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Unit Group - Add (Summoned unit) to Deidara_Clone_Group
Unit - Turn collision for (Triggering unit) On
Set Deidara_Clone_Caster = No unit
Clay Clone Explosion
Events
Unit - A unit Dies
Conditions
((Triggering unit) is in Deidara_Clone_Group) Equal to True
Actions
Set Deidara_Clone_Point[2] = (Position of (Triggering unit))
Special Effect - Create a special effect at Deidara_Clone_Point[2] using Abilities\Weapons\Mortar\MortarMissile.mdl
Special Effect - Destroy (Last created special effect)
Environment - Create a 1.00 second Normal ripple deformation at Deidara_Clone_Point[2] with starting radius 300.00, ending radius 300.00, and depth 32.00, using 1.00 second ripples spaced 150.00 apart
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 300.00 of Deidara_Clone_Point[2] matching (((Matching unit) belongs to an enemy of (Triggering player)) Equal to True)) and do (Actions)
Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing Deidara_Clone_Damage damage of attack type Spells and damage type Fire
Unit Group - Remove (Triggering unit) from Deidara_Clone_Group
C1 INIT
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Deidara_CONF_Spells[2]
Actions
Set Deidara_C1_Damage = (20.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))
Set Deidara_C1_Point[1] = (Position of (Triggering unit))
For each (Integer A) from 1 to (Level of (Ability being cast) for (Triggering unit)), do (Actions)
Loop - Actions
Set Deidara_C1_Point[2] = (Deidara_C1_Point[1] offset by 200.00 towards ((Real((Integer A))) x (360.00 / (Real((Level of (Ability being cast) for (Triggering unit)))))) degrees)
Unit - Create 1 Deidara_CONF_Units[2] for (Triggering player) at Deidara_C1_Point[1] facing Default building facing degrees
Unit - Add Deidara_CONF_Dummies_Spells[3] to (Last created unit)
Unit - Order (Last created unit) to Neutral - Activate Kaboom!
Unit - Turn collision for (Last created unit) Off
Unit - Move (Last created unit) instantly to Deidara_C1_Point[1]
Unit - Order (Last created unit) to Move To Deidara_C1_Point[2]
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit Group - Add (Last created unit) to Deidara_C1_Group
Unit - Create 1 Deidara_CONF_Units[3] for (Triggering player) at Deidara_C1_Point[1] facing Default building facing degrees
Unit - Add Deidara_CONF_Dummies_Spells[3] to (Last created unit)
Unit - Order (Last created unit) to Neutral - Activate Kaboom!
Unit - Turn collision for (Last created unit) Off
Unit - Move (Last created unit) instantly to Deidara_C1_Point[1]
Animation - Change (Last created unit) flying height to 300.00 at 300.00
Animation - Change (Last created unit)'s animation speed to (Random real number between 80.00 and 120.00)% of its original speed
Unit - Order (Last created unit) to Move To Deidara_C1_Point[2]
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit Group - Add (Last created unit) to Deidara_C1_Group
((Triggering unit) is in Deidara_C1_Group) Equal to True
Actions
Unit - Hide (Triggering unit)
Set Deidara_C1_Point[3] = (Position of (Triggering unit))
Special Effect - Create a special effect at Deidara_C1_Point[3] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at Deidara_C1_Point[3] using Abilities\Weapons\Mortar\MortarMissile.mdl
Special Effect - Destroy (Last created special effect)
Environment - Create a 1.00 second Normal ripple deformation at Deidara_C1_Point[3] with starting radius 300.00, ending radius 300.00, and depth 16.00, using 1.00 second ripples spaced 150.00 apart
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 200.00 of Deidara_C1_Point[3] matching (((Matching unit) belongs to an enemy of (Triggering player)) Equal to True)) and do (Actions)
Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing Deidara_C1_Damage damage of attack type Spells and damage type Fire
Unit Group - Remove (Triggering unit) from Deidara_C1_Group
BOF INIT
