Name | Type | is_array | initial_value |
//TESH.scrollpos=0
//TESH.alwaysfold=0
// **************************************************************************
// ** **
// ** Mathematical Functions **
// ** βββββββββββββ **
// ** **
// ** Functions used instead of BJs to calculate some values **
// ** **
// ** By: Majin **
// **
// ** **
// **************************************************************************
library Math
function GetDistance takes real ax, real ay, real bx, real by returns real
return SquareRoot((bx-ax)*(bx-ax)+(by-ay)*(by-ay))
endfunction
function PolarProjectionx takes real ax, real dist, real angle returns real
return ax + dist * Cos(angle)
endfunction
function PolarProjectiony takes real ay, real dist, real angle returns real
return ay + dist * Sin(angle)
endfunction
function GetAngle takes real ax, real ay, real bx, real by returns real
return Atan2(by-ay, bx-ax)
endfunction
function RAbs takes real a returns real
if (a >= 0) then
return a
else
return -a
endif
endfunction
function AntiLeak takes nothing returns boolean
return true
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
//Functions used to handle timers. Credits to Vexorian and Captain Griffen
//Check http://www.wc3c.net/showthread.php?t=89072 for more informations
library HandleTimers
globals
private timer array timers
private integer N = 0
endglobals
function NewTimer takes nothing returns timer
if (N==0) then
return CreateTimer()
endif
set N=N-1
return timers[N]
endfunction
function ReleaseTimer takes timer t returns nothing
call PauseTimer(t)
if (N==8191) then
debug call BJDebugMsg("Warning: Timer stack is full, destroying timer!!")
//stack is full, the map already has much more troubles than the chance of bug
call DestroyTimer(t)
else
set timers[N]=t
set N=N+1
endif
endfunction
function TimerAttach takes timer t, real time, real value, code func returns nothing
call TimerStart(t, value, false, null)
call PauseTimer(t)
call TimerStart(t, time, false, func)
endfunction
// ONLY call on an expired timer.
function GetTimerInt takes timer t returns integer
return R2I(TimerGetRemaining(t) + 0.5)
endfunction
endlibrary
//TESH.scrollpos=25
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// **************************************************************************
// ** **
// ** Check Pathability Function **
// ** βββββββββββββ **
// ** **
// ** A Function that checks if a unit can walk over a certain area **
// ** (Ignores other units but not buildings, trees and other obstacles) **
// ** **
// ** By: Majin **
// **
// ** **
// **************************************************************************
library Walkable initializer init requires ChargeConfig, Math
globals
unit pathchecker
rect pathrect
filterfunc truefilter
endglobals
function HideItems takes nothing returns nothing
call SetItemVisible(GetEnumItem(), false)
endfunction
function UnHideItems takes nothing returns nothing
call SetItemVisible(GetEnumItem(), true)
endfunction
function IsPointWalkable takes real x, real y returns boolean
local boolean b
call SetUnitPosition(pathchecker,x,y)
set b=((GetUnitX(pathchecker)-x)*(GetUnitX(pathchecker)-x)+((GetUnitY(pathchecker)-y)*(GetUnitY(pathchecker)-y))<=1)
if (b==false) then
call MoveRectTo(pathrect, x, y)
call EnumItemsInRect(pathrect,truefilter,function HideItems)
call SetUnitPosition(pathchecker,x,y)
set b=((GetUnitX(pathchecker)-x)*(GetUnitX(pathchecker)-x)+((GetUnitY(pathchecker)-y)*(GetUnitY(pathchecker)-y))<=1)
call EnumItemsInRect(pathrect,truefilter,function UnHideItems)
endif
return b
endfunction
function init takes nothing returns nothing
local real x = GetRectMinX(bj_mapInitialPlayableArea)
local real y = GetRectMinY(bj_mapInitialPlayableArea)
set pathrect=Rect(x,y,x+200.00,y+200.00)
