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Earth Shock v1.10

Earth Shock

Description:
The hero sends a wave that ripples and grinds into the earth, impaling in random directions every 0.10 seconds. The wave lasts 4 seconds.

Level 1 - 100 Damage per impale
Level 2 - 140 Damage per impale
Level 3 - 180 Damage per impale

Changelog:
v1.00 -> Released
v1.10 -> Removed terrain deformation.

Keywords:
Fire, Earth, Stomp, Wave, Shock, Electric, Holy, Water, Hydro, Pump, Thunder, Clap, Dark, f0rsak3n.
Contents

Earth Shock v1.00 (Map)

Reviews
19:13, 12th Jul 2010 TriggerHappy: Leakless and MUI.

Moderator

M

Moderator

19:13, 12th Jul 2010
TriggerHappy:

Leakless and MUI.
 
Level 2
Joined
Jul 21, 2009
Messages
21
I help you now here are the triggers.

  • Start
    • Ereignisse
      • Einheit - A unit Startet den Effekt einer Fähigkeit
    • Bedingungen
      • (Ability being cast) Gleich Earth Shock
    • Aktionen
      • -------- Indexing --------
      • -------- ------------------------ --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Bedingungen
          • IS_Index[1] Gleich 0
        • 'THEN'-Aktionen
          • Auslöser - Turn on Loop <gen>
        • 'ELSE'-Aktionen
          • -------- ------------------------ --------
          • -------- ~No Else~ --------
      • Set IS_Index[1] = (IS_Index[1] + 1)
      • Set IS_Index[2] = (IS_Index[2] + 1)
      • -------- Indexing --------
      • -------- ------------------------ --------
      • -------- The MUI boolean --------
      • Set IS_Boolean[IS_Index[2]] = True
      • -------- ------------------------ --------
      • -------- The speed of the wave ** --------
      • Set IS_Speed[IS_Index[2]] = 12.00
      • -------- ------------------------ --------
      • -------- Storing Caster into variable --------
      • Set IS_Hero[IS_Index[2]] = (Triggering unit)
      • -------- ------------------------ --------
      • -------- The Locations in which dummy unit is created --------
      • Set IS_Loc[0] = (Position of (Triggering unit))
      • Set IS_Loc[1] = (IS_Loc[0] offset by 50.00 towards (Facing of (Triggering unit)) degrees)
      • -------- ------------------------ --------
      • -------- Creating the dummy unit --------
      • Einheit - Create 1 Dummy for (Owner of (Triggering unit)) at IS_Loc[1] facing (Facing of (Triggering unit)) degrees
      • -------- ------------------------ --------
      • -------- Adding the lifespan to the wave ** --------
      • Einheit - Add a 4.00 second Standard expiration timer to (Last created unit)
      • -------- ------------------------ --------
      • -------- Storing the dummy wave unit --------
      • Set IS_Dummy[IS_Index[2]] = (Last created unit)
      • -------- ------------------------ --------
      • -------- Setting the angle in which the unit will move --------
      • Set IS_Angle[IS_Index[2]] = (Angle from IS_Loc[0] to IS_Loc[1])
      • -------- ------------------------ --------
      • -------- Clearing all the leaks --------
      • Custom script: call RemoveLocation( udg_IS_Loc[1] )
      • Custom script: call RemoveLocation( udg_IS_Loc[0] )
  • Loop
    • Ereignisse
      • Zeit - Every 0.03 seconds of game time
    • Bedingungen
    • Aktionen
      • For each (Integer IS_Index[3]) from 1 to IS_Index[2], do (Actions)
        • Schleifen - Aktionen
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • 'IF'-Bedingungen
              • IS_Boolean[IS_Index[3]] Gleich True
            • 'THEN'-Aktionen
              • -------- ------------------------ --------
              • -------- If the MUI boolean is still true we do the following --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • 'IF'-Bedingungen
                  • (IS_Dummy[IS_Index[3]] is alive) Gleich True
                • 'THEN'-Aktionen
                  • -------- ------------------------ --------
                  • -------- A wait counter for the impale ability --------
                  • Set IS_Wait[IS_Index[3]] = (IS_Wait[IS_Index[3]] + 0.03)
                  • -------- ------------------------ --------
                  • -------- The next location for the dummy unit --------
                  • Set IS_Loc[2] = (Position of IS_Dummy[IS_Index[3]])