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Deidara_CONF_Spells[3]
Actions
Set Deidara_Beauty_Damage = ((Real((Intelligence of (Triggering unit) (Include bonuses)))) x (Real((Level of (Ability being cast) for (Triggering unit)))))
Set Deidara_Beauty_Point[1] = (Position of (Triggering unit))
Set Deidara_Beauty_Point[2] = (Target point of ability being cast)
Unit - Create 1 Deidara_CONF_Units[4] for (Triggering player) at Deidara_Beauty_Point[1] facing (Angle from Deidara_Beauty_Point[1] to Deidara_Beauty_Point[2]) degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Animation - Play (Last created unit)'s birth animation
Animation - Change (Last created unit) flying height to 500.00 at 1000.00
Hashtable - Save Handle OfDeidara_Beauty_Point[1] as 1 of (Key (Triggering unit)) in Deidara_Beauty_Hash
Hashtable - Save Handle OfDeidara_Beauty_Point[2] as 2 of (Key (Triggering unit)) in Deidara_Beauty_Hash
Hashtable - Save Handle Of(Last created unit) as 3 of (Key (Triggering unit)) in Deidara_Beauty_Hash
Hashtable - Save Deidara_Beauty_Damage as 4 of (Key (Triggering unit)) in Deidara_Beauty_Hash
Hashtable - Save 0.00 as 5 of (Key (Triggering unit)) in Deidara_Beauty_Hash
Unit Group - Add (Triggering unit) to Deidara_Beauty_Group
BOF LOOP
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Deidara_Beauty_Group and do (Actions)
Loop - Actions
Set Deidara_Beauty_Timer = (Load 5 of (Key (Picked unit)) from Deidara_Beauty_Hash)
Hashtable - Save (Deidara_Beauty_Timer + 0.03) as 5 of (Key (Picked unit)) in Deidara_Beauty_Hash
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_Beauty_Timer Greater than or equal to 0.50
Then - Actions
Set Deidara_Beauty_Caster = (Picked unit)
Set Deidara_Beauty_Dummy = (Load 3 of (Key (Picked unit)) in Deidara_Beauty_Hash)
Set Deidara_Beauty_Point[1] = (Load 1 of (Key (Picked unit)) in Deidara_Beauty_Hash)
Set Deidara_Beauty_Point[2] = (Load 2 of (Key (Picked unit)) in Deidara_Beauty_Hash)
Set Deidara_Beauty_Point[3] = (Position of Deidara_Beauty_Dummy)
Set Deidara_Beauty_Point[4] = (Deidara_Beauty_Point[3] offset by 30.00 towards (Angle from Deidara_Beauty_Point[1] to Deidara_Beauty_Point[2]) degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current flying height of Deidara_Beauty_Dummy) Equal to 500.00
Then - Actions
Sound - Play Katsu <gen>
Animation - Play Deidara_Beauty_Dummy's stand animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Deidara_Beauty_Point[2] and Deidara_Beauty_Point[4]) Less than or equal to 50.00
Then - Actions
Set Deidara_Beauty_Damage = (Load 4 of (Key (Picked unit)) from Deidara_Beauty_Hash)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 300.00 of Deidara_Beauty_Point[3] matching (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True)) and do (Actions)
Loop - Actions
Unit - Cause Deidara_Beauty_Caster to damage (Picked unit), dealing Deidara_Beauty_Damage damage of attack type Spells and damage type Universal
Unit - Kill (Load 3 of (Key (Picked unit)) in Deidara_Beauty_Hash)
Unit - Kill Deidara_Beauty_Dummy
Unit - Hide Deidara_Beauty_Dummy
Special Effect - Create a special effect at Deidara_Beauty_Point[3] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Environment - Create a 2.00 second Normal ripple deformation at Deidara_Beauty_Point[3] with starting radius 300.00, ending radius 300.00, and depth 32.00, using 1.00 second ripples spaced 150.00 apart
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Set Deidara_Beauty_Point[5] = (Deidara_Beauty_Point[3] offset by 150.00 towards (72.00 x (Real((Integer A)))) degrees)
Special Effect - Create a special effect at Deidara_Beauty_Point[5] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at Deidara_Beauty_Point[5] using Abilities\Weapons\Mortar\MortarMissile.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Remove (Picked unit) from Deidara_Beauty_Group
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Deidara_Beauty_Hash