set pathchecker=CreateUnit( Player(PLAYER_NEUTRAL_PASSIVE), PATHCHECKERID, 0, 0, 0)
set truefilter=Filter(function AntiLeak)
call UnitAddAbility(pathchecker, SPELLPATHID)
call IssueImmediateOrder( pathchecker, "windwalk" )
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
library Knockback initializer Init requires HandleTimers, Walkable
// **************************************************************************
// ** **
// ** Knockback(Ex) **
// ** βββββββββββββ **
// ** **
// ** A function made for efficient knockbacking **
// ** **
// ** By: Silvenon **
// ** **
// **************************************************************************
//=======================================//
//Credits to PitzerMike for this function//
//=======================================//
private function TreeFilter takes nothing returns boolean
local destructable d = GetFilterDestructable()
local boolean i = IsDestructableInvulnerable(d)
local unit u = CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE), DUMMYID, GetWidgetX(d), GetWidgetY(d), 0)
local boolean result = false
call UnitAddAbility(u, 'Ahrl')
if i then
call SetDestructableInvulnerable(d, false)
endif
set result = IssueTargetOrder(u, "harvest", d)
call RemoveUnit(u)
if i then
call SetDestructableInvulnerable(d, true)
endif
set u = null
set d = null
return result
endfunction
//===========================================================================
globals
private timer Tim = CreateTimer()
private integer Total = 0
private boolexpr Cond = null
private integer array Ar
private boolean array BoolAr
private real MAX_X
private real MAX_Y
private real MIN_X
private real MIN_Y
endglobals
private constant function Interval takes nothing returns real
return 0.04
endfunction
private function KillTree takes nothing returns nothing
if BoolAr[0] then
call KillDestructable(GetEnumDestructable())
else
set BoolAr[1] = true
endif
endfunction
public struct Data
unit u
real d1
real d2
real sin
real cos
real r
string s = ""
effect e = null
static method create takes unit u, integer q, real d, real a, real r, integer t, string s, string p returns Data
local Data dat = Data.allocate()
set dat.u = u
set dat.d1 = 2 * d / (q + 1)
set dat.d2 = dat.d1 / q
set dat.sin = Sin(a)
set dat.cos = Cos(a)
set dat.r = r
if s != "" and s != null then
if t == 2 then
if p != "" and p != null then
set dat.e = AddSpecialEffectTarget(s, u, p)
else
set dat.e = AddSpecialEffectTarget(s, u, "chest")
endif
elseif t == 1 then
set dat.s = s
endif
endif
call SetUnitPosition(u, GetUnitX(u), GetUnitY(u))
call PauseUnit(u, true)
if Total == 0 then
call TimerStart(Tim, Interval(), true, function Data.Execute)
endif
set Total = Total + 1
set Ar[Total - 1] = dat
return dat
endmethod
static method Execute takes nothing returns nothing
local Data dat
local integer i = 0
local real x
local real y
local rect r
local real rad
loop
exitwhen i >= Total
set dat = Ar[i]
if dat.s != "" and dat.s != null then
set x = GetUnitX(dat.u)
set y = GetUnitY(dat.u)
call DestroyEffect(AddSpecialEffect(dat.s, x, y))
set x = x + dat.d1 * dat.cos
set y = y + dat.d1 * dat.sin
else
set x = GetUnitX(dat.u) + dat.d1 * dat.cos
set y = GetUnitY(dat.u) + dat.d1 * dat.sin
endif
if dat.r != 0 then
set BoolAr[0] = dat.r > 0
set rad = dat.r
if not BoolAr[0] then
set rad = rad * (-1)
endif
set r = Rect(x - rad, y - rad, x + rad, y + rad)
call EnumDestructablesInRect(r, Cond, function KillTree)
call RemoveRect(r)
set r = null
endif
if (x < MAX_X and y < MAX_Y and x > MIN_X and y > MIN_Y) and not BoolAr[1] and (IsPointWalkable(x, y)) then
call SetUnitX(dat.u, x)
call SetUnitY(dat.u, y)
endif
set dat.d1 = dat.d1 - dat.d2
if dat.d1 <= 0 or (x > MAX_X or y > MAX_Y or x < MIN_X or y < MIN_Y) or BoolAr[1] or not(IsPointWalkable(x, y)) then
