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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
Unit - Set life of (Picked unit) to 100 %
Unit - Set mana of (Picked unit) to 100 %
ThrowHammer cast
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Throw Hammer
Actions
-------- Loop Is not needed only thing it dose it creating x3 hammers... --------
For each (Integer A) from 1 to 3 , do (Actions)
Loop - Actions
Set Variable Set TH_INT[1] = (TH_INT[1] + 1)
Set Variable Set TH_INT[2] = (TH_INT[2] + 1)
-------- Seting the index ^ --------
Set Variable Set TempPoint[1] = (Position of (Triggering unit))
-------- Position of cast ^ --------
Set Variable Set TempPoint[2] = (Target point of ability being cast)
-------- Position of Target ^ --------
Unit - Create 1 . DummyHammer for (Owner of (Triggering unit)) at TempPoint[1] facing ((Random real number between -15.00 and 15.00) + (Angle from TempPoint[1] to TempPoint[2])) degrees
Unit - Turn collision for (Last created unit) Off .
-------- The dummy unit ^ --------
Set Variable Set TH_Caster[TH_INT[1]] = (Triggering unit)
-------- The unit who will get the kill (the unit who casts the spell) ^ --------
Set Variable Set TH_Missile[TH_INT[1]] = (Last created unit)
-------- The thing that will fly ^ --------
Set Variable Set TH_Damage[TH_INT[1]] = ((Real((Strength of (Triggering unit) (Include bonuses)))) x ((Real((Level of Throw Hammer for (Triggering unit)))) x 2.00))
-------- The damage dealt you can use w/e here no need to use random number, --------
Set Variable Set TH_Range[TH_INT[1]] = "800.00"
-------- The range that the projectile will travel.^ --------
Set Variable Set TH_Speed[TH_INT[1]] = (Random real number between 30.00 and 45.00)
-------- How fast that the projectile will travel.(to fast can couse it to miss units in its way)^ --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
For each (Integer TempINT ) from 1 to TH_INT[1] , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TH_Missile[TempINT] is alive) Equal to True
Then - Actions
Set Variable Set TempPoint[1] = (Position of TH_Missile[TempINT])
Set Variable Set TempPoint[2] = (TempPoint[1] offset by TH_Speed[TempINT] towards (Facing of TH_Missile[TempINT]) degrees.)
Set Variable Set TempUnitGroup = (Units within 150.00 of TempPoint[1] matching ((((Matching unit) belongs to an enemy of (Owner of TH_Missile[TempINT]).) Equal to True) and (((Matching unit) is alive) Equal to True)).)
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Unit - Cause TH_Caster[TempINT] to damage (Picked unit) , dealing TH_Damage[TempINT] damage of attack type Spells and damage type Normal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in TempUnitGroup) Greater than or equal to 1
Then - Actions
Unit - Kill TH_Missile[TempINT]
Set Variable Set TH_INT[2] = (TH_INT[2] - 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TH_Range[TempINT] Less than or equal to 0.00
(TH_Missile[TempINT] is alive) Equal to True
Then - Actions
Unit - Kill TH_Missile[TempINT]
Set Variable Set TH_INT[2] = (TH_INT[2] - 1)
Else - Actions
Unit - Move TH_Missile[TempINT] instantly to TempPoint[2]
Set Variable Set TH_Range[TempINT] = (TH_Range[TempINT] - TH_Speed[TempINT])
Unit Group - Remove all units from TempUnitGroup .
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