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Triggers
Dota Juggernaut Omnislash.w3x
Variables
Initialization
Omnislash
Spawn
Spawn Copy
cont
INIT GOLD
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
Juggernaut2
unit
No
omnieffect1
effect
No
Omnitarget
unit
No
Omnislash
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Omnislash
Actions
Set Variable Set Juggernaut2 = (Casting unit)
Set Variable Set Omnitarget = (Target unit of ability being cast)
Player - Disable Omnislash for (Owner of Juggernaut2)
Wait 0.00 seconds
Animation - Reset Juggernaut2 's animation
Unit - Make Juggernaut2 Invulnerable
Unit - Turn collision for Juggernaut2 Off .
Animation - Change Juggernaut2 's vertex coloring to ( 100 %, 100 %, 100 %) with 50.00 % transparency
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Juggernaut2 using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
Set Variable Set omnieffect1 = (Last created special effect)
-------- Just wanted the phoenix to be more bold.... --------
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0 and 360.00) degrees.) , facing (Position of Omnitarget)
Animation - Play Juggernaut2 's attack animation
Unit - Cause Juggernaut2 to damage Omnitarget , dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
If ((Level of Omnislash for Juggernaut2) Greater than 0) then do (Cause Juggernaut2 to damage Omnitarget, dealing ((Real((Level of Omnicrit for Juggernaut2))) x 25.00) damage of attack type Hero and damage type Normal) else do (Do nothing)
Wait 0.30 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Omnislash for Juggernaut2) Equal to 1
Then - Actions
For each (Integer A) from 1 to 2 , do (Actions)
Loop - Actions
Set Variable Set Omnitarget = (Random unit from (Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Juggernaut2).) Equal to True) and (((Matching unit) is visible to (Owner of Juggernaut2).) Equal to True)))))).))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Juggernaut2).) Equal to True) and (((Matching unit) is visible to (Owner of Juggernaut2).) Equal to True)))))).) is empty) Equal to True
Then - Actions
Unit - Make Juggernaut2 Vulnerable
Unit - Turn collision for Juggernaut2 On .
Animation - Change Juggernaut2 's vertex coloring to ( 100 %, 100 %, 100 %) with 0.00 % transparency
Special Effect - Destroy omnieffect1
Player - Enable Omnislash for (Owner of Juggernaut2)
Set Variable Set Juggernaut2 = No unit
Set Variable Set Omnitarget = No unit
Skip remaining actions
Else - Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0 and 360.00) degrees.) , facing (Position of Omnitarget)
Animation - Play Juggernaut2 's attack animation
Unit - Cause Juggernaut2 to damage Omnitarget , dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
Wait 0.30 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Omnislash for Juggernaut2) Equal to 2
Then - Actions
For each (Integer A) from 1 to 4 , do (Actions)
Loop - Actions
Set Variable Set Omnitarget = (Random unit from (Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Juggernaut2).) Equal to True) and (((Matching unit) is visible to (Owner of Juggernaut2).) Equal to True)))))).))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Juggernaut2).) Equal to True) and (((Matching unit) is visible to (Owner of Juggernaut2).) Equal to True)))))).) is empty) Equal to True
Then - Actions
Unit - Make Juggernaut2 Vulnerable
Unit - Turn collision for Juggernaut2 On .
Animation - Change Juggernaut2 's vertex coloring to ( 100 %, 100 %, 100 %) with 0.00 % transparency
Special Effect - Destroy omnieffect1
Player - Enable Omnislash for (Owner of Juggernaut2)
Set Variable Set Juggernaut2 = No unit
Set Variable Set Omnitarget = No unit
Skip remaining actions
Else - Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0 and 360.00) degrees.) , facing (Position of Omnitarget)
Animation - Play Juggernaut2 's attack animation
Unit - Cause Juggernaut2 to damage Omnitarget , dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
Wait 0.30 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Omnislash for Juggernaut2) Equal to 3
Then - Actions
For each (Integer A) from 1 to 7 , do (Actions)
Loop - Actions
Set Variable Set Omnitarget = (Random unit from (Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Juggernaut2).) Equal to True) and (((Matching unit) is visible to (Owner of Juggernaut2).) Equal to True)))))).))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Juggernaut2).) Equal to True) and (((Matching unit) is visible to (Owner of Juggernaut2).) Equal to True)))))).) is empty) Equal to True
Then - Actions
Unit - Make Juggernaut2 Vulnerable
Unit - Turn collision for Juggernaut2 On .
Animation - Change Juggernaut2 's vertex coloring to ( 100 %, 100 %, 100 %) with 0.00 % transparency
Special Effect - Destroy omnieffect1
Player - Enable Omnislash for (Owner of Juggernaut2)
Set Variable Set Juggernaut2 = No unit
Set Variable Set Omnitarget = No unit
Skip remaining actions
Else - Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0 and 360.00) degrees.) , facing (Position of Omnitarget)
Animation - Play Juggernaut2 's attack animation
Unit - Cause Juggernaut2 to damage Omnitarget , dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
Wait 0.30 seconds
Else - Actions
Unit - Make Juggernaut2 Vulnerable
Unit - Turn collision for Juggernaut2 On .
Animation - Change Juggernaut2 's vertex coloring to ( 100 %, 100 %, 100 %) with 0.00 % transparency
Special Effect - Destroy omnieffect1
Player - Enable Omnislash for (Owner of Juggernaut2)
Set Variable Set Juggernaut2 = No unit
Set Variable Set Omnitarget = No unit
Spawn
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Create 5 . Footman for Player 2 (Blue) at (Center of Region_000 <gen>) facing Default building facing degrees
Spawn Copy
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Knight for Player 2 (Blue) at (Center of Region_002 <gen>) facing Default building facing degrees
cont
Events
Unit - A unit enters Region_000 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Region_001 <gen>)
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