set Ar[i] = Ar[Total - 1]
set Total = Total - 1
call dat.destroy()
endif
set i = i + 1
endloop
if Total == 0 then
call PauseTimer(Tim)
endif
endmethod
method onDestroy takes nothing returns nothing
if .e != null then
call DestroyEffect(.e)
endif
call PauseUnit(.u, false)
set BoolAr[0] = false
set BoolAr[1] = false
endmethod
endstruct
function KnockbackEx takes unit u, real d, real a, real w, real r, integer t, string s, string p returns nothing
call Data.create(u, R2I(w / Interval()), d, a, r, t, s, p)
endfunction
function Knockback takes unit u, real d, real a, real w returns nothing
call Data.create(u, R2I(w / Interval()), d, a, 0, 0, "", "")
endfunction
private function Init takes nothing returns nothing
set Cond = Filter(function TreeFilter)
set BoolAr[0] = false
set BoolAr[1] = false
set MAX_X = GetRectMaxX(bj_mapInitialPlayableArea) - 64
set MAX_Y = GetRectMaxY(bj_mapInitialPlayableArea) - 64
set MIN_X = GetRectMinX(bj_mapInitialPlayableArea) + 64
set MIN_Y = GetRectMinY(bj_mapInitialPlayableArea) + 64
endfunction
endlibrary
//TESH.scrollpos=70
//TESH.alwaysfold=0
// **************************************************************************
// ** **
// ** Charge **
// ** βββββββββββββ **
// ** **
// ** A simple Charge Spell **
// ** **
// ** By: Majin **
// **
// ** **
// **************************************************************************
library ChargeConfig
globals
//CHECK THE CHARGEEXEC TRIGGER FOR MORE OPTIONS
//ID CONFIGURATIONS FOR SPELLS AND DUMMY UNITS
//ID of the Charge spell
constant integer SPELLID = 'A003'
//ID of the dummy unit used for the attack at the end of the charge. Set this to 0 for no unit
constant integer DUMMYID = 'e000'
//ID of the spell to be casted by the dummy unit once the charge is complete (Has to be a spell with
//a Target). Set this to 0 for no spell. The Spell effect depends on the level of the Charge Spell
//So it's advisable to set the number of levels of this spell at the same value of the level of the
//Charge Spell
constant integer DUMMYSPELLID = 'A000'
//Order String for the spell to be casted by the dummy unit
constant string SPELLORDERID = "thunderbolt"
//SPECIAL EFFECTS CONFIGURATION
//You can set this to a non existand model (or change the code of the spell) if you don't want that
//effect
//Special Effect attached on the unit (in this example it will look like a red trail)
constant string ATTACHEDEFFECT = "Abilities\\Weapons\\PhoenixMissile\\Phoenix_Missile_mini.mdl"
//Special Effect created by the unit while walking
constant string WALKEFFECT = "Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl"
//Special Effect used at the end of the Charge
constant string ENDINGEFFECT = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl"
//NUMERICAL SETTINGS
//Charge Starting Speed
constant real STARTSPEED = 20.00
//Max Speed that can be reached by the Caster unit while charging
constant real MAXSPEED = 100.00
//Damage Dealt at the end of the Charge (0 for no damage). DEPENDS ON LEVEL
constant real CHARGEDAMAGE = 5.00
//Minimum Distance at where a unit can Charge (0 for no min distance)
//Make sure the dummy spell has a longer distance than this
constant real MINDISTANCE = 400.00
//Maximum Distance at where a unit can Charge (0 for no max distance)
//This is mainly used to interrupt the charge if the target unit gets teleported somewhere else
//Make sure the dummy spell has a distance equal or less than this number
constant real MAXDISTANCE = 2000.00
//KNOCKBACK SETTINGS
//Theese settings refer to the Knock trigger which is not made by me but by Silvenon. If you want
//to know more about this script, got to
//http://www.hiveworkshop.com/forums/jass-functions-413/knockback-unit-35545/
