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Triggers
Dash Strikes MUI Hashtable v1.02.w3x
Variables
Initialization
Melee Initialization
Dash Strikes
Dash Strikes Hashcache
Dash Strikes
Dash Strikes Index
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
DashGroup
group
No
DSHash
hashtable
No
TempGroup
group
No
TempGroup2
group
No
TempInt
integer
No
TempLoc
location
No
TempLoc2
location
No
TempReal
real
No
TempUnit
unit
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Dash Strikes Hashcache
Events
Map initialization
Conditions
Actions
Hashtable - Create a hashtable
Set Variable Set DSHash = (Last created hashtable)
25 ranger loop in 24/28/32/36 index
damage 75 X 4 level of ability
Dash Strikes
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Dash Strikes
Actions
Special Effect - Destroy (Load (Key left.) of (Key (Triggering unit).) in DSHash.)
Special Effect - Destroy (Load (Key right.) of (Key (Triggering unit).) in DSHash.)
Special Effect - Destroy (Load (Key foot.) of (Key (Triggering unit).) in DSHash.)
Special Effect - Destroy (Load (Key origin.) of (Key (Triggering unit).) in DSHash.)
Special Effect - Destroy (Load (Key chest.) of (Key (Triggering unit).) in DSHash.)
Set Variable Set TempUnit = (Triggering unit)
Set Variable Set TempInt = (20 + (4 x (Level of (Ability being cast) for (Triggering unit))))
Set Variable Set TempReal = (Facing of (Triggering unit))
Hashtable - Save Handle Of TempUnit as (Key unit.) of (Key (Triggering unit).) in DSHash .
Hashtable - Save Handle Of TempUnit as (Key unit.) of (Key (Triggering unit).) in DSHash .
Hashtable - Save TempInt as (Key index.) of (Key (Triggering unit).) in DSHash .
Hashtable - Save Handle Of TempUnit as (Key unit.) of (Key (Triggering unit).) in DSHash .
Hashtable - Save TempReal as (Key angle.) of (Key (Triggering unit).) in DSHash .
Set Variable Set TempReal = (75.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))
Hashtable - Save TempReal as (Key deal.) of (Key (Triggering unit).) in DSHash .
Special Effect - Create a special effect attached to the left + hand (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Weapons\IllidanMissile\IllidanMissile.mdx
Hashtable - Save Handle Of (Last created special effect) as (Key left.) of (Key (Triggering unit).) in DSHash .
Special Effect - Create a special effect attached to the right + hand (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Weapons\IllidanMissile\IllidanMissile.mdx
Hashtable - Save Handle Of (Last created special effect) as (Key right.) of (Key (Triggering unit).) in DSHash .
Special Effect - Create a special effect attached to the foot (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Weapons\IllidanMissile\IllidanMissile.mdx
Hashtable - Save Handle Of (Last created special effect) as (Key foot.) of (Key (Triggering unit).) in DSHash .
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdx
Hashtable - Save Handle Of (Last created special effect) as (Key chest.) of (Key (Triggering unit).) in DSHash .
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\NightElf\TargetArtLumber\TargetArtLumber.mdx
Hashtable - Save Handle Of (Last created special effect) as (Key origin.) of (Key (Triggering unit).) in DSHash .
Unit - Turn collision for (Triggering unit) Off .
Custom script: set udg_TempGroup2 = CreateGroup()
Hashtable - Save Handle Of TempGroup2 as (Key damage.) of (Key (Triggering unit).) in DSHash .
Unit Group - Add (Triggering unit) to DashGroup
Trigger - Turn on Dash_Strikes_Index <gen>
Dash Strikes Index
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in DashGroup) Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Hashtable - Clear all child hashtables of child (Key left.) in DSHash .
Hashtable - Clear all child hashtables of child (Key right.) in DSHash .
Hashtable - Clear all child hashtables of child (Key foot.) in DSHash .
Hashtable - Clear all child hashtables of child (Key origin.) in DSHash .
Hashtable - Clear all child hashtables of child (Key chest.) in DSHash .
Hashtable - Clear all child hashtables of child (Key damage.) in DSHash .
Hashtable - Clear all child hashtables of child (Key deal.) in DSHash .
Hashtable - Clear all child hashtables of child (Key angle.) in DSHash .
Skip remaining actions
Else - Actions
Unit Group - Pick every unit in DashGroup and do (Actions)
Loop - Actions
Set Variable Set TempReal = (Load (Key angle.) of (Key (Picked unit).) from DSHash.)
Set Variable Set TempInt = (Load (Key index.) of (Key (Picked unit).) from DSHash.)
Set Variable Set TempInt = (TempInt - 1)
Hashtable - Save TempInt as (Key index.) of (Key (Picked unit).) in DSHash .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TempInt Greater than 0
Then - Actions
Set Variable Set TempLoc = (Position of (Picked unit))
Set Variable Set TempLoc2 = (TempLoc offset by 25.00 towards TempReal degrees.)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain pathing at TempLoc2 of type Walkability is off) Not equal to True
Then - Actions
Unit - Move (Picked unit) instantly to TempLoc2 , facing TempReal degrees
Else - Actions
Hashtable - Save 0 as (Key index.) of (Key (Picked unit).) in DSHash .
Special Effect - Destroy (Load (Key left.) of (Key (Picked unit).) in DSHash.)
Special Effect - Destroy (Load (Key right.) of (Key (Picked unit).) in DSHash.)
Special Effect - Destroy (Load (Key foot.) of (Key (Picked unit).) in DSHash.)
Special Effect - Destroy (Load (Key origin.) of (Key (Picked unit).) in DSHash.)
Special Effect - Destroy (Load (Key chest.) of (Key (Picked unit).) in DSHash.)
Unit Group - Remove (Picked unit) from DashGroup .
Unit Group - Remove all units from TempGroup2 .
Unit - Turn collision for (Picked unit) On .
Hashtable - Clear all child hashtables of child (Key (Picked unit).) in DSHash .
Set Variable Set TempUnit = (Load (Key unit.) of (Key (Picked unit).) in DSHash.)
Set Variable Set TempGroup = (Units within 175.00 of TempLoc matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) belongs to an enemy of (Owner of (Picked unit)).) Equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and ((Owner of (Matching unit)) Not equal to (Owner of TempUnit))))).)
Custom script: set udg_TempReal = LoadRealBJ(StringHashBJ("deal"), GetHandleIdBJ(udg_TempUnit), udg_DSHash)
Unit - Cause TempUnit to damage (Picked unit) , dealing TempReal damage of attack type Spells and damage type Normal
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
Special Effect - Destroy (Last created special effect)
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