Else - Actions
Unit - Move Deidara_Beauty_Dummy instantly to Deidara_Beauty_Point[4]
Animation - Change Deidara_Beauty_Dummy flying height to (500.00 - (500.00 x ((Distance between Deidara_Beauty_Point[1] and Deidara_Beauty_Point[4]) / (Distance between Deidara_Beauty_Point[1] and Deidara_Beauty_Point[2])))) at 0.00
(Ability being cast) Equal to Deidara_CONF_Spells[4]
Actions
Set Deidara_C2_Point[1] = (Position of (Triggering unit))
Set Deidara_C2_Point[2] = (Deidara_C2_Point[1] offset by 100.00 towards (Facing of (Triggering unit)) degrees)
Special Effect - Create a special effect at Deidara_C2_Point[2] using Effect-Smoke.mdx
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Deidara_CONF_Units[6] for (Triggering player) at Deidara_C2_Point[2] facing (Facing of (Triggering unit)) degrees
Unit - Add Deidara_CONF_Dummies_Spells[3] to (Last created unit)
Unit - Add Deidara_CONF_Dummies_Spells[4] to (Last created unit)
Unit - Set level of Deidara_CONF_Dummies_Spells[4] for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
Unit - Order (Last created unit) to Night Elf Priestess Of The Moon - Activate Searing Arrows
-------- Setting level of explosive missle and activing it --------
Unit - Add Deidara_CONF_Dummies_Spells[5] to (Last created unit)
-------- Setting level of landmine to level of ability being casting --------
Unit - Set level of Deidara_CONF_Dummies_Spells[5] for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
Unit - Add a 30.00 second Generic expiration timer to (Last created unit)
-------- Storing Level of ability on Dragon ID --------
Hashtable - Save (Level of (Ability being cast) for (Triggering unit)) as 1 of (Key (Last created unit)) in Deidara_C2_Hash
-------- Storing Dragon's size on Dragon ID --------
Hashtable - Save (100 + (20 x (Level of (Ability being cast) for (Triggering unit)))) as 2 of (Key (Last created unit)) in Deidara_C2_Hash
-------- Dragon's size increase with level --------
Animation - Change (Last created unit)'s size to ((100.00 + (20.00 x (Real((Level of (Ability being cast) for (Triggering unit))))))%, (100.00 + (20.00 x (Real((Level of (Ability being cast) for (Triggering unit))))))%, (100.00 + (20.00 x (Real((Level of (Ability being cast) for (Triggering unit))))))%) of its original size
-------- Dragon's flying height increase with level --------
Animation - Change (Last created unit) flying height to (100.00 + (20.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) at (100.00 + (20.00 x (Real((Level of (Ability being cast) for (Triggering unit))))))
Unit Group - Add (Last created unit) to Deidara_C2_Group
(Unit-type of (Triggering unit)) Equal to Deidara_CONF_Units[7]
(Unit-type of (Summoning unit)) Equal to Deidara_CONF_Units[6]
Actions
Hashtable - Save (Load 1 of (Key (Summoning unit)) from Deidara_C2_Hash) as 1 of (Key (Triggering unit)) in Deidara_C2_Hash
Unit Group - Add (Triggering unit) to Deidara_C2_LM_Group
Hashtable - Save ((Load 2 of (Key (Summoning unit)) from Deidara_C2_Hash) - 10) as 2 of (Key (Summoning unit)) in Deidara_C2_Hash
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Load 2 of (Key (Summoning unit)) from Deidara_C2_Hash) Less than or equal to 50
Then - Actions
Unit - Kill (Summoning unit)
Else - Actions
Animation - Change (Summoning unit)'s size to ((Real((Load 2 of (Key (Summoning unit)) from Deidara_C2_Hash)))%, (Real((Load 2 of (Key (Summoning unit)) from Deidara_C2_Hash)))%, (Real((Load 2 of (Key (Summoning unit)) from Deidara_C2_Hash)))%) of its original size
Animation - Change (Summoning unit) flying height to ((Current flying height of (Summoning unit)) - 5.00) at 0.00
C2 DRAGON MISSLE
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) is in Deidara_C2_Group) Equal to True
Actions
Hashtable - Save ((Load 2 of (Key (Attacking unit)) from Deidara_C2_Hash) - 5) as 2 of (Key (Attacking unit)) in Deidara_C2_Hash
