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Triggers
omnislash....w3x
Variables
Omnislash
OS Cast
OS Effects
Music
ferjferf
greger
dual
OS Cast 2
OS Effects 2
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
Casting_Unit
unit
No
Integer
integer
No
Special_Effect
effect
Yes
Target_Unit
unit
Yes
UG
group
No
OS Cast
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Omnislash
Actions
Set Variable Set Casting_Unit = (Casting unit)
Set Variable Set Target_Unit[1] = (Targeted unit)
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\ZigguratMissile\ZigguratMissile.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\AvengerMissile\AvengerMissile.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\SeaElementalMissile\SeaElementalMissile.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\SeaElementalMissile\SeaElementalMissile.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\SerpentWardMissile\SerpentWardMissile.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\SludgeMissile\SludgeMissile.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\SludgeMissile\SludgeMissile.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\ZigguratFrostMissile\ZigguratFrostMissile.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Spells\Undead\Cripple\CrippleTarget.mdl
Set Variable Set Special_Effect[1] = (Last created special effect)
Unit - Make Casting_Unit Invulnerable
Unit - Pause Casting_Unit
Trigger - Turn on OS_Effects <gen>
Trigger - Turn off (This trigger)
OS Effects
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Set Variable Set Integer = (Integer + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Integer Equal to 1
Then - Actions
Unit - Move Casting_Unit instantly to ((Position of Target_Unit[1]) offset by 100.00 towards (Random real number between 0.00 and 360.00) degrees.)
Unit - Make Casting_Unit face Target_Unit[1] over 0.01 seconds
Unit - Kill Target_Unit[1]
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Spells\Items\SpellShieldAmulet\SpellShieldCaster.mdl
Set Variable Set Special_Effect[2] = (Last created special effect)
Animation - Play Casting_Unit 's attack animation
Wait 0.30 seconds
Special Effect - Destroy Special_Effect[2]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Integer Greater than 1
Then - Actions
Set Variable Set UG = (Units within 500.00 of (Position of Casting_Unit) matching (((Matching unit) belongs to an enemy of (Owner of Casting_Unit).) Equal to True).)
Unit Group - Remove all units of (Units within 500.00 of (Position of Casting_Unit) matching ((Life of (Matching unit)) Less than or equal to 0.00).) from UG .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(UG is empty) Equal to True
Then - Actions
Unit - Make Casting_Unit Invulnerable
Unit - Unpause Casting_Unit
Special Effect - Destroy Special_Effect[1]
Set Variable Set Integer = "0"
Custom script: call DestroyGroup (udg_UG)
Trigger - Turn on OS_Cast <gen>
Trigger - Turn off (This trigger)
Unit - Make Casting_Unit Vulnerable
Else - Actions
Set Variable Set Target_Unit[2] = (Random unit from UG)
Unit - Move Casting_Unit instantly to ((Position of Target_Unit[2]) offset by 100.00 towards (Random real number between 0.00 and 360.00) degrees.)
Unit - Make Casting_Unit face Target_Unit[2] over 0.01 seconds
Unit - Kill Target_Unit[2]
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Set Variable Set Special_Effect[2] = (Last created special effect)
Animation - Play Casting_Unit 's attack animation
Wait 0.30 seconds
Special Effect - Destroy Special_Effect[2]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Integer Equal to 20
Then - Actions
Unit - Make Casting_Unit Invulnerable
Unit - Unpause Casting_Unit
Special Effect - Destroy Special_Effect[1]
Set Variable Set Integer = "0"
Custom script: call DestroyGroup (udg_UG)
Trigger - Turn on OS_Cast <gen>
Trigger - Turn off (This trigger)
Unit - Make Casting_Unit Vulnerable
Else - Actions
Music
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Sound - Play Naruto_Ending_5_Ima_Made_Nando_Mo__Full__rlm_u <gen>
greger
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to greger
Actions
Special Effect - Create a special effect attached to the face (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
Special Effect - Create a special effect attached to the left foot (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
Special Effect - Create a special effect attached to the right foot (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
OS Cast 2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Demon Slash
Actions
Set Variable Set Casting_Unit = (Casting unit)
Set Variable Set Target_Unit[1] = (Targeted unit)
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
Set Variable Set Special_Effect[1] = (Last created special effect)
Unit - Make Casting_Unit Invulnerable
Unit - Pause Casting_Unit
Trigger - Turn on OS_Effects <gen>
Trigger - Turn off (This trigger)
OS Effects 2
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Set Variable Set Integer = (Integer + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Integer Equal to 1
Then - Actions
Unit - Move Casting_Unit instantly to ((Position of Target_Unit[1]) offset by 100.00 towards (Random real number between 0.00 and 360.00) degrees.)
Unit - Make Casting_Unit face Target_Unit[1] over 0.01 seconds
Unit - Kill Target_Unit[1]
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Set Variable Set Special_Effect[2] = (Last created special effect)
Animation - Play Casting_Unit 's attack animation
Wait 0.30 seconds
Special Effect - Destroy Special_Effect[2]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Integer Greater than 1
Then - Actions
Set Variable Set UG = (Units within 500.00 of (Position of Casting_Unit) matching (((Matching unit) belongs to an enemy of (Owner of Casting_Unit).) Equal to True).)
Unit Group - Remove all units of (Units within 500.00 of (Position of Casting_Unit) matching ((Life of (Matching unit)) Less than or equal to 0.00).) from UG .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(UG is empty) Equal to True
Then - Actions
Unit - Make Casting_Unit Invulnerable
Unit - Unpause Casting_Unit
Special Effect - Destroy Special_Effect[1]
Set Variable Set Integer = "0"
Custom script: call DestroyGroup (udg_UG)
Trigger - Turn on OS_Cast <gen>
Trigger - Turn off (This trigger)
Unit - Make Casting_Unit Vulnerable
Else - Actions
Set Variable Set Target_Unit[2] = (Random unit from UG)
Unit - Move Casting_Unit instantly to ((Position of Target_Unit[2]) offset by 100.00 towards (Random real number between 0.00 and 360.00) degrees.)
Unit - Make Casting_Unit face Target_Unit[2] over 0.01 seconds
Unit - Kill Target_Unit[2]
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Casting_Unit using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Set Variable Set Special_Effect[2] = (Last created special effect)
Animation - Play Casting_Unit 's attack animation
Wait 0.30 seconds
Special Effect - Destroy Special_Effect[2]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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