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[Trigger] Blade Slash

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i need help on this spell(leaks) but i want it to work.
Blade Slash
  • Events
    • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blade Slash
    • Actions
      • Set attacker_multi[(Player number of (Owner of (Casting unit)))] = (Casting unit)
      • Set Victim_multi[(Player number of (Owner of (Casting unit)))] = (Target unit of ability being cast)
      • Unit - Pause attacker_multi[(Player number of (Owner of (Casting unit)))]
      • Unit - Pause Victim_multi[(Player number of (Owner of (Casting unit)))]
      • Unit - Make (Triggering unit) Invulnerable
      • -------- Under this line is the first slash------------------------------------------------------------------------------------------------------------- --------
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 50.00% of its original speed
      • Unit - Make Victim_multi[(Player number of (Owner of (Casting unit)))] face attacker_multi[(Player number of (Owner of (Casting unit)))] over 0.00 seconds
      • Wait 0.01 seconds
      • Set Ponit_victim_multi[(Player number of (Owner of (Casting unit)))] = (Position of Victim_multi[(Player number of (Owner of (Casting unit)))])
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s ready animation
      • Wait 1.75 seconds
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 0.00% of its original speed
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
      • Wait 0.60 seconds
      • Special Effect - Destroy (Last created special effect)
      • Wait 1.00 seconds
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
      • Set effect_multi[(Player number of (Owner of (Casting unit)))] = (Last created special effect)
      • Wait 0.20 seconds
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 80.00% of its original speed
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s slam animation
      • Wait 0.50 seconds
      • Unit - Move attacker_multi[(Player number of (Owner of (Casting unit)))] instantly to (Ponit_victim_multi[(Player number of (Owner of (Target unit of ability being cast)))] offset by 20.00 towards (Facing of Victim_multi[(Player number of (Owner of (Target unit of ability being cast)))]) degrees)
      • Animation - Play Victim_multi[(Player number of (Owner of (Casting unit)))]'s death animation
      • Wait 0.10 seconds
      • Special Effect - Destroy (Last created special effect)
      • -------- Thats are the mass massacre slashes(46 hits)------------------------------------------------------------------------------------------------------------- --------
      • For each (Integer A) from 1 to 46, do (Actions)
        • Loop - Actions
          • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 400.00% of its original speed
          • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
          • Animation - Play Victim_multi[(Player number of (Owner of (Casting unit)))]'s death animation
          • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s slam animation
          • Unit - Make attacker_multi[(Player number of (Owner of (Casting unit)))] face Victim_multi[(Player number of (Owner of (Target unit of ability being cast)))] over 0.00 seconds
          • Wait 0.01 seconds
          • Special Effect - Destroy (Last created special effect)
      • -------- The First hard hit------------------------------------------------------------------------------------------------------------- --------
      • Wait 0.60 seconds
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 60.00% of its original speed
      • Wait 0.01 seconds
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s attack animation
      • Animation - Play Victim_multi[(Player number of (Owner of (Target unit of ability being cast)))]'s death animation
      • Special Effect - Destroy (Last created special effect)
      • -------- The second hard hit------------------------------------------------------------------------------------------------------------- --------
      • Wait 0.60 seconds
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 60.00% of its original speed
      • Wait 0.01 seconds
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s attack animation
      • Animation - Play Victim_multi[(Player number of (Owner of (Casting unit)))]'s death animation
      • Wait 0.60 seconds
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 60.00% of its original speed
      • Wait 0.01 seconds
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Wait 1.00 seconds
      • Special Effect - Destroy (Last created special effect)
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 100.00% of its original speed
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s slam animation
      • Special Effect - Destroy (Last created special effect)
      • -------- The ULTRA HARD final slash------------------------------------------------------------------------------------------------------------- --------
      • Wait 0.10 seconds
      • Unit - Add Crow Form to attacker_multi[(Player number of (Owner of (Casting unit)))]
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 58.00% of its original speed
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s slam animation
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))] flying height to 300.00 at 1000.00
      • Wait 0.79 seconds
      • Special Effect - Destroy (Last created special effect)
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))] flying height to 0.00 at 1000.00
      • Wait 0.20 seconds
      • Environment - Create a 2.00 second Depression ripple deformation at Ponit_victim_multi[(Player number of (Owner of (Target unit of ability being cast)))] with starting radius 500.00, ending radius 500.00, and depth 200.00, using 0.50 second ripples spaced 500.00 apart
      • Special Effect - Create a special effect at Ponit_victim_multi[(Player number of (Owner of (Target unit of ability being cast)))] using Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl
      • Set Earth_quakeeffect_multi[(Player number of (Owner of (Casting unit)))] = (Last created special effect)
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
      • Special Effect - Create a special effect at Ponit_victim_multi[(Player number of (Owner of (Casting unit)))] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
      • Unit - Explode Victim_multi[(Player number of (Owner of (Casting unit)))]
      • Wait 0.10 seconds
      • Unit - Cause attacker_multi[(Player number of (Owner of (Casting unit)))] to damage circular area after 0.00 seconds of radius 400.00 at (Position of Victim_multi[(Player number of (Owner of (Casting unit)))]), dealing 50.00 damage of attack type Spells and damage type Normal
      • Special Effect - Destroy Earth_quakeeffect_multi[(Player number of (Owner of (Casting unit)))]
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Destroy (Last created special effect)
      • Wait 0.60 seconds
      • Custom script: call RemoveLocation( udg_Ponit_victim_multi[ GetConvertedPlayerId( GetOwningPlayer( GetSpellTargetUnit() ) ) ] )
      • Unit - Remove Crow Form from attacker_multi[(Player number of (Owner of (Casting unit)))]
      • Unit - Unpause attacker_multi[(Player number of (Owner of (Casting unit)))]
      • Special Effect - Destroy effect_multi[(Player number of (Owner of (Casting unit)))]
      • Unit - Make (Triggering unit) Vulnerable
 
