/// HOW TO IMPORT THIS SPELL :
// COPY TRIGGER BURNINGSLASH AND SYSTEM FOLDER
// COPY THE ABILITY "BURNING SLASH" AND COPY THE DUMMIES "BURNING SLASH" INTO YOUR MAP
// THEN CHANGE THE RAW CODE TO THE ABILITY AND THE DUMMIES THAT YOU'VE COPIED
// YOU NEED INSTALL JASSNEWGENPACK 1.5D AND JASSHELPER
// THIS SPELL REQUIRES TIMERUTILS AND XYLIBRARY
// CREDIT TO PEOPLE WHO MADE THESE MODELS THAT I'M USING IN BURNING SLASH MAP
scope burningslash initializer Init
globals
private constant integer Slash = 'A000' // Ability Code
private constant integer slash1 = 'h000' // Dummy Code
private constant integer slash2 = 'h001' // Dummy Code
private constant integer slash3 = 'h002' // Dummy Code
private constant integer slash4 = 'h003' // Dummy Code
private constant string a1 = "attack"
private constant string a2 = "spell slam swim"
private constant string a3 = "spell"
private constant string a4 = "death"
private constant string at1 = "weapon" // Attachment point
private constant string at2 = "chest" // Attachment point
private constant string at3 = "origin"
private constant string SFX = "HolyPhoenixFire.mdx" // SFX on weapon
private constant string SFX2 = "Abilities\\Spells\\Other\\Stampede\\StampedeMissileDeath.mdx" // SFX on target
private constant string SFX3 = "RandomSlash.mdl" // SFX on dummy
private constant string SFX4 = "poweraura.MDX" // SFX on caster
private constant attacktype ATT = ATTACK_TYPE_NORMAL
private constant damagetype DAT = DAMAGE_TYPE_NORMAL
private constant weapontype WEP = WEAPON_TYPE_WHOKNOWS
private constant real DummyScale = 3
private constant real CasterSpeed = 5 // Caster's Speed
private constant real Period = 0.04 // Timer
private integer TEMPINT
endglobals
private struct bs
unit trunks
unit target
real angle
real damage
real fdamage
real time
real scale
effect e
effect e2
integer random
integer tick
integer lvl
endstruct
private struct bs2
unit trunks
unit target
unit s2
unit s3
real angle
real damage
real fdamage
integer tick
integer lvl
endstruct
private function SlashC takes nothing returns boolean // Check the ability
return GetSpellAbilityId() == Slash
endfunction
private function SlashD takes integer lvl returns real // Damage per slash
return lvl * 16.
endfunction
private function SlashF takes integer lvl returns real // Damage at last
return lvl * 40.
endfunction
private function SlashK takes nothing returns nothing
local timer ti2 = GetExpiredTimer()
local bs2 data = GetTimerData(ti2)
local unit s2
local unit s4
local real x = GetUnitX(data.s2)
local real y = GetUnitY(data.s2)
local real xx = GetPPX(x,80,data.angle)
local real yy = GetPPY(y,80,data.angle)
call SetUnitX(data.s2,xx)
call SetUnitY(data.s2,yy)
set s2 = CreateUnit(GetOwningPlayer(data.trunks),slash2,x,y,data.angle)
call SetUnitZ(s2,150)
call SetUnitScale(s2,DummyScale,DummyScale,DummyScale)
call SetUnitPathing(s2,false)
call UnitApplyTimedLife(s2,'BLTF',2)
set s4 = CreateUnit(GetOwningPlayer(data.trunks),slash4,x,y,data.angle)
call SetUnitScale(s4,DummyScale,DummyScale,DummyScale)
call SetUnitPathing(s4,false)
call UnitApplyTimedLife(s4,'BLTF',2)
call UnitDamageTarget(data.trunks,data.target,data.fdamage,false,false,ATT,DAT,WEP)
set data.tick = data.tick - 1
if data.tick <= 0 or IsUnitType(data.trunks,UNIT_TYPE_DEAD) or IsUnitType(data.target,UNIT_TYPE_DEAD) then
call KillUnit(data.s2)
call KillUnit(data.s3)
call ShowUnit(data.s3,false)
call PauseUnit(data.trunks,false)
call PauseUnit(data.target,false)
call ReleaseTimer(ti2)
call data.destroy()
endif
set s2 = null
set s4 = null
endfunction
private function SlashT takes nothing returns nothing
local timer ti = GetExpiredTimer()
local timer ti2
local bs d = GetTimerData(ti)
local bs2 data
local real x = GetUnitX(d.target)
local real y = GetUnitY(d.target)
local unit s1
local unit s2
local unit s3
set d.scale = GetRandomReal(0.2,1.2)
set s1 = CreateUnit(GetOwningPlayer(d.trunks),slash1,x,y,GetRandomReal(0,360))
call UnitApplyTimedLife(s1,'BLTF',1.)
