMissile\ZigguratFrostMissile.mdl
Unit Group - Pick every unit in (Units in (Region centered at ((Position of Samurai) offset by 100.00 towards (Facing of Samurai) degrees.) with size (200.00, 200.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of Player 1 (Red).) Equal to True
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 50.00)
Sound - Play MetalHeavySliceFlesh3 <gen> at 100.00 % volume, located at (Center of (Region centered at ((Position of Samurai) offset by 200.00 towards (Facing of Samurai) degrees.) with size (200.00, 200.00))) with Z offset 0
Else - Actions
Do nothing
Special Effect - Destroy (Last created special effect)
Wait 0.50 seconds
Animation - Play Hero 0023 <gen> 's stand ready animation
Unit - Unpause Samurai
Unit - Remove Attack from Hero 0023 <gen>
Unit - Add Attack2 to (Triggering unit)
Trigger - Turn on Guard_activated <gen>
Attack 2
Events
Unit - Hero 0023 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Attack2
Actions
Trigger - Turn off Guard_activated <gen>
Unit - Pause Samurai
Sound - Play EtherealHeavyHit2 <gen> at 100 % volume, attached to Samurai
Unit Group - Pick every unit in (Units in (Region centered at ((Position of Samurai) offset by 100.00 towards (Facing of Samurai) degrees.) with size (200.00, 200.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of Player 1 (Red).) Equal to True
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 100.00)
Sound - Play MetalHeavySliceFlesh3 <gen> at 100.00 % volume, located at (Center of (Region centered at ((Position of Samurai) offset by 200.00 towards (Facing of Samurai) degrees.) with size (200.00, 200.00))) with Z offset 0
Else - Actions
Do nothing
Wait 0.50 seconds
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 100.00 towards (Facing of (Casting unit)) degrees.) using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
Special Effect - Destroy (Last created special effect)
Animation - Play Hero 0023 <gen> 's stand ready animation
Unit - Unpause Samurai
Unit - Remove Attack2 from Hero 0023 <gen>
Unit - Add Attack to (Triggering unit)
Trigger - Turn on Guard_activated <gen>
Combo 3
Events
Unit - Hero 0023 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Combo 3
Actions
Trigger - Turn off Guard_activated <gen>
Unit - Pause Samurai
Sound - Play HeroBladeMasterYesAttack1 <gen> at 100 % volume, attached to Samurai
Unit Group - Pick every unit in (Units in (Region centered at (Position of Hero 0023 <gen>) with size (350.00, 350.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of Player 1 (Red).) Equal to True
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 150.00)
Sound - Play MetalHeavySliceFlesh3 <gen> at 100.00 % volume, located at (Center of (Region centered at (Position of Hero 0023 <gen>) with size (350.00, 350.00))) with Z offset 0
Else - Actions
Do nothing
Wait 0.50 seconds
Animation - Play Hero 0023 <gen> 's stand ready animation
Unit - Unpause Samurai
Unit - Remove Combo 3 from Hero 0023 <gen>
Unit - Add Attack to (Triggering unit)
Trigger - Turn on Guard_activated <gen>
Earthsplit
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Earthsplit
Actions
Sound - Play Shockwave <gen>
Wait 0.10 game-time seconds
Animation - Play (Casting unit) 's attack slam animation
Wait 0.40 game-time seconds
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Wait 1.00 game-time seconds
Special Effect - Destroy (Last created special effect)
Left
Events
Player - Player 1 (Red) Presses the Left Arrow key
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aal|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aal|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aalr|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aalrl|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aalrl|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aadd|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aaddl|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aaddl|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aaddl|r
Then - Actions
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Game - Display to (All players) the text: |cff995500COMBO!|r
Set Variable Set Temp_Unit = Hero 0023 <gen>
Trigger - Run Blessing <gen> (checking conditions)
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aar|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aarl|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarl|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarl|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aarll|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarll|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllruddr|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aarllruddrl|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllruddrl|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
-------- Wrong Button -> Clear --------
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Right
Events
Player - Player 1 (Red) Presses the Right Arrow key
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aal|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aalr|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aalr|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aalrl|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aalrlr|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aalrlr|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aar|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aar|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarll|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aarllr|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllr|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllrudd|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aarllruddr|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllruddr|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
-------- Wrong Button -> Clear --------
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Up
Events
Player - Player 1 (Red) Presses the Up Arrow key
