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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.
when you set the damage group and if the path is not "walkable" it is set for nothing and destroyed so set it in the else actions and destroy action too
also isnt it possible for units to take more than 70 damage at lvl 1? as the aoe is 200 and speed 50 wouldnt it be less or more ...
the aoe of destroying trees should be the same as the aoe of the spell
You could delete them and add them to after the IF/THEN/ELSE since they get called anyway. It will save you two lines of code
Also when you check the terrain pathability, and walkability is off and the unit should be removed from the group. Save -1 as the knockback distance so the unit fails the "greater than 0" check at the beginning, and gets removed from the group during the next loop. Then you can remove some of that redundant code.
You can replace these:
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
can you make an ability like in this video ://www.youtube.com/watch?v=TkJbYe5h6_M plsssss. make one ^^ cause im going to put it in my map and i dont know how to make like that ability in the video and im just new in triggering spells
can you make an ability like in this video ://www.youtube.com/watch?v=TkJbYe5h6_M plsssss. make one ^^ cause im going to put it in my map and i dont know how to make like that ability in the video and im just new in triggering spells
Can you make it so the blademaster will keep going off a hill, i put skill in my map and if i cast it while i'm up on this hill and targeted point is somewhere below, it will go until it reaches end of cliff and not past cliff, if you coulf fix this i give +rep and 5/5
I tried that and then the blademaster would not move/attack but would constantly change animation and have the phoenix missile attached to him forever, i could move him around but he wouldnt do the skill, it would constantly be on lol, I tried that before i posted so thats why I posted cause i couldnt get it 2 work, sorry if i'm hard to understand lol
I'll update it with a boolean to turn pathing on/of. Give me a minute.
Edit:
Set this to Set CE_Pathing_On to False [ Set CE_Pathing_On = False ], then it should work without problems, the only thing is that caster can go off map... So take care.
Berzeker, why don't put condition for turned off pathing(playable map area constains triggering unit then move him,if not then turn off trigger[With this caster will not go out off playable area.)
I know that, because pathing off i was say you that about constaining. That will enable move from caster location to target location without blocking but unit will not escape map.
Nice spell. But I have a problem ._.
I have copied all the triggers, units, variables etc. attached to Cutting Edge.
But in my map, when I click the spell, it just add the "phoenix missile" Special Effect to my weapon, and nothing else happens. The special effect on my weapon doesnt go away either, it will stack, the more you click the spell. Thanks.
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