//Special Effect created by the knockback
constant string KNOCKEFFECT = "Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl"
//The Distance of the Knockback effect. DEPENDS ON LEVEL
constant real KNOCKDISTANCE = 50.00
//The Duration of the Knockback effect
constant real KNOCKDURATION = 1.5
//Tree Destroying effect
//If you want trees destroyed behind your target while he's knocked back, then set this to true
//Otherwise set this to false. See the Knock Trigger for more configuration options
constant boolean KNOCKTREECHECK = true
//Knockback Effect
//This is the effect played on the Knocked Back Unit. If you set this to 0 then no effect will be played
//If you set this to 1 then the effect set on the KnockEffect() function is played as a periodic effect
//If you set this to 2 then the effect will be attached on the unit and destroyed once the knocback ends
constant integer KNOCKPLAYEFFECT = 1
//Attachement point of the effect played during the knockback. Default is "chest"
constant string KNOCKATTACH = "Foot"
//You may want to check the ChargeExec trigger for more Configuration Options
//PATCCHECKER SETTINGS
//ID of the dummy unit used for the path checker function (has to be an invulnerable locusted unit with No model)
constant integer PATHCHECKERID = 'e001'
//ID of the permanent windwalk spell used for the path checker function
constant integer SPELLPATHID = 'A001'
endglobals
function KnockTree takes nothing returns real
if (KNOCKTREECHECK==true) then
return 150.00
endif
return 0.00
endfunction
endlibrary
//TESH.scrollpos=248
//TESH.alwaysfold=0
// **************************************************************************
// ** **
// ** Charge **
// ** βββββββββββββ **
// ** **
// ** A simple Charge Spell **
// ** **
// ** By: Majin **
// **
// ** **
// **************************************************************************
library ChargeExec requires Knockback
struct ChargeLoop
private real ChargeTargetx
private real ChargeTargety
private real ChargeEndx
private real ChargeEndy
private real ChargeLocx
private real ChargeLocy
private real ChargeNextx
private real ChargeNexty
private unit ChargeTarget
private unit ChargeCaster
private real ChargeAngle
private real ChargeDistance
private effect ChargeEffect
private timer ChargeTimer
private boolean ChargeCond = false
private integer SpellLvl
//START OF CONFIGURATION METHODS
//With this method you can set the "acceleration rate" (Physicists Forgive me) of the charge.
//You can use any kind of numeric function (for example this.ChargeDistance * 2.00 will double
//The speed at every loop)
private method ChangeDistance takes nothing returns real
return this.ChargeDistance + 1.00
endmethod
//END OF CONFIGURATION METHODS
//START OF CUSTOMIZABLE METHODS
//This method sets the conditions when to activate the AlmostCharge method. In particular
//You may be interested in changing the distance at where the condition is true.
//In this Example it will be activated when the Caster is 16x times the Charge Speed Far away
//From the target
private method AlmostChargeCond takes nothing returns boolean
return ((GetDistance(this.ChargeLocx, this.ChargeLocy, this.ChargeEndx, this.ChargeEndy) < ( this.ChargeDistance * 16.00 )) and this.ChargeCond == false)
endmethod
//Actions to take when the Charge is almost completed. In this example the caster will play
//The slam animation (Being a Blademaster, it will jump in the air while attacking)
private method AlmostCharge takes nothing returns nothing
set this.ChargeCond = true
call SetUnitTimeScale( this.ChargeCaster, 2.00 )
call SetUnitAnimation( this.ChargeCaster, "slam" )
call QueueUnitAnimation( this.ChargeCaster, "stand")
endmethod
//Actions to take when the Caster reaches its target and the charge is completed.
