- Joined
- Apr 20, 2016
- Messages
- 215
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Combo Initiation
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Kaneki Combo
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Actions
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-------- Set Vars --------
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Set Combo_INDEX = (Combo_INDEX + 1)
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Set Combo_MUI = (Combo_MUI + 1)
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Set ComboOn[Combo_MUI] = True
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Set ComboCaster[Combo_MUI] = (Casting unit)
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Set ComboCasterPos = (Position of ComboCaster[Combo_MUI])
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Set ComboTarget[Combo_MUI] = (Target unit of ability being cast)
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Set ComboTargetPoint = (Position of ComboTarget[Combo_MUI])
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Set ComboDistance[Combo_MUI] = ((Distance between ComboCasterPos and ComboTargetPoint) - 100.00)
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Set ComboAngle[Combo_MUI] = (Angle from ComboCasterPos to ComboTargetPoint)
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Set ComboDistanceMoved[Combo_MUI] = 0.00
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Set ComboSpeed = (1200.00 x 0.03)
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-------- End Vars --------
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Unit - Pause ComboCaster[Combo_MUI]
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Unit - Make ComboCaster[Combo_MUI] Invulnerable
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Unit - Turn collision for ComboCaster[Combo_MUI] Off
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Unit - Pause ComboTarget[Combo_MUI]
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Custom script: call RemoveLocation(udg_ComboCasterPos)
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Custom script: call RemoveLocation(udg_ComboTargetPoint)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Combo_INDEX Equal to 1
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Then - Actions
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Trigger - Turn on Combo Move <gen>
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Else - Actions
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Combo Move
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer Combo_LOOP) from 1 to Combo_MUI, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ComboOn[Combo_LOOP] Equal to True
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Then - Actions
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Set ComboPos1 = (Position of ComboCaster[Combo_LOOP])
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Set ComboPos2 = (ComboPos1 offset by ComboSpeed towards ComboAngle[Combo_LOOP] degrees)
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Set Combo_MoveX[Combo_LOOP] = (X of ComboPos2)
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Set Combo_MoveY[Combo_LOOP] = (Y of ComboPos2)
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Set ComboDistanceMoved[Combo_LOOP] = (ComboDistanceMoved[Combo_LOOP] + ComboSpeed)
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Custom script: call SetUnitX(udg_ComboCaster[udg_Combo_LOOP], udg_Combo_MoveX[udg_Combo_LOOP])
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Custom script: call SetUnitY(udg_ComboCaster[udg_Combo_LOOP], udg_Combo_MoveY[udg_Combo_LOOP])
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Animation - Play ComboCaster[Combo_LOOP]'s spell three animation
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Custom script: call RemoveLocation(udg_ComboPos1)
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Custom script: call RemoveLocation(udg_ComboPos2)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ComboDistanceMoved[Combo_LOOP] Greater than or equal to ComboDistance[Combo_LOOP]
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Then - Actions
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Set ComboOn[Combo_LOOP] = False
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Unit - Make ComboCaster[Combo_MUI] Invulnerable
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Animation - Play ComboCaster[Combo_LOOP]'s spell four animation
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Animation - Queue ComboCaster[Combo_LOOP]'s spell slam animation
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Unit - Turn collision for ComboCaster[Combo_MUI] On
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Unit - Create 1 Knockback Dummy for (Owner of ComboCaster[Combo_LOOP]) at (Position of ComboCaster[Combo_LOOP]) facing (Facing of ComboCaster[Combo_LOOP]) degrees
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Unit - Add Knockback to (Last created unit)
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Unit - Order (Last created unit) to Human Mountain King - Storm Bolt ComboTarget[Combo_LOOP]
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(ComboTarget[Combo_LOOP] is dead) Equal to True
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Then - Actions
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-------- End of spell --------
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Unit - Turn collision for ComboCaster[Combo_MUI] On
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Set Combo_INDEX = (Combo_INDEX - 1)
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Set Combo_MUI = (Combo_MUI - 1)
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Set ComboOn[Combo_LOOP] = False
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Set ComboCaster[Combo_LOOP] = No unit
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Set ComboTarget[Combo_LOOP] = No unit
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Set ComboAngle[Combo_LOOP] = 0.00
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Set ComboDistance[Combo_LOOP] = 0.00
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Set ComboDistanceMoved[Combo_LOOP] = 0.00
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Combo_INDEX Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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Knockback Init
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Knockback
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Actions
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-------- Set Vars --------
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Set Knockback_INDEX = (Combo_INDEX + 1)
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Set Knockback_MUI = (Knockback_MUI + 1)
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Set KnockbackCaster[Knockback_MUI] = (Target unit of issued order)
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Set KnockbackTarget[Knockback_MUI] = (Target unit of ability being cast)
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Set KnockbackAngle[Knockback_MUI] = (Facing of KnockbackCaster[Knockback_MUI])
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Set KnockbackCasterPos[Knockback_MUI] = (Position of KnockbackCaster[Knockback_MUI])
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Set KnockbackMaxDistance = 200.00
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Set KnockbackSpeed = (500.00 x 0.03)
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Set KnockbackOn[Knockback_MUI] = True
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-------- End Vars --------
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Unit - Turn collision for KnockbackTarget[Knockback_MUI] Off
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Knockback_INDEX Equal to 1
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Then - Actions
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Trigger - Turn on Knockback <gen>
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Else - Actions
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Knockback
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer Knockback_LOOP) from 1 to Knockback_MUI, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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KnockbackOn[Knockback_LOOP] Equal to True
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Then - Actions
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Set KnockbackDistance[Knockback_LOOP] = (Distance between KnockbackCasterPos[Knockback_MUI] and (Position of KnockbackTarget[Knockback_MUI]))
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Unit - Move KnockbackTarget[Knockback_LOOP] instantly to (ComboCasterPos offset by (KnockbackDistance[Knockback_LOOP] + KnockbackSpeed) towards KnockbackAngle[Knockback_LOOP] degrees)
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Special Effect - Create a special effect at (Position of KnockbackTarget[Knockback_LOOP]) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
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Else - Actions
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I attached the map so that you van see what I mean
Attachments
Last edited:
