Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Sinister Blast v0.03.w3x
Variables
Initialization
Initialization
Restoration
Spell
Sinister Blast Cast
Sinister Blast Rise
Sinister Blast Land
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
BoltsLanding
group
No
BoltsRising
group
No
Caster
unit
No
Hashtable
hashtable
No
Integer
integer
No
Points
location
Yes
Real
real
Yes
Target
unit
No
Initialization
Events
Map initialization
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
Hashtable - Create a hashtable
Set Variable Set Hashtable = (Last created hashtable)
Game - Display to (All players) for 1000000000.00 seconds the text: Don't worry about health, it will restore itself
Restoration
Events
Unit - Doom Bringer 0000 <gen> 's life becomes Less than 500.00
Conditions
Actions
Unit - Set life of (Triggering unit) to 100 %
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Sinister Blast Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Sinister Blast
Actions
-------- Stores Caster and Target into variables --------
Set Variable Set Caster = (Triggering unit)
Set Variable Set Target = (Target unit of ability being cast)
-------- Finds location of Target --------
Set Variable Set Points[1] = (Position of Target)
-------- Counts the Sins to release --------
-------- NOTE 1: Set your Sins here --------
Set Variable Set Integer = (2 + (Level of Sinister Blast for Caster))
-------- Prepares variable for angle determination which will be the starting angle to spin for Sin --------
Set Variable Set Real[1] = "0.00"
-------- Counts up the Angle by which the angle-to-spin will be increased with every Sin risen --------
Set Variable Set Real[2] = (360.00 / (Real(Integer)))
-------- Stores damage into Variable --------
-------- NOTE 2: Change your damage here --------
Set Variable Set Real[3] = "100.00"
-------- Creates sins --------
For each (Integer A) from 1 to Integer , do (Actions)
Loop - Actions
-------- Creates the Sin it self --------
-------- NOTE 3: Change model of your 'sin' unit at the object editor at the dummy unit --------
Unit - Create 1 . Dark Bolt for (Owner of Caster) at Points[1] facing Default building facing degrees
-------- Adds and removes Storm Crow spell to/from target, allowing us to manipulate the flying height of Sin --------
Unit - Add Storm Crow Form to (Last created unit)
Unit - Remove Storm Crow Form from (Last created unit)
-------- Instantly changes the Flying height of Sin to be equal of the Target's one --------
Animation - Change (Last created unit) flying height to (Current flying height of Target) at 0.00
-------- Makes the Sin rise over half second to the higher point at which it will spin for next second and half --------
Animation - Change (Last created unit) flying height to ((Current flying height of (Last created unit)) + 300.00) at 600.00
-------- Stores information needed into hashtable --------
-------- NOTE 4: All information is attached to the Sin unit --------
-------- These two store caster and target --------
Hashtable - Save Handle Of Target as 0 of (Key (Last created unit).) in Hashtable .
Hashtable - Save Handle Of Caster as 1 of (Key (Last created unit).) in Hashtable .
-------- This one stores range from Target --------
Hashtable - Save 0.00 as 2 of (Key (Last created unit).) in Hashtable .
-------- This stores Angle at which this unit will start spinning --------
Hashtable - Save Real[1] as 3 of (Key (Last created unit).) in Hashtable .
-------- This stores Damage --------
Hashtable - Save Real[3] as 4 of (Key (Last created unit).) in Hashtable .
-------- Checks if there is any Sin in effect of the Rising Trigger --------
-------- If not, turns Rising Trigger on --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(BoltsRising is empty) Equal to True
Then - Actions
Trigger - Turn on Sinister_Blast_Rise <gen>
Else - Actions
-------- Adds the Sin unit to Rising Sins' group --------
Unit Group - Add (Last created unit) to BoltsRising
-------- Increases the Starting Spin angle by the amount counted above --------
Set Variable Set Real[1] = (Real[1] + Real[2])
-------- Clears the Leaks --------
Custom script: call RemoveLocation(udg_Points[1])
Sinister Blast Rise
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in BoltsRising and do (Actions)
Loop - Actions
-------- Loads Target only, as we don't need the Caster for this phase of the spell --------
Set Variable Set Target = (Load 0 of (Key (Picked unit).) in Hashtable.)
-------- Loads the Range from target and increases it, allowing us to get further --------
-------- NOTE 1: Increases the range at the speed of 3.84/0.03=128 units per second --------
Set Variable Set Real[1] = (Load 2 of (Key (Picked unit).) from Hashtable.)
Set Variable Set Real[1] = (Real[1] + 3.84)
-------- Loads the angle and increases it, so counting the angle at which the Sin unit will be moved from Target --------
-------- NOTE 2: Spins at the speed of 5.5/0.03=183 degrees per second --------
-------- NOTE 3: Spins counter-clockwise. If the angle would be decreased instead of increasing, the sin would spin Clockwise --------
Set Variable Set Real[2] = (Load 3 of (Key (Picked unit).) from Hashtable.)