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aalrlr|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aalrlru|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aalrlru|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aau|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aau|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aau|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aauu|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aauu|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aauu|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aauuu|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aauuu|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aauuud|r
Then - Actions
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Game - Display to (All players) the text: |cff995500COMBO!|r
Set Variable Set Temp_Unit = Hero 0023 <gen>
Trigger - Run Magic_Bolts <gen> (checking conditions)
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllr|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aarllru|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllru|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllruddrl|r
Then - Actions
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Game - Display to (All players) the text: |cff995500COMBO!|r
Set Variable Set Temp_Unit = Hero 0023 <gen>
Trigger - Run Godlike_Blast <gen> (checking conditions)
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
-------- Wrong Button -> Clear --------
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Down
Events
Player - Player 1 (Red) Presses the Down Arrow key
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aalrlru|r
Then - Actions
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Game - Display to (All players) the text: |cff995500COMBO!|r
Set Variable Set Temp_Unit = Hero 0023 <gen>
Trigger - Run Enflame <gen> (checking conditions)
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aad|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aad|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aad|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aadd|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aadd|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aauuu|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aauuud|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aauuud|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllru|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aarllrud|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllrud|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllrud|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = "|cff7777aarllrudd|r"
Game - Display to (All players) the text: SpecialMoveChecker[(Player number of (Triggering player))]
Wait 1.35 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpecialMoveChecker[(Player number of (Triggering player))] Equal to |cff7777aarllrudd|r
Then - Actions
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Else - Actions
Skip remaining actions
Else - Actions
-------- Wrong Button -> Clear --------
Set Variable Set SpecialMoveChecker[(Player number of (Triggering player))] = ""
Enflame
Events
Conditions
Actions
Sound - Play FlameStrikeBirth1 <gen>
Animation - Play Samurai 's spell animation
Sound - Play VarimathrasYesAttack4 <gen>
Special Effect - Create a special effect at ((Position of Samurai) offset by 200.00 towards (Facing of Samurai) degrees.) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 150.00 at ((Position of Samurai) offset by 200.00 towards (Facing of Samurai) degrees.) , dealing 75.00 damage of attack type Chaos and damage type Fire
Wait 1.00 game-time seconds
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 150.00 at ((Position of Samurai) offset by 200.00 towards (Facing of Samurai) degrees.) , dealing 75.00 damage of attack type Chaos and damage type Fire
Animation - Play Samurai 's stand - 1 animation
Special Effect - Destroy (Last created special effect)
Blessing
Events
Conditions
Actions
Animation - Play Samurai 's spell animation
Sound - Play VarimathrasYesAttack2 <gen>
Special Effect - Create a special effect at ((Position of Samurai) offset by 0.00 towards (Facing of Samurai) degrees.) using Abilities\Spells\Orc\SpiritLink\SpiritLinkZapTarget.mdl
Unit - Remove All buffs from Samurai
Wait 0.50 game-time seconds
Animation - Play Samurai 's stand - 1 animation
Special Effect - Destroy (Last created special effect)
Magic Bolts
Events
Conditions
Actions
Animation - Play Samurai 's spell animation
Sound - Play VarimathrasYesAttack1 <gen>
Wait 0.50 game-time seconds
Animation - Play Samurai 's stand - 1 animation
Special Effect - Create a special effect at ((Position of Samurai) offset by 125.00 towards (Facing of Samurai) degrees.) using Abilities\Spells\Other\FrostBolt\FrostBoltMissile.mdl
Unit - Cause Samurai to damage circular area after 0.10 seconds of radius 50.00 at ((Position of Samurai) offset by 125.00 towards (Facing of Samurai) degrees.) , dealing 35.00 damage of attack type Spells and damage type Magic
Special Effect - Destroy (Last created special effect)
Wait 0.50 game-time seconds
Special Effect - Create a special effect at ((Position of Samurai) offset by 200.00 towards (Facing of Samurai) degrees.) using Abilities\Spells\Other\FrostBolt\FrostBoltMissile.mdl
Unit - Cause Samurai to damage circular area after 0.10 seconds of radius 50.00 at ((Position of Samurai) offset by 200.00 towards (Facing of Samurai) degrees.) , dealing 35.00 damage of attack type Spells and damage type Magic
Special Effect - Destroy (Last created special effect)
Wait 0.50 game-time seconds
Special Effect - Create a special effect at ((Position of Samurai) offset by 275.00 towards (Facing of Samurai) degrees.) using Abilities\Spells\Other\FrostBolt\FrostBoltMissile.mdl
Unit - Cause Samurai to damage circular area after 0.10 seconds of radius 50.00 at ((Position of Samurai) offset by 275.00 towards (Facing of Samurai) degrees.) , dealing 35.00 damage of attack type Spells and damage type Magic
Special Effect - Destroy (Last created special effect)
Wait 0.50 game-time seconds
Special Effect - Create a special effect at ((Position of Samurai) offset by 350.00 towards (Facing of Samurai) degrees.) using Abilities\Spells\Other\FrostBolt\FrostBoltMissile.mdl
Unit - Cause Samurai to damage circular area after 0.10 seconds of radius 50.00 at ((Position of Samurai) offset by 350.00 towards (Facing of Samurai) degrees.) , dealing 35.00 damage of attack type Spells and damage type Magic
