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Triggers
[MUI] Powerslash v1.w3x
Variables
Initialization
Initializaton
READ ME!
Powerslash
Powerslash Loop
Powerslash Knockback
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
Caster
unit
No
Powerslahs_Hash
hashtable
No
Powerslash_Group
group
No
Powerslash_Knockback_Group
group
No
Target
unit
No
Temp_Loc_1
location
No
Temp_Loc_2
location
No
Temp_Real_1
real
No
Initializaton
Events
Map initialization
Conditions
Actions
Hashtable - Create a hashtable
Set Variable Set Powerslahs_Hash = (Last created hashtable)
-------- -------------------- --------
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Steps to import the spell.
1.Copy all of the (Variables) from this map into your map
2.Copy the spell from (Oject Editor) into your map
3.Copy these 3 triggers into your map
Once you have done all of the above you are ready, enjoy and remember to give credits.
NOTE: This spell is only single unit casting, soo sorry about that :(
==IF YOU CAN TURN THIS MAP INTO (MUI) IT WOULD BE SOO MUCH APPRICIATED FROM ME==
The spell is now MUI.
MUI version created by Maker @ www.hiveworkshop.com
Thanks alot mate!!
Powerslash
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Powerslash
Actions
-------- -------------------- --------
-------- Set caster and target --------
-------- -------------------- --------
Set Variable Set Caster = (Casting unit)
Set Variable Set Target = (Target unit of ability being cast)
-------- -------------------- --------
-------- Animation thingies --------
-------- -------------------- --------
Animation - Change Caster 's animation speed to 210.00 % of its original speed
Animation - Play Caster 's attack slam animation
-------- -------------------- --------
-------- Add unit to unit group --------
-------- -------------------- --------
Unit Group - Add Caster to Powerslash_Group
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-------- Create and store effects --------
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Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Caster using Abilities\Weapons\ZigguratMissile\ZigguratMissile.mdl
Hashtable - Save Handle Of (Last created special effect) as (Key effect_1.) of (Key (Triggering unit).) in Powerslahs_Hash .
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
Hashtable - Save Handle Of (Last created special effect) as (Key effect_2.) of (Key (Triggering unit).) in Powerslahs_Hash .
-------- -------------------- --------
-------- Save other things to hashtable --------
-------- -------------------- --------
Hashtable - Save (0.80 + 3.50) as (Key timer.) of (Key (Triggering unit).) in Powerslahs_Hash .
Hashtable - Save Handle Of (Target unit of ability being cast) as (Key target.) of (Key (Triggering unit).) in Powerslahs_Hash .
Hashtable - Save (10.00 x (Real((Level of Powerslash for Caster)))) as (Key damage.) of (Key (Triggering unit).) in Powerslahs_Hash .
-------- -------------------- --------
-------- Turn on loop --------
-------- -------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Powerslash_Loop <gen> is on) Equal to False
Then - Actions
Trigger - Turn on Powerslash_Loop <gen>
Else - Actions
Powerslash Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Powerslash_Group and do (Actions)
Loop - Actions
Set Variable Set Caster = (Picked unit)
Set Variable Set Target = (Load (Key target.) of (Key (Picked unit).) in Powerslahs_Hash.)
Set Variable Set Temp_Real_1 = (Load (Key timer.) of (Key (Picked unit).) from Powerslahs_Hash.)
-------- -------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Caster is alive) Equal to True
(Target is alive) Equal to True
Temp_Real_1 Greater than -0.06
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Temp_Real_1 Less than 3.54
Temp_Real_1 Greater than 3.50
Then - Actions
Set Variable Set Temp_Loc_1 = (Position of Target)
-------- -------------------- --------
Unit - Move Caster instantly to (Temp_Loc_1 offset by 90.00 towards (Facing of Target) degrees.)
-------- -------------------- --------
Animation - Change Caster 's vertex coloring to ( 100 %, 100 %, 100 %) with 60.00 % transparency
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
Temp_Real_1 Equal to 3.25
Temp_Real_1 Equal to 2.89
Temp_Real_1 Equal to 2.53
Temp_Real_1 Equal to 2.17
Temp_Real_1 Equal to 1.81
Temp_Real_1 Equal to 1.45
Temp_Real_1 Equal to 1.09
Temp_Real_1 Equal to 0.73
Temp_Real_1 Equal to 0.37
Temp_Real_1 Equal to 0.01
Then - Actions
Set Variable Set Temp_Loc_1 = (Position of Target)
Set Variable Set Temp_Loc_2 = (Random point in (Region centered at Temp_Loc_1 with size (320.00, 320.00)))
-------- -------------------- --------
Unit - Move Caster instantly to Temp_Loc_2
-------- -------------------- --------
Animation - Play Target 's death animation
Animation - Play Caster 's attack slam animation
-------- -------------------- --------
Unit - Make Caster face Target over 0 seconds
-------- -------------------- --------
Unit - Cause Caster to damage Target , dealing (Load (Key damage.) of (Key (Picked unit).) from Powerslahs_Hash.) damage of attack type Hero and damage type Normal
-------- -------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Target is in Powerslash_Knockback_Group.) Equal to False
Then - Actions
Unit Group - Add Target to Powerslash_Knockback_Group
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Powerslash_Knockback <gen> is on) Equal to False
Then - Actions
Trigger - Turn on Powerslash_Knockback <gen>
Else - Actions
-------- -------------------- --------
Special Effect - Create a special effect at (Position of Caster) using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
Hashtable - Save Handle Of (Last created special effect) as (Key effect_3.) of (Key (Triggering unit).) in Powerslahs_Hash .
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Target using Objects\Spawnmodels\Human\HumanBlood\HumanBloodRifleman.mdl
Hashtable - Save Handle Of (Last created special effect) as (Key effect_4.) of (Key (Triggering unit).) in Powerslahs_Hash .
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Target using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Hashtable - Save Handle Of (Last created special effect) as (Key effect_5.) of (Key (Triggering unit).) in Powerslahs_Hash .
-------- -------------------- --------
Hashtable - Save Handle Of (Picked unit) as (Key caster.) of (Key (Load (Key target.) of (Key (Picked unit).) in Powerslahs_Hash.).) in Powerslahs_Hash .
-------- -------------------- --------
Sound - Play MetalHeavySliceFlesh3 <gen> at 100.00 % volume, attached to Target
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