Last edited:
Level 16
Joined
Mar 26, 2004
Messages
569
Look at the attachment.
Do that, and put the copied text in between them.
 

Attachments

  • namnlös.JPG
    namnlös.JPG
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i need help on this spell(leaks) but i want it to work.
  • Blade Slash
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blade Slash
    • Actions
      • Set attacker_multi[(Player number of (Owner of (Casting unit)))] = (Casting unit)
      • Set Victim_multi[(Player number of (Owner of (Casting unit)))] = (Target unit of ability being cast)
      • Unit - Pause attacker_multi[(Player number of (Owner of (Casting unit)))]
      • Unit - Pause Victim_multi[(Player number of (Owner of (Casting unit)))]
      • Unit - Make (Triggering unit) Invulnerable
      • -------- Under this line is the first slash------------------------------------------------------------------------------------------------------------- --------
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 50.00% of its original speed
      • Unit - Make Victim_multi[(Player number of (Owner of (Casting unit)))] face attacker_multi[(Player number of (Owner of (Casting unit)))] over 0.00 seconds
      • Wait 0.01 seconds
      • Set Ponit_victim_multi[(Player number of (Owner of (Casting unit)))] = (Position of Victim_multi[(Player number of (Owner of (Casting unit)))])
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s ready animation
      • Wait 1.75 seconds
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 0.00% of its original speed
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
      • Wait 0.60 seconds
      • Special Effect - Destroy (Last created special effect)
      • Wait 1.00 seconds
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
      • Set effect_multi[(Player number of (Owner of (Casting unit)))] = (Last created special effect)
      • Wait 0.20 seconds
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 80.00% of its original speed
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s slam animation
      • Wait 0.50 seconds
      • Unit - Move attacker_multi[(Player number of (Owner of (Casting unit)))] instantly to (Ponit_victim_multi[(Player number of (Owner of (Target unit of ability being cast)))] offset by 20.00 towards (Facing of Victim_multi[(Player number of (Owner of (Target unit of ability being cast)))]) degrees)
      • Animation - Play Victim_multi[(Player number of (Owner of (Casting unit)))]'s death animation
      • Wait 0.10 seconds
      • Special Effect - Destroy (Last created special effect)
      • -------- Thats are the mass massacre slashes(46 hits)------------------------------------------------------------------------------------------------------------- --------
      • For each (Integer A) from 1 to 46, do (Actions)
        • Loop - Actions
          • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 400.00% of its original speed
          • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
          • Animation - Play Victim_multi[(Player number of (Owner of (Casting unit)))]'s death animation
          • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s slam animation
          • Unit - Make attacker_multi[(Player number of (Owner of (Casting unit)))] face Victim_multi[(Player number of (Owner of (Target unit of ability being cast)))] over 0.00 seconds
          • Wait 0.01 seconds
          • Special Effect - Destroy (Last created special effect)
      • -------- The First hard hit------------------------------------------------------------------------------------------------------------- --------
      • Wait 0.60 seconds
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 60.00% of its original speed
      • Wait 0.01 seconds
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s attack animation
      • Animation - Play Victim_multi[(Player number of (Owner of (Target unit of ability being cast)))]'s death animation
      • Special Effect - Destroy (Last created special effect)