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Load 2 of (Key (Attacking unit)) from Deidara_C2_Hash) Less than or equal to 50
Then - Actions
Unit - Kill (Attacking unit)
Else - Actions
Animation - Change (Attacking unit)'s size to ((Real((Load 2 of (Key (Attacking unit)) from Deidara_C2_Hash)))%, (Real((Load 2 of (Key (Attacking unit)) from Deidara_C2_Hash)))%, (Real((Load 2 of (Key (Attacking unit)) from Deidara_C2_Hash)))%) of its original size
Animation - Change (Attacking unit) flying height to ((Current flying height of (Attacking unit)) - 1.00) at 0.00
C2 DRAGON DIE
Events
Unit - A unit Dies
Conditions
((Triggering unit) is in Deidara_C2_Group) Equal to True
Actions
Unit - Hide (Triggering unit)
Set Deidara_C2_Point[3] = (Position of (Triggering unit))
Environment - Create a 1.00 second Normal ripple deformation at Deidara_C2_Point[3] with starting radius 400.00, ending radius 400.00, and depth 32.00, using 1.00 second ripples spaced 200.00 apart
Special Effect - Create a special effect at Deidara_C2_Point[3] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at Deidara_C2_Point[3] using Abilities\Weapons\Mortar\MortarMissile.mdl
Special Effect - Destroy (Last created special effect)
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Set Deidara_C2_Point[4] = (Deidara_C2_Point[3] offset by 150.00 towards (72.00 x (Real((Integer A)))) degrees)
Special Effect - Create a special effect at Deidara_C2_Point[4] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at Deidara_C2_Point[4] using Abilities\Weapons\Mortar\MortarMissile.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 400.00 of Deidara_C2_Point[3] matching (((Matching unit) belongs to an enemy of (Triggering player)) Equal to True)) and do (Actions)
Loop - Actions
-------- Here is the damage on dragon clay explosion --------
-------- The damage formula is Lvl of ability to Deidara X Dragon's size --------
Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Real((Load 1 of (Key (Triggering unit)) from Deidara_C2_Hash))) x (Real((Load 2 of (Key (Triggering unit)) from Deidara_C2_Hash)))) damage of attack type Spells and damage type Fire
Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in Deidara_C2_Hash
Unit Group - Remove (Triggering unit) from Deidara_C2_Group
LANDMINE DIE
Events
Unit - A unit Dies
Conditions
((Triggering unit) is in Deidara_C2_LM_Group) Equal to True
Actions
Set Deidara_C2_LM_Point = (Position of (Triggering unit))
Special Effect - Create a special effect at Deidara_C2_LM_Point using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at Deidara_C2_LM_Point using Abilities\Weapons\Mortar\MortarMissile.mdl
Special Effect - Destroy (Last created special effect)
Environment - Create a 1.00 second Normal ripple deformation at Deidara_C2_LM_Point with starting radius 300.00, ending radius 300.00, and depth 16.00, using 1.00 second ripples spaced 150.00 apart
Unit - Hide (Triggering unit)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 300.00 of Deidara_C2_LM_Point matching (((Matching unit) is A flying unit) Equal to False)) and do (Actions)
Loop - Actions
-------- Landmine damage; 20 X LVL --------
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (20.00 x (Real((Load 1 of (Key (Triggering unit)) from Deidara_C2_Hash)))) damage of attack type Spells and damage type Fire
Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in Deidara_C2_Hash
Unit Group - Remove (Triggering unit) from Deidara_C2_LM_Group
FM INIT
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Deidara_CONF_Spells[5]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Deidara_Flying
Then - Actions
Player - Enable Deidara_CONF_Spells[3] for (Triggering player)
Player - Enable Deidara_CONF_Spells[4] for (Triggering player)
Player - Enable Deidara_CONF_Spells[6] for (Triggering player)
Player - Enable Deidara_CONF_Spells[7] for (Triggering player)
Else - Actions
Player - Disable Deidara_CONF_Spells[3] for (Triggering player)
