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Also a bit of inspiration for the name from the anime/cartoon Bleach
[trigger=]
Bankai Config
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
-------- The ability to run everything --------
Set bankability = Bankai
Set bankatktype = Chaos
Set bankdmgtype = Unknown
Set bankdummy = Dummy
[/trigger]
[trigger=]
Bankai
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to bankability
Actions
Set bankdex = (bankdex + 1)
Set bankhero[bankdex] = (Triggering unit)
Custom script: set udg_bankalreadyhit[udg_bankdex] = CreateGroup()
-------- The time duration has to be always at least one second ahead of when metamorphis/bankai ends --------
Set banktime[bankdex] = 930.00
-------- Damage dealt in the area --------
Set bankdmg[bankdex] = 200.00
-------- How much Strength gets added to the caster --------
Set bankstr[bankdex] = 25
-------- Area of effect range for the Damage dealt in the area --------
Set bankrange[bankdex] = 550.00
-------- This is the max growth size of the first ring --------
Set banksizelimit1[bankdex] = 325.00
-------- This is the max growth size of the second ring --------
Set banksizelimit2[bankdex] = 500.00
-------- --------
-------- Starting size of first ring --------
Set banksizecount[bankdex] = 100.00
-------- Starting size of second ring --------
Set banksizecount2[bankdex] = 100.00
-------- Starting the timer for 3 sec delay --------
Set bankcounter[bankdex] = 60
-------- Current rate at which the AoE increases in order to damage nearby enemies --------
Set banksizeincreaser[bankdex] = 10.00
-------- Current rate at which the first ring grows by --------
Set bankringgrowthrate1[bankdex] = 10.00
-------- Current rate at which the second ring grows by --------
Set bankringgrowthrate2[bankdex] = 10.50
-------- Starting AoE --------
Set bankaoecurrentsize[bankdex] = (25.00 x (Real((Level of bankability for bankhero[bankdex]))))
-------- Metamorphis is a bugged ability which triggers cast events twice, there is no avoiding it. Only this workaround counters that. --------
Unit Group - Add bankhero[bankdex] to bankstopdoublecast
-------- Setting the point in order to clean its leak as well spawning the dummy units --------
Set bankdummyp = (Position of bankhero[bankdex])
Unit - Create 1 bankdummy for Neutral Passive at bankdummyp facing Default building facing degrees
Set bankdummyu[bankdex] = (Last created unit)
Unit - Create 1 bankdummy for Neutral Passive at bankdummyp facing Default building facing degrees
Set bankdummyu2[bankdex] = (Last created unit)
Custom script: call RemoveLocation(udg_bankdummyp)
-------- Adds the amount of strength you specified --------
Hero - Modify Strength of bankhero[bankdex]: Add bankstr[bankdex]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
bankdex Equal to 1
Then - Actions
Custom script: set udg_TempReal = 0.031250000
Countdown Timer - Start banktimer as a Repeating timer that will expire in TempReal seconds
Else - Actions
[/trigger]
[trigger=]
Bankai Loop
Events
Time - banktimer expires
Conditions
Actions
For each (Integer bankloop) from 1 to bankdex, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
bankcounter[bankloop] Less than or equal to 0
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(bankhero[bankloop] is dead) Not equal to True
banktime[bankloop] Greater than 0.00
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
bankaoecurrentsize[bankloop] Less than or equal to bankrange[bankloop]
Then - Actions
Set bankaoecurrentsize[bankloop] = (bankaoecurrentsize[bankloop] + banksizeincreaser[bankloop])
Set bankdummyp = (Position of bankhero[bankloop])
Set bankdummygroup = (Units within bankaoecurrentsize[bankloop] of bankdummyp)
Unit Group - Pick every unit in bankdummygroup and do (Actions)
Loop - Actions
Set bankenumunit = (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(bankenumunit belongs to an enemy of (Owner of bankhero[bankdex])) Equal to True