//In this example the target unit will be stunned and you will see a Thunderclap effect on the ground
private method CompleteCharge takes nothing returns nothing
local effect tempEffect
local unit dummy
local real angle=GetAngle(this.ChargeLocx, this.ChargeLocy, this.ChargeEndx, this.ChargeEndy)
set this.ChargeLocx = this.ChargeNextx
set this.ChargeLocy = this.ChargeNexty
set this.ChargeNextx = PolarProjectionx(this.ChargeLocx, this.ChargeDistance, this.ChargeAngle)
set this.ChargeNexty = PolarProjectiony(this.ChargeLocy, this.ChargeDistance, this.ChargeAngle)
call DestroyEffect(AddSpecialEffect( WALKEFFECT, this.ChargeLocx, this.ChargeLocy ))
call SetUnitX( this.ChargeCaster, this.ChargeEndx )
call SetUnitY( this.ChargeCaster, this.ChargeEndy )
set dummy = CreateUnit( GetOwningPlayer(this.ChargeCaster), DUMMYID, this.ChargeLocx, this.ChargeLocy, 0 )
call UnitAddAbility( dummy, DUMMYSPELLID )
call SetUnitAbilityLevel(dummy, DUMMYSPELLID, this.SpellLvl)
call IssueTargetOrder( dummy, SPELLORDERID, this.ChargeTarget )
call UnitApplyTimedLife( dummy, 'BTLF', 1.00)
call DestroyEffect(AddSpecialEffect( ENDINGEFFECT, this.ChargeLocx, this.ChargeLocy ))
call UnitDamageTarget( this.ChargeCaster, this.ChargeTarget, CHARGEDAMAGE*this.SpellLvl, true, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS )
call PauseUnit( this.ChargeCaster, false )
//This is the Knockback effect, see the Knock Trigger for more customization options
call KnockbackEx(this.ChargeTarget, KNOCKDISTANCE*this.SpellLvl, angle, KNOCKDURATION, KnockTree(), KNOCKPLAYEFFECT, KNOCKEFFECT, KNOCKATTACH)
call IssueTargetOrder( this.ChargeCaster, "attack", this.ChargeTarget )
set dummy = null
endmethod
//What to do during the charge, the unit is moved, an effect is placed on the ground and
//the charging speed is increased
private method ContinueCharge takes nothing returns nothing
call DestroyEffect(AddSpecialEffect( WALKEFFECT, this.ChargeLocx, this.ChargeLocy ))
call SetUnitX(this.ChargeCaster, this.ChargeNextx)
call SetUnitY(this.ChargeCaster, this.ChargeNexty)
call SetUnitFacing(this.ChargeCaster, bj_RADTODEG * GetAngle(this.ChargeNextx, this.ChargeNexty, this.ChargeTargetx, this.ChargeTargety))
set this.ChargeLocx = this.ChargeNextx
set this.ChargeLocy = this.ChargeNexty
set this.ChargeNextx = PolarProjectionx(this.ChargeLocx, this.ChargeDistance, this.ChargeAngle)
set this.ChargeNexty = PolarProjectiony(this.ChargeLocy, this.ChargeDistance, this.ChargeAngle)
if (this.ChargeDistance <= MAXSPEED) then
set this.ChargeDistance = this.ChangeDistance()
endif
endmethod
//END OF CUSTOMIZABLE METHODS
//START OF OTHER METHODS
//This is the main method executed during the charge
public static method ChargeActions takes nothing returns nothing
local ChargeLoop l=GetTimerInt(GetExpiredTimer())
set l.ChargeTargetx = GetUnitX(l.ChargeTarget)
set l.ChargeTargety = GetUnitY(l.ChargeTarget)
set l.ChargeEndx = PolarProjectionx(l.ChargeTargetx, 100.00, GetAngle(l.ChargeTargetx, l.ChargeTargety, l.ChargeLocx, l.ChargeLocy))
set l.ChargeEndy = PolarProjectiony(l.ChargeTargety, 100.00, GetAngle(l.ChargeTargetx, l.ChargeTargety, l.ChargeLocx, l.ChargeLocy))
set l.ChargeAngle = GetAngle(l.ChargeLocx, l.ChargeLocy, l.ChargeEndx, l.ChargeEndy)
if ( l.AlmostChargeCond() ) then
//What to do when the caster is about to reach the target
