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Current version: 1.1
Language: GUI
Works with latest version: Yes
User friendly: Yes
Author: -BerZeKeR-
Give credits to:
D4RK_G4ND4LF
Me
Cutting Edge
Caster bursts into inner rage, rapidly attacking everything on his path, dealing damage and quickly moving towards the targeted point.
Level 1 - Deals up to 70 damage per unit, AoE 200 in distance of 900.
Level 2 - Deals up to 140 damage per unit, AoE 200 in distance of 900.
Level 3 - Deals up to 240 damage per unit, AoE 200 in distance of 900.
Set CE_Total_Damage = (CE_Base_Damage x (Real(CE_Ability_Level)))
Set CE_Area_of_Effect = 200.00
Set CE_Destroy_Trees = True
-------- Set pathing to False, if you want your hero to move trough cliffs and doodads, note you can go off map, which could cause bugs, so I suggest you leave it to True --------
Unit Group - Pick every unit in CE_Knock_Group and do (Actions)
Loop - Actions
Set CE_Knock_Angle = (Load (Key angle) of (Key (Picked unit)) from CE_Knocktable)
Set CE_Knock_Speed = (Load (Key speed) of (Key (Picked unit)) from CE_Knocktable)
Set CE_Knock_Distance = (Load (Key distance) of (Key (Picked unit)) from CE_Knocktable)
Set CE_Caster = (Load (Key caster) of (Key (Picked unit)) in CE_Knocktable)
Set CE_Special_Effect = (Load (Key sfx) of (Key (Picked unit)) in CE_Knocktable)
Set CE_Special_Effect1 = (Load (Key sfx1) of (Key (Picked unit)) in CE_Knocktable)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CE_Knock_Distance Greater than 0.00
Then - Actions
Set CE_Knock_Loc1 = (Position of (Picked unit))
Set CE_Knock_Loc2 = (CE_Knock_Loc1 offset by CE_Knock_Speed towards CE_Knock_Angle degrees)
Set CE_Damage_Group = (Units within CE_Area_of_Effect of CE_Knock_Loc1 matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of (Picked unit))) Equal to True))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CE_Destroy_Trees Equal to True
Then - Actions
Destructible - Pick every destructible within CE_Area_of_Effect of CE_Knock_Loc1 and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked destructible) is alive) Equal to True
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at CE_Knock_Loc1 facing Default building facing degrees
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Hide (Last created unit)
Unit - Order (Last created unit) to Harvest (Picked destructible)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current order of (Last created unit)) Equal to (Order(harvest))
Then - Actions
Destructible - Kill (Picked destructible)
Else - Actions
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CE_Pathing_On Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain pathing at CE_Knock_Loc2 of type Walkability is off) Equal to True
Then - Actions
Unit - Turn collision for CE_Caster On
Animation - Reset (Picked unit)'s animation
Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
Special Effect - Destroy CE_Special_Effect
Special Effect - Destroy CE_Special_Effect1
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in CE_Knocktable
Unit Group - Remove (Picked unit) from CE_Knock_Group
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in CE_Knock_Group) Equal to 0
Then - Actions
Trigger - Turn off Cutting Edge Knock <gen>
Else - Actions
Updates:
v1.1:
-fixed the the thing when caster dies
-fixed destroy trees (thanks to D4RK_G4ND4LF'S for his original idea)
-Added a boolean for destroy trees on/off
v1.1a:
-fixed one line, nothing serious
v1.1b:
-added a boolean, which allows you to make your hero move trough cliffs
10:12, 30th Jan 2010
TriggerHappy:
The coding seemed fine but the effect was pretty generic just a slide 'n slash. Though It could be useful and I see people using this spell.
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