(bankenumunit is in bankalreadyhit[bankloop]) Equal to False
Then - Actions
Unit - Cause bankhero[bankdex] to damage bankenumunit, dealing bankdmg[bankloop] damage of attack type bankatktype and damage type bankdmgtype
Unit Group - Add bankenumunit to bankalreadyhit[bankloop]
Else - Actions
Set bankenumunit = No unit
Custom script: call RemoveLocation(udg_bankdummyp)
Custom script: call DestroyGroup(udg_bankdummygroup)
Else - Actions
Set bankdummyp = (Position of bankhero[bankloop])
Unit - Move bankdummyu[bankloop] instantly to bankdummyp
Unit - Move bankdummyu2[bankloop] instantly to bankdummyp
Custom script: call RemoveLocation(udg_bankdummyp)
Set banktime[bankloop] = (banktime[bankloop] - 1.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
banksizecount[bankloop] Less than banksizelimit1[bankloop]
Then - Actions
Set banksizecount[bankloop] = (banksizecount[bankloop] + bankringgrowthrate1[bankloop])
Animation - Change bankdummyu[bankloop]'s size to (banksizecount[bankloop]%, 100.00%, 100.00%) of its original size
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
banksizecount2[bankloop] Less than banksizelimit2[bankloop]
Then - Actions
Set banksizecount2[bankloop] = (banksizecount2[bankloop] + bankringgrowthrate2[bankloop])
Animation - Change bankdummyu2[bankloop]'s size to (banksizecount2[bankloop]%, 100.00%, 100.00%) of its original size
Else - Actions
Else - Actions
Custom script: call DestroyGroup(udg_bankalreadyhit[udg_bankloop])
Set bankalreadyhit[bankloop] = bankalreadyhit[bankdex]
Custom script: set udg_bankalreadyhit[udg_bankdex] = null
Hero - Modify Strength of bankhero[bankloop]: Subtract bankstr[bankloop]
Unit - Remove bankdummyu[bankloop] from the game
Unit - Remove bankdummyu2[bankloop] from the game
Set banksizecount[bankloop] = banksizecount[bankdex]
Set banksizecount2[bankloop] = banksizecount2[bankdex]
Set banksizelimit1[bankloop] = banksizelimit1[bankdex]
Set banksizelimit2[bankloop] = banksizelimit2[bankdex]
Unit Group - Remove bankhero[bankloop] from bankstopdoublecast
Set bankhero[bankloop] = bankhero[bankdex]
Set bankhero[bankdex] = No unit
Set bankdummyu[bankloop] = bankdummyu[bankdex]
Set bankdummyu[bankdex] = No unit
Set bankdummyu2[bankloop] = bankdummyu2[bankdex]
Set bankdummyu2[bankdex] = No unit
Set bankcounter[bankloop] = bankcounter[bankdex]
Set banktime[bankloop] = banktime[bankdex]
Set bankdex = (bankdex - 1)
Set bankloop = (bankloop - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
bankdex Equal to 0
Then - Actions
Countdown Timer - Pause banktimer
Else - Actions
Else - Actions
Set bankcounter[bankloop] = (bankcounter[bankloop] - 1)
[/trigger]
This spell requires the custom model & texture which is the dust wave thing otherwise well it would look much worse. The file size of both is below 10kb which should be okay I am hoping.
12th Dec 2015
IcemanBo: For long time as NeedsFix. Rejected.
00:30, 24th Jan 2015
IcemanBo: http://www.hiveworkshop.com/forums/spells-569/bankai-v-3-00-a-257706/index2.html#post2643938
maybe some error deindexing?
because when the hero finishes casting the spell, the dust still there (maybe because I spam it for all the hero to test)
maybe you should check at the deindex part
Nope, I cant get this problem to occur like you did, the dust isn't there after it finishes. . . I spammed it even with spamming esc key to reset cd's. I have checked, please upload a replay or video.
Why do a pointless check? I'm pretty sure I was told to not do so because it just uses extra memory that servers no real purpose. It gets nulled at the end every instance therefore a check is pointless.
I thought it supported multiple levels already... My bad, will upload latest sometime soon.
Ah, it's just because at first there already exists a unit group by default. Group[0] and Group[1] will be initialiszed automatically for GUI variables. So no need to create them when using.
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