call l.AlmostCharge()
endif
//If the Target gets too far away (by teleportation, for example) then stops the Charge
if ( GetDistance(l.ChargeLocx, l.ChargeLocy, l.ChargeEndx, l.ChargeEndy) >= MAXDISTANCE and (MAXDISTANCE != 0.00) ) then
call l.StopCharge()
endif
if ( l.ChargeConditions() ) then
//If the unit hasn't reached the target yet, then execute this
call l.ContinueCharge()
call TimerAttach(l.ChargeTimer,0.03,l,function ChargeLoop.ChargeActions)
else
if ( l.ChargeCompleted() ) then
//What to do if the charge is succesfully completed
call l.CompleteCharge()
endif
call l.StopCharge()
endif
endmethod
//Actions to take once the Charge is being stopped (either because it wasn't possible to complete
//the charge or because the caster reached its target)
private method StopCharge takes nothing returns nothing
set this.ChargeCond = false
call SetUnitPathing(this.ChargeCaster, true)
call PauseUnit(this.ChargeCaster, false)
call SetUnitAnimation(this.ChargeCaster, "stand")
call SetUnitTimeScale(this.ChargeCaster, 1.00)
call DestroyEffect(this.ChargeEffect)
call this.destroy()
endmethod
private method ChargeCompleted takes nothing returns boolean
if ((GetDistance(this.ChargeLocx, this.ChargeLocy, this.ChargeEndx, this.ChargeEndy) <= this.ChargeDistance*1.10) and IsPointWalkable(this.ChargeNextx, this.ChargeNexty)) then
if ((IsTerrainPathable(this.ChargeNextx, this.ChargeNexty, PATHING_TYPE_WALKABILITY) == false ) and ( (GetUnitState(this.ChargeTarget, UNIT_STATE_LIFE)<=0) == false )) then
if(((GetUnitState(this.ChargeCaster, UNIT_STATE_LIFE) <= 0) == false)) then
return true
endif
endif
endif
return false
endmethod
private method ChargeConditions takes nothing returns boolean
if ((GetDistance(this.ChargeLocx, this.ChargeLocy, this.ChargeEndx, this.ChargeEndy) > this.ChargeDistance*1.10) and IsPointWalkable(this.ChargeNextx, this.ChargeNexty)) then
if ((IsTerrainPathable(this.ChargeNextx, this.ChargeNexty, PATHING_TYPE_WALKABILITY) == false ) and ( (GetUnitState(this.ChargeTarget, UNIT_STATE_LIFE)<=0) == false )) then
if(((GetUnitState(this.ChargeCaster, UNIT_STATE_LIFE) <= 0) == false)) then
return true
endif
endif
endif
return false
endmethod
private method onDestroy takes nothing returns nothing
call ReleaseTimer(this.ChargeTimer)
set this.ChargeTarget = null
set this.ChargeCaster = null
set this.ChargeEffect = null
endmethod
static method create takes real pChargeTargetx, real pChargeTargety, real pChargeEndx, real pChargeEndy, real pChargeLocx, real pChargeLocy, real pChargeNextx, real pChargeNexty, unit pChargeTarget, unit pChargeCaster, real pChargeAngle, real pChargeDistance, effect pChargeEffect, timer pChargeTimer returns ChargeLoop
local ChargeLoop l = ChargeLoop.allocate()
set l.ChargeTargetx = pChargeTargetx
set l.ChargeTargety = pChargeTargety
set l.ChargeEndx = pChargeEndx
set l.ChargeEndy = pChargeEndy
set l.ChargeLocx = pChargeLocx
set l.ChargeLocy = pChargeLocy
set l.ChargeNextx = pChargeNextx
set l.ChargeNexty = pChargeNexty
set l.ChargeTarget = pChargeTarget
set l.ChargeCaster = pChargeCaster
set l.ChargeAngle = pChargeAngle
set l.ChargeDistance = pChargeDistance
set l.ChargeEffect = pChargeEffect
set l.ChargeTimer = pChargeTimer
set l.SpellLvl = GetUnitAbilityLevel(l.ChargeCaster, SPELLID)
return l
endmethod
//END OF OTHER METHODS
endstruct