Player - Disable Deidara_CONF_Spells[4] for (Triggering player)
Player - Disable Deidara_CONF_Spells[6] for (Triggering player)
Player - Disable Deidara_CONF_Spells[7] for (Triggering player)
FM DEATH
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Deidara_Flying
Actions
Player - Enable Deidara_CONF_Spells[3] for (Triggering player)
Player - Enable Deidara_CONF_Spells[4] for (Triggering player)
Player - Enable Deidara_CONF_Spells[6] for (Triggering player)
Player - Enable Deidara_CONF_Spells[7] for (Triggering player)
C0 INIT
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Deidara_CONF_Spells[6]
Actions
Sound - Play Deidara_Katsu__3_u <gen> at 100.00% volume, attached to (Triggering unit)
Set Deidara_C0_Damage = (30.00 x (Real((Intelligence of (Triggering unit) (Include bonuses)))))
Unit - Pause (Triggering unit)
Unit - Make (Triggering unit) Invulnerable
Animation - Play (Triggering unit)'s spell animation
Hashtable - Save 0.00 as 1 of (Key (Triggering unit)) in Deidara_C0_Hash
Hashtable - Save Deidara_C0_Damage as 3 of (Key (Triggering unit)) in Deidara_C0_Hash
Floating Text - Create floating text that reads Art... above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Hashtable - Save Handle Of(Last created floating text) as 4 of (Key (Triggering unit)) in Deidara_C0_Hash
Wait 0.40 seconds
Unit Group - Add (Triggering unit) to Deidara_C0_Group
C0 LOOP
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Deidara_C0_Group and do (Actions)
Loop - Actions
Set Deidara_C0_Timer = (Load 1 of (Key (Picked unit)) from Deidara_C0_Hash)
Hashtable - Save (Deidara_C0_Timer + 0.03) as 1 of (Key (Picked unit)) in Deidara_C0_Hash
Set Deidara_C0_Point[1] = (Position of (Picked unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C0_Timer Less than or equal to 2.00
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Execution count of (This trigger)) mod 3) Equal to 0
Then - Actions
Special Effect - Create a special effect attached to the chest of (Picked unit) using SuperShinyThingy.mdx
Special Effect - Destroy (Last created special effect)
Else - Actions
Animation - Change (Picked unit)'s vertex coloring to (0.00%, 0.00%, 0.00%) with (Deidara_C0_Timer x 50.00)% transparency
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C0_Timer Equal to 3.00
Then - Actions
Set Deidara_C0_TT = (Load 4 of (Key (Picked unit)) in Deidara_C0_HashIf the label is not found, this function returns NULL.)
Floating Text - Change text of Deidara_C0_TT to |cffff0000IS A BANG... using font size 10.00
Floating Text - Change Deidara_C0_TT: Disable permanence
Floating Text - Change the lifespan of Deidara_C0_TT to 5.00 seconds
Floating Text - Change the fading age of Deidara_C0_TT to 4.00 seconds
Floating Text - Change the age of Deidara_C0_TT to 0.00 seconds
Camera - Set (Owner of (Picked unit))'s camera Distance to target to 3000.00 over 5.00 seconds
Unit - Create 3 Deidara_CONF_Units[5] for (Owner of (Picked unit)) at Deidara_C0_Point[1] facing (72.00 x (Real((Integer A)))) degrees
Unit Group - Pick every unit in (Last created unit group) and do (Actions)
Loop - Actions
Unit - Add a 10.00 second Generic expiration timer to (Picked unit)
Animation - Change (Picked unit)'s size to (1.00%, 1.00%, 1.00%) of its original size
Hashtable - Save Handle Of(Last created unit group) as 2 of (Key (Picked unit)) in Deidara_C0_Hash
Custom script: call CreateGroup()
Hashtable - Save Handle Of(Last created unit group) as 5 of (Key (Picked unit)) in Deidara_C0_Hash
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C0_Timer Greater than 3.00
Deidara_C0_Timer Less than 8.00
Then - Actions
Set Deidara_C0_Point[2] = (Deidara_C0_Point[1] offset by (Deidara_C0_Timer x 50.00) towards 270.00 degrees)
Unit Group - Pick every unit in (Load 2 of (Key (Picked unit)) in Deidara_C0_Hash) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to Deidara_C0_Point[2]