call SetUnitScale(s1,d.scale,d.scale,d.scale)
call SetUnitZ(s1,GetRandomReal(0,100))
call DestroyEffect(AddSpecialEffectTarget(SFX3,s1,at2))
call SetUnitAnimation(d.target,a4)
call DestroyEffect(AddSpecialEffectTarget(SFX2,d.target,at2))
call UnitDamageTarget(d.trunks,d.target,d.damage,false,false,ATT,DAT,WEP)
set d.random = GetRandomInt(1,3) + 1
if d.random == 1 then
call SetUnitAnimation(d.trunks,a1)
else
if d.random == 2 then
call SetUnitAnimation(d.trunks,a2)
else
if d.random == 3 then
call SetUnitAnimation(d.trunks,a1)
endif
endif
endif
set d.time = d.time + Period
if d.time >= 3 then
set s2 = CreateUnit(GetOwningPlayer(d.trunks),slash2,GetUnitX(d.target),GetUnitY(d.target),d.angle)
set s3 = CreateUnit(GetOwningPlayer(d.trunks),slash3,GetUnitX(d.target),GetUnitY(d.target),d.angle-180)
call SetUnitZ(s2,150)
call SetUnitZ(s3,200)
call SetUnitPathing(s2,false)
call SetUnitPathing(s3,false)
call SetUnitScale(s2,DummyScale,DummyScale,DummyScale)
call SetUnitScale(s3,DummyScale,DummyScale,DummyScale)
call SetUnitAnimation(d.trunks,a3)
call SetUnitTimeScale(d.trunks,1)
call DestroyEffect(d.e)
call DestroyEffect(d.e2)
set data = bs2.create()
set data.trunks = d.trunks
set data.target = d.target
set data.s2 = s2
set data.s3 = s3
set data.angle = d.angle
set data.tick = d.tick
set data.lvl = d.lvl
set data.damage = d.damage
set data.fdamage = d.fdamage
set ti2 = NewTimer()
call SetTimerData(ti2,data)
call TimerStart(ti2,Period,true,function SlashK)
call ReleaseTimer(ti)
call d.destroy()
endif
if IsUnitType(d.trunks,UNIT_TYPE_DEAD) or IsUnitType(d.target,UNIT_TYPE_DEAD) then
call PauseUnit(d.trunks,false)
call PauseUnit(d.target,false)
call SetUnitTimeScale(d.trunks,1)
call DestroyEffect(d.e)
call DestroyEffect(d.e2)
call ReleaseTimer(ti)
call d.destroy()
endif
set s1 = null
set s2 = null
set s3 = null
endfunction
private function SlashA takes nothing returns nothing
local timer ti
local bs d
local unit c = GetTriggerUnit()
local unit target = GetSpellTargetUnit()
local real cx = GetUnitX(c)
local real cy = GetUnitY(c)
local real tx = GetUnitX(target)
local real ty = GetUnitY(target)
call PauseUnit(c,true)
call PauseUnit(target,true)
call SetUnitTimeScale(c,CasterSpeed)
set d = bs.create()
set d.trunks = c
set d.target = target
set d.angle = AngleXY(cx,cy,tx,ty)
set d.time = 0
set d.random = 0
set d.tick = 25
set d.e = AddSpecialEffectTarget(SFX,c,at1)
set d.e2 = AddSpecialEffectTarget(SFX4,c,at3)
set d.lvl = GetUnitAbilityLevel(d.trunks,Slash)
set d.damage = SlashD(d.lvl)
set d.fdamage = SlashF(d.lvl)
set ti = NewTimer()
call SetTimerData(ti,d)
call TimerStart(ti,Period,true,function SlashT)
set c = null
set target = null
endfunction
private function Init takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(t,EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddAction(t,function SlashA)
call TriggerAddCondition(t,Condition(function SlashC))
endfunction
endscope