endlibrary
//TRIGGER OF THE CHARGE SPELL
scope Charge initializer InitTrig
private function Conditions takes nothing returns boolean
return GetSpellAbilityId() == SPELLID
endfunction
private function CheckActions takes nothing returns nothing
local real ChargeLocx = GetUnitX(GetTriggerUnit())
local real ChargeLocy = GetUnitY(GetTriggerUnit())
local real ChargeEndx = GetUnitX(GetSpellTargetUnit())
local real ChargeEndy = GetUnitY(GetSpellTargetUnit())
local sound s
if ( GetDistance(ChargeLocx, ChargeLocy, ChargeEndx, ChargeEndy) <= (MINDISTANCE) ) then
call DisplayTextToPlayer( GetOwningPlayer(GetTriggerUnit()), 0, 0, "|cffFFCC00Target is too close!|r" )
set s = CreateSound("Sound\\Interface\\Error.wav", false, false, true, 12700, 12700, "")
call StartSound(s)
call KillSoundWhenDone(s)
set s = null
call IssueImmediateOrder( GetTriggerUnit(), "stop" )
endif
endfunction
private function InitActions takes nothing returns nothing
local timer ChargeTimer = NewTimer()
local effect ChargeEffect
local unit ChargeCaster = GetTriggerUnit()
local unit ChargeTarget = GetSpellTargetUnit()
local real ChargeDistance = STARTSPEED
local real ChargeLocx = GetUnitX(ChargeCaster)
local real ChargeLocy = GetUnitY(ChargeCaster)
local real ChargeTargetx = GetUnitX(ChargeTarget)
local real ChargeTargety = GetUnitY(ChargeTarget)
local real ChargeEndx = PolarProjectionx(ChargeTargetx, 100.00, GetAngle(ChargeTargetx, ChargeTargety, ChargeLocx, ChargeLocy))
local real ChargeEndy = PolarProjectiony(ChargeTargety, 100.00, GetAngle(ChargeTargetx, ChargeTargety, ChargeLocx, ChargeLocy))
local real ChargeAngle = GetAngle(ChargeLocx, ChargeLocy, ChargeEndx, ChargeEndy)
local real ChargeNextx = PolarProjectionx(ChargeLocx, ChargeDistance, ChargeAngle)
local real ChargeNexty = PolarProjectiony(ChargeLocy, ChargeDistance, ChargeAngle)
local ChargeLoop stru
set ChargeEffect = AddSpecialEffectTarget(ATTACHEDEFFECT, ChargeCaster, "chest" )
set stru = ChargeLoop.create(ChargeTargetx, ChargeTargety, ChargeEndx, ChargeEndy, ChargeLocx, ChargeLocy, ChargeNextx, ChargeNexty, ChargeTarget, ChargeCaster, ChargeAngle, ChargeDistance, ChargeEffect, ChargeTimer)
call SetUnitPathing(ChargeCaster, false)
call SetUnitTimeScale(ChargeCaster, 3)
call IssueImmediateOrder(ChargeCaster, "stop" )
call PauseUnit(ChargeCaster, true)
call SetUnitAnimationByIndex(ChargeCaster,6)
call TimerAttach(ChargeTimer,0,stru,function ChargeLoop.ChargeActions)
set ChargeTimer = null
set ChargeEffect = null
set ChargeCaster = null
set ChargeTarget = null
endfunction
private function InitTrig takes nothing returns nothing
local trigger ChargeCheck = CreateTrigger()
local trigger ChargeInit = CreateTrigger()
local filterfunc f = Filter(function AntiLeak)
local integer i = 0
loop
exitwhen i == 16
call TriggerRegisterPlayerUnitEvent(ChargeCheck,Player(i),EVENT_PLAYER_UNIT_SPELL_CAST,truefilter)
call TriggerRegisterPlayerUnitEvent(ChargeInit,Player(i),EVENT_PLAYER_UNIT_SPELL_EFFECT,truefilter)
set i = i + 1
endloop
call TriggerAddCondition(ChargeCheck, Condition(function Conditions))
call TriggerAddAction(ChargeCheck, function CheckActions)
call TriggerAddCondition(ChargeInit, Condition(function Conditions))
call TriggerAddAction(ChargeInit, function InitActions)
set ChargeCheck = null
set ChargeInit = null
set f = null
endfunction
endscope