Animation - Change (Picked unit)'s size to (((Deidara_C0_Timer - 3.00) x 100.00)%, ((Deidara_C0_Timer - 3.00) x 100.00)%, ((Deidara_C0_Timer - 3.00) x 100.00)%) of its original size
Animation - Change (Picked unit) flying height to (Deidara_C0_Timer x 50.00) at 0.00
Set Deidara_C0_Damage = (Load 3 of (Key (Picked unit)) from Deidara_C0_Hash)
Set Deidara_C0_Caster = (Picked unit)
Set Deidara_C0_Int = (Key (Picked unit))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within ((Deidara_C0_Timer - 3.00) x 200.00) of Deidara_C0_Point[1] matching (((Matching unit) is in (Load 5 of (Key (Picked unit)) in Deidara_C0_Hash)) Equal to False)) and do (Actions)
Loop - Actions
Unit - Cause Deidara_C0_Caster to damage (Picked unit), dealing Deidara_C0_Damage damage of attack type Spells and damage type Universal
Unit Group - Add (Picked unit) to (Load 5 of Deidara_C0_Int in Deidara_C0_Hash)
Set Deidara_C0_Caster = No unit
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C0_Timer Greater than or equal to 8.00
Deidara_C0_Timer Less than 10.00
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C0_Timer Equal to 9.90
Then - Actions
Camera - Set (Owner of (Picked unit))'s camera Distance to target to Default camera distance over 3.00 seconds
Else - Actions
Set Deidara_C0_Damage = (Load 3 of (Key (Picked unit)) from Deidara_C0_Hash)
Set Deidara_C0_Caster = (Picked unit)
Set Deidara_C0_Int = (Key (Picked unit))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 1000.00 of Deidara_C0_Point[1] matching (((Matching unit) is in (Load 5 of (Key (Picked unit)) in Deidara_C0_Hash)) Equal to False)) and do (Actions)
Loop - Actions
Unit - Cause Deidara_C0_Caster to damage (Picked unit), dealing Deidara_C0_Damage damage of attack type Spells and damage type Universal
Unit Group - Add (Picked unit) to (Load 5 of Deidara_C0_Int in Deidara_C0_Hash)
Set Deidara_C0_Caster = No unit
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C0_Timer Greater than or equal to 10.00
Deidara_C0_Timer Less than 12.50
Then - Actions
Set Deidara_C0_Point[2] = (Deidara_C0_Point[1] offset by (250.00 - ((Deidara_C0_Timer - 10.00) x 100.00)) towards 270.00 degrees)
Unit Group - Pick every unit in (Load 2 of (Key (Picked unit)) in Deidara_C0_Hash) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to Deidara_C0_Point[2]
Animation - Change (Picked unit)'s size to ((500.00 - ((Deidara_C0_Timer - 10.00) x 200.00))%, (500.00 - ((Deidara_C0_Timer - 10.00) x 200.00))%, (500.00 - ((Deidara_C0_Timer - 10.00) x 200.00))%) of its original size
Animation - Change (Picked unit) flying height to (250.00 - ((Deidara_C0_Timer - 10.00) x 100.00)) at 0.00
(Ability being cast) Equal to Deidara_CONF_Spells[9]
Actions
Set Deidara_C3_Damage = ((5.00 x (Real((Level of Deidara_CONF_Spells[5] for (Triggering unit))))) x (Real((Intelligence of (Triggering unit) (Include bonuses)))))
Set Deidara_C3_Point = (Target point of ability being cast)
Unit - Create 1 Deidara_CONF_Units[10] for (Triggering player) at Deidara_C3_Point facing (Facing of (Triggering unit)) degrees
Animation - Change (Last created unit) flying height to 0.00 at 250.00
Hashtable - Save Handle Of(Last created unit) as 1 of (Key (Triggering unit)) in Deidara_C3_Hash
Hashtable - Save Deidara_C3_Damage as 2 of (Key (Triggering unit)) in Deidara_C3_Hash
Hashtable - Save 0.00 as 3 of (Key (Triggering unit)) in Deidara_C3_Hash
Hashtable - Save Handle OfDeidara_C3_Point as 4 of (Key (Triggering unit)) in Deidara_C3_Hash
Unit Group - Add (Triggering unit) to Deidara_C3_Group
C3 LOOP
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Deidara_C3_Group and do (Actions)
Loop - Actions
Set Deidara_C3_Timer = (Load 3 of (Key (Picked unit)) from Deidara_C3_Hash)
Hashtable - Save (Deidara_C3_Timer + 0.10) as 3 of (Key (Picked unit)) in Deidara_C3_Hash
Set Deidara_C3_Timer = (Load 3 of (Key (Picked unit)) from Deidara_C3_Hash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C3_Timer Equal to 1.40