Special Effect - Destroy (Last created special effect)
Wait 0.50 game-time seconds
Special Effect - Create a special effect at ((Position of Samurai) offset by 425.00 towards (Facing of Samurai) degrees.) using Abilities\Spells\Other\FrostBolt\FrostBoltMissile.mdl
Unit - Cause Samurai to damage circular area after 0.10 seconds of radius 50.00 at ((Position of Samurai) offset by 425.00 towards (Facing of Samurai) degrees.) , dealing 35.00 damage of attack type Spells and damage type Magic
Special Effect - Destroy (Last created special effect)
Wait 0.50 game-time seconds
Special Effect - Create a special effect at ((Position of Samurai) offset by 500.00 towards (Facing of Samurai) degrees.) using Abilities\Spells\Other\FrostBolt\FrostBoltMissile.mdl
Unit - Cause Samurai to damage circular area after 0.10 seconds of radius 50.00 at ((Position of Samurai) offset by 500.00 towards (Facing of Samurai) degrees.) , dealing 35.00 damage of attack type Spells and damage type Magic
Special Effect - Destroy (Last created special effect)
Wait 0.50 game-time seconds
Special Effect - Create a special effect at ((Position of Samurai) offset by 575.00 towards (Facing of Samurai) degrees.) using Abilities\Spells\Other\FrostBolt\FrostBoltMissile.mdl
Unit - Cause Samurai to damage circular area after 0.10 seconds of radius 50.00 at ((Position of Samurai) offset by 575.00 towards (Facing of Samurai) degrees.) , dealing 35.00 damage of attack type Spells and damage type Magic
Special Effect - Destroy (Last created special effect)
Wait 0.50 game-time seconds
Special Effect - Create a special effect at ((Position of Samurai) offset by 650.00 towards (Facing of Samurai) degrees.) using Abilities\Spells\Other\FrostBolt\FrostBoltMissile.mdl
Unit - Cause Samurai to damage circular area after 0.10 seconds of radius 50.00 at ((Position of Samurai) offset by 650.00 towards (Facing of Samurai) degrees.) , dealing 35.00 damage of attack type Spells and damage type Magic
Special Effect - Destroy (Last created special effect)
Godlike Blast
Events
Conditions
Actions
Animation - Play Samurai 's spell animation
Sound - Play VarimathrasWarcry1 <gen>
Special Effect - Create a special effect at ((Position of Samurai) offset by 100.00 towards 0 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 100.00 towards 0 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 150.00 towards 315.00 degrees.) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 150.00 towards 315.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Cold
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 100.00 towards 270.00 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 100.00 towards 270.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 150.00 towards 225.00 degrees.) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 150.00 towards 225.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Cold
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 100.00 towards 180.00 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 100.00 towards 180.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 150.00 towards 135.00 degrees.) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 150.00 towards 135.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Cold
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 100.00 towards 90.00 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 100.00 towards 90.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 150.00 towards 45.00 degrees.) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 150.00 towards 45.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Cold
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 200.00 towards 0 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 200.00 towards 0 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 200.00 towards 270.00 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 200.00 towards 270.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 200.00 towards 180.00 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 200.00 towards 180.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 200.00 towards 90.00 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 200.00 towards 90.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Wait 0.20 game-time seconds
Animation - Play Samurai 's stand - 1 animation
Special Effect - Create a special effect at ((Position of Samurai) offset by 300.00 towards 0 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 300.00 towards 0.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 250.00 towards 315.00 degrees.) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 250.00 towards 315.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Cold
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 300.00 towards 270.00 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 300.00 towards 270.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 250.00 towards 225.00 degrees.) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 250.00 towards 225.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Cold
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 300.00 towards 180.00 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 300.00 towards 180.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 250.00 towards 135.00 degrees.) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 250.00 towards 135.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Cold
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 300.00 towards 90.00 degrees.) using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 300.00 towards 90.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Fire
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of Samurai) offset by 250.00 towards 45.00 degrees.) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
Unit - Cause Samurai to damage circular area after 0.50 seconds of radius 75.00 at ((Position of Samurai) offset by 250.00 towards 45.00 degrees.) , dealing 50.00 damage of attack type Spells and damage type Cold
Special Effect - Destroy (Last created special effect)
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