Set Variable Set Real[2] = (Real[2] + 5.50)
-------- Finds the Location of Target and the Location at which the Sin unit will be moved --------
Set Variable Set Points[1] = (Position of Target)
Set Variable Set Points[2] = (Points[1] offset by Real[1] towards Real[2] degrees.)
-------- Moves sin unit to the Points[2], making it slide --------
Unit - Move (Picked unit) instantly to Points[2]
-------- Updates the Range-from-Target and Angle-from-Target --------
Hashtable - Save Real[1] as 2 of (Key (Picked unit).) in Hashtable .
Hashtable - Save Real[2] as 3 of (Key (Picked unit).) in Hashtable .
-------- Checks if it is time to 'return' to the Target --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Real[1] Greater than or equal to 256.00
Then - Actions
-------- If it is, then decreases the flying height of Sin to the one of the Target --------
Animation - Change (Picked unit) flying height to (Current flying height of Target) at 300.00
-------- Removes the Sin from the Rising Sins' group --------
Unit Group - Remove (Picked unit) from BoltsRising .
-------- Checks if there is any sin landing already --------
-------- If not, then turns the Landing trigger on --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(BoltsLanding is empty) Equal to True
Then - Actions
Trigger - Turn on Sinister_Blast_Land <gen>
Else - Actions
-------- Adds the Sin unit to the Landing Sins' group --------
Unit Group - Add (Picked unit) to BoltsLanding
Else - Actions
-------- Clears leaks --------
Custom script: call RemoveLocation(udg_Points[1])
Custom script: call RemoveLocation(udg_Points[2])
-------- Checks if there is any Rising Sin left after this loop --------
-------- If not, turns this trigger off --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(BoltsRising is empty) Equal to True
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Sinister Blast Land
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in BoltsLanding and do (Actions)
Loop - Actions
-------- Loads both Caster and Target as we will need Caster too for damaging the Target. --------
Set Variable Set Target = (Load 0 of (Key (Picked unit).) in Hashtable.)
Set Variable Set Caster = (Load 1 of (Key (Picked unit).) in Hashtable.)
-------- Loads the Range-from-Target and decreases it, making sin return to the Target --------
-------- NOTE 1: Sin returns at the speed of 7.68/0.03=256 units per second --------
Set Variable Set Real[1] = (Load 2 of (Key (Picked unit).) from Hashtable.)
Set Variable Set Real[1] = (Real[1] - 7.68)
-------- Loads the Angle-from-Target and increases it, making it spin --------
-------- NOTE 2: My sin spins at the speed of 8/0.03=267 degrees per second --------
-------- NOTE 3: My sin spins Counter-Clockwise. If the angle-from-target was reduced instead of increasing, it would spin Clockwise --------
Set Variable Set Real[2] = (Load 3 of (Key (Picked unit).) from Hashtable.)
Set Variable Set Real[2] = (Real[2] + 8.00)
-------- Finds the location of target and location at which the sin unit will be moved --------
Set Variable Set Points[1] = (Position of Target)
Set Variable Set Points[2] = (Points[1] offset by Real[1] towards Real[2] degrees.)
-------- Moves Sin to the Points[2], making it return to target --------
Unit - Move (Picked unit) instantly to Points[2]
-------- Checks if it is time to deal damge for target --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Real[1] Less than or equal to 0.00
Then - Actions
-------- If it is, then it... --------
-------- Loasd the damage-to-deal --------
Set Variable Set Real[1] = (Load 4 of (Key (Picked unit).) from Hashtable.)
-------- Causes Caster do deal damage to Target --------
Unit - Cause Caster to damage Target , dealing Real[1] damage of attack type Spells and damage type Normal
-------- Plays the SFX on target and instantly destroys it, fixing the SFX leak --------
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Target using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
-------- Clears the Hashtable --------
Hashtable - Clear all child hashtables of child (Key (Picked unit).) in Hashtable .
-------- Removes Sin unit for Returning Sins' group --------
Unit Group - Remove (Picked unit) from BoltsRising .
-------- Removes Sin from game --------
Unit - Remove (Picked unit) from the game
Else - Actions
-------- If not, then it... --------
-------- Updates the Range- and Angle-from-target --------
Hashtable - Save Real[1] as 2 of (Key (Picked unit).) in Hashtable .
Hashtable - Save Real[2] as 3 of (Key (Picked unit).) in Hashtable .
-------- Clears the leaks --------
Custom script: call RemoveLocation(udg_Points[1])
Custom script: call RemoveLocation(udg_Points[2])
-------- Checks if there is any Returning Sin left after this loop --------
-------- If not, then turns this trigger off --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.