Then - Actions
Animation - Play (Picked unit)'s spell two animation
Sound - Play Katsu <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C3_Timer Equal to 1.80
Then - Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Shake the camera for (Picked player) with magnitude 10.00
Unit - Kill (Load 1 of (Key (Picked unit)) in Deidara_C3_Hash)
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
Unit - Create 1 Deidara_CONF_Units[11] for (Owner of (Picked unit)) at (Load 4 of (Key (Picked unit)) in Deidara_C3_Hash) facing Default building facing degrees
Unit - Kill (Last created unit)
Set Deidara_C3_Caster = (Picked unit)
Set Deidara_C3_Damage = (Load 2 of (Key (Picked unit)) from Deidara_C3_Hash)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 1000.00 of (Load 4 of (Key (Picked unit)) in Deidara_C3_Hash) matching (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True)) and do (Actions)
Loop - Actions
Unit - Cause Deidara_C3_Caster to damage (Picked unit), dealing Deidara_C3_Damage damage of attack type Spells and damage type Fire
Set Deidara_C3_Caster = No unit
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C3_Timer Equal to 3.00
Then - Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Stop swaying/shaking the camera for (Picked player)
Unit Group - Remove (Picked unit) from Deidara_C3_Group
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Deidara_C3_Hash
Else - Actions
C4 INIT
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Deidara_CONF_Spells[8]
Actions
Set Deidara_C4_Damage = (2000.00 x (Real((Level of Deidara_CONF_Spells[5] for (Triggering unit)))))
Set Deidara_C4_Point[1] = (Target point of ability being cast)
Unit - Create 1 Deidara_CONF_Units[8] for (Triggering player) at Deidara_C4_Point[1] facing (Facing of (Triggering unit)) degrees
Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit)'s animation speed to 50.00% of its original speed
Animation - Play (Last created unit)'s spell four animation
Animation - Change (Last created unit)'s size to (1.00%, 1.00%, 1.00%) of its original size
Hashtable - Save Handle Of(Last created unit) as 3 of (Key (Triggering unit)) in Deidara_C4_Hash
Hashtable - Save Handle OfDeidara_C4_Point[1] as 1 of (Key (Triggering unit)) in Deidara_C4_Hash
Hashtable - Save 0.00 as 2 of (Key (Triggering unit)) in Deidara_C4_Hash
Hashtable - Save Deidara_C4_Damage as 5 of (Key (Triggering unit)) in Deidara_C4_Hash
Unit Group - Add (Triggering unit) to Deidara_C4_Group
C4 LOOP
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Deidara_C4_Group and do (Actions)
Loop - Actions
Set Deidara_C4_Timer = (Load 2 of (Key (Picked unit)) from Deidara_C4_Hash)
Set Deidara_C4_Damage = (Load 5 of (Key (Picked unit)) from Deidara_C4_Hash)
Hashtable - Save (Deidara_C4_Timer + 1.00) as 2 of (Key (Picked unit)) in Deidara_C4_Hash
Set Deidara_C4_Point[2] = (Load 1 of (Key (Picked unit)) in Deidara_C4_Hash)
Set Deidara_C4_Dummy = (Load 3 of (Key (Picked unit)) in Deidara_C4_Hash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C4_Timer Equal to 120.00
Then - Actions
Animation - Play (Picked unit)'s spell two animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C4_Timer Less than or equal to 132.00
Then - Actions
Animation - Change Deidara_C4_Dummy's size to ((Deidara_C4_Timer x 2.50)%, (Deidara_C4_Timer x 2.50)%, (Deidara_C4_Timer x 2.50)%) of its original size
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C4_Timer Equal to 140.00
Then - Actions
Unit - Create 1 Deidara_CONF_Units[9] for (Owner of (Picked unit)) at Deidara_C4_Point[2] facing Default building facing degrees
Unit - Kill (Last created unit)
Unit - Hide Deidara_C4_Dummy
Unit - Kill Deidara_C4_Dummy
Hashtable - Save Handle Of(Units within 600.00 of Deidara_C4_Point[2] matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True))) as 4 of (Key (Picked unit)) in Deidara_C4_Hash
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C4_Timer Greater than 140.00