      • -------- The second hard hit------------------------------------------------------------------------------------------------------------- --------
      • Wait 0.60 seconds
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 60.00% of its original speed
      • Wait 0.01 seconds
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s attack animation
      • Animation - Play Victim_multi[(Player number of (Owner of (Casting unit)))]'s death animation
      • Wait 0.60 seconds
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 60.00% of its original speed
      • Wait 0.01 seconds
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Wait 1.00 seconds
      • Special Effect - Destroy (Last created special effect)
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 100.00% of its original speed
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s slam animation
      • Special Effect - Destroy (Last created special effect)
      • -------- The ULTRA HARD final slash------------------------------------------------------------------------------------------------------------- --------
      • Wait 0.10 seconds
      • Unit - Add Crow Form to attacker_multi[(Player number of (Owner of (Casting unit)))]
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))]'s animation speed to 58.00% of its original speed
      • Animation - Play attacker_multi[(Player number of (Owner of (Casting unit)))]'s slam animation
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))] flying height to 300.00 at 1000.00
      • Wait 0.79 seconds
      • Special Effect - Destroy (Last created special effect)
      • Animation - Change attacker_multi[(Player number of (Owner of (Casting unit)))] flying height to 0.00 at 1000.00
      • Wait 0.20 seconds
      • Environment - Create a 2.00 second Depression ripple deformation at Ponit_victim_multi[(Player number of (Owner of (Target unit of ability being cast)))] with starting radius 500.00, ending radius 500.00, and depth 200.00, using 0.50 second ripples spaced 500.00 apart
      • Special Effect - Create a special effect at Ponit_victim_multi[(Player number of (Owner of (Target unit of ability being cast)))] using Abilities\Spells\Orc\EarthQuake\EarthQuakeTarget.mdl
      • Set Earth_quakeeffect_multi[(Player number of (Owner of (Casting unit)))] = (Last created special effect)
      • Special Effect - Create a special effect attached to the weapon of attacker_multi[(Player number of (Owner of (Casting unit)))] using Units\NightElf\Wisp\WispExplode.mdl
      • Special Effect - Create a special effect at Ponit_victim_multi[(Player number of (Owner of (Casting unit)))] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
      • Unit - Explode Victim_multi[(Player number of (Owner of (Casting unit)))]
      • Wait 0.10 seconds
      • Unit - Cause attacker_multi[(Player number of (Owner of (Casting unit)))] to damage circular area after 0.00 seconds of radius 400.00 at (Position of Victim_multi[(Player number of (Owner of (Casting unit)))]), dealing 50.00 damage of attack type Spells and damage type Normal
      • Special Effect - Destroy Earth_quakeeffect_multi[(Player number of (Owner of (Casting unit)))]
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Destroy (Last created special effect)
      • Wait 0.60 seconds
      • Custom script: call RemoveLocation( udg_Ponit_victim_multi[ GetConvertedPlayerId( GetOwningPlayer( GetSpellTargetUnit() ) ) ] )
      • Unit - Remove Crow Form from attacker_multi[(Player number of (Owner of (Casting unit)))]
      • Unit - Unpause attacker_multi[(Player number of (Owner of (Casting unit)))]
      • Special Effect - Destroy effect_multi[(Player number of (Owner of (Casting unit)))]
      • Unit - Make (Triggering unit) Vulnerable

You only use the wait funciton if:
1. Every other unit in the game is paused/your trigger pauses every other unit in the game
2. If your trigger is ONLY activatable by a single unit, and the cooldown for that unit extends the wait (your trigger is not MUI)
3. If your trigger is a cinimatic

That about sums it up
 
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