Deidara_C4_Timer Less than 300.00
Then - Actions
Set Deidara_C4_Caster = (Picked unit)
Unit Group - Pick every unit in (Load 4 of (Key (Picked unit)) in Deidara_C4_Hash) and do (Actions)
Loop - Actions
Unit - Cause Deidara_C4_Caster to damage (Picked unit), dealing (Deidara_C4_Damage / 160.00) damage of attack type Spells and damage type Universal
Set Deidara_C4_Caster = No unit
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Deidara_C4_Timer Equal to 300.00
Then - Actions
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Deidara_C4_Hash
Unit Group - Remove (Picked unit) from Deidara_C4_Group
Else - Actions
SEA INIT
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Deidara_CONF_Spells[10]
Actions
-------- PS: Damage Total --------
Set Deidara_SEA_Damage = (1000.00 x (Real((Level of Deidara_CONF_Spells[5] for (Triggering unit)))))
Set Deidara_SEA_Point[1] = (Position of (Triggering unit))
Set Deidara_SEA_Point[2] = (Target point of ability being cast)
Hashtable - Save Handle OfDeidara_SEA_Point[1] as 1 of (Key (Triggering unit)) in Deidara_SEA_Hash
Hashtable - Save Handle OfDeidara_SEA_Point[2] as 2 of (Key (Triggering unit)) in Deidara_SEA_Hash
Hashtable - Save 0.00 as 3 of (Key (Triggering unit)) in Deidara_SEA_Hash
Hashtable - Save Deidara_SEA_Damage as 4 of (Key (Triggering unit)) in Deidara_SEA_Hash
Unit Group - Add (Triggering unit) to Deidara_SEA_Group
SEA LOOP
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Deidara_SEA_Group and do (Actions)
Loop - Actions
Set Deidara_SEA_Timer = (Load 3 of (Key (Picked unit)) from Deidara_SEA_Hash)
Hashtable - Save (Deidara_SEA_Timer + 1.00) as 3 of (Key (Picked unit)) in Deidara_SEA_Hash
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Deidara_SEA_Hash
Unit Group - Remove (Picked unit) from Deidara_SEA_Group
Else - Actions
Set Deidara_SEA_Point[3] = (Position of (Picked unit))
Set Deidara_SEA_Point[4] = (Deidara_SEA_Point[3] offset by 30.00 towards (Angle from (Load 1 of (Key (Picked unit)) in Deidara_SEA_Hash) to (Load 2 of (Key (Picked unit)) in Deidara_SEA_Hash)) degrees)
Animation - Play (Picked unit)'s spell three animation
Unit - Move (Picked unit) instantly to Deidara_SEA_Point[4], facing (Angle from (Load 1 of (Key (Picked unit)) in Deidara_SEA_Hash) to (Load 2 of (Key (Picked unit)) in Deidara_SEA_Hash)) degrees
Unit - Create 1 Deidara_CONF_Units[4] for (Owner of (Picked unit)) at Deidara_SEA_Point[3] facing (Facing of (Picked unit)) degrees
Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
Animation - Change (Last created unit) flying height to ((Current flying height of (Picked unit)) + 200.00) at 0.00
Animation - Change (Last created unit) flying height to 0.00 at ((Current flying height of (Picked unit)) + 200.00)
Unit Group - Add (Last created unit) to Deidara_SEA_Group2
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Set Deidara_SEA_Damage = (Load 4 of (Key (Picked unit)) from Deidara_SEA_Hash)
Hashtable - Save Deidara_SEA_Damage as 1 of (Key (Last created unit)) in Deidara_SEA_Hash
((Triggering unit) is in Deidara_SEA_Group2) Equal to True
Actions
Unit - Hide (Triggering unit)
Set Deidara_SEA_Point[5] = (Position of (Triggering unit))
Special Effect - Create a special effect at Deidara_SEA_Point[5] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 200.00 of Deidara_SEA_Point[5] matching (((Matching unit) belongs to an enemy of (Triggering player)) Equal to True)) and do (Actions)
Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing ((Load 1 of (Key (Triggering unit)) from Deidara_SEA_Hash) / 30.00) damage of attack type Spells and damage type Fire
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
11:16, 27th Jul 2012
Magtheridon96: This uses far too many imports :/
Also, you need to cache repeated function calls like (Last created unit) and (Triggering player) because repeating...
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