                  • Set IS_Loc[3] = (IS_Loc[2] offset by IS_Speed[IS_Index[3]] towards IS_Angle[IS_Index[3]] degrees)
                  • -------- ------------------------ --------
                  • -------- Moving the dummy wave unit --------
                  • Einheit - Move IS_Dummy[IS_Index[3]] instantly to IS_Loc[3]
                  • -------- ------------------------ --------
                  • -------- The eye candy for the wave --------
                  • Spezialeffekt - Create a special effect at IS_Loc[3] using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
                  • Spezialeffekt - Destroy (Last created special effect)
                  • Spezialeffekt - Create a special effect at IS_Loc[3] using Abilities\Weapons\GyroCopter\GyroCopterMissile.mdl
                  • Spezialeffekt - Destroy (Last created special effect)
                  • -------- ------------------------ --------
                  • -------- When the wait counter is over we do the following --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • 'IF'-Bedingungen
                      • IS_Wait[IS_Index[3]] Größer gleich 0.10
                    • 'THEN'-Aktionen
                      • -------- ------------------------ --------
                      • -------- The location in which the dummy unit will impale --------
                      • Set IS_Loc[4] = (IS_Loc[2] offset by 250.00 towards (Random angle) degrees)
                      • -------- ------------------------ --------
                      • -------- Creating the dummy unit --------
                      • Einheit - Create 1 Dummy for (Owner of IS_Hero[IS_Index[3]]) at IS_Loc[3] facing Vorgabe für Gebäude-Ausrichtung degrees
                      • -------- ------------------------ --------
                      • -------- Adding a lifespan to the dummy unit --------
                      • Einheit - Add a 2.00 second Standard expiration timer to (Last created unit)
                      • -------- ------------------------ --------
                      • -------- Adding the dummy ability --------
                      • Einheit - Add Dummy to (Last created unit)
                      • -------- ------------------------ --------
                      • -------- Setting the level of ability so it does the appropriate damage. --------
                      • Einheit - Set level of Dummy for (Last created unit) to (Level of Earth Shock for IS_Hero[IS_Index[3]])
                      • -------- ------------------------ --------
                      • -------- Ordering the dummy unit to impale the targeted area --------
                      • Einheit - Order (Last created unit) to Untoten-Gruftlord - 'Aufspießen' IS_Loc[4]
                      • -------- ------------------------ --------
                      • -------- Resetting the wait counter --------
                      • Set IS_Wait[IS_Index[3]] = 0.00
                      • -------- ------------------------ --------
                      • -------- Crearing the leak. --------
                      • Custom script: call RemoveLocation( udg_IS_Loc[4] )
                    • 'ELSE'-Aktionen
                      • -------- ------------------------ --------
                      • -------- ~No Else~ --------
                  • -------- ------------------------ --------
                  • -------- Crearing the leaks. --------
                  • Custom script: call RemoveLocation( udg_IS_Loc[2] )
                  • Custom script: call RemoveLocation( udg_IS_Loc[3] )
                • 'ELSE'-Aktionen
                  • -------- ------------------------ --------
                  • -------- If the wave dummy is dead we set the number of instances running to -1 --------
                  • Set IS_Index[1] = (IS_Index[1] - 1)
                  • -------- ------------------------ --------
                  • -------- The MUI boolean --------
                  • Set IS_Boolean[IS_Index[3]] = False
                  • -------- ------------------------ --------
                  • -------- When there are no instances running we do the following --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • 'IF'-Bedingungen
                      • IS_Index[1] Gleich 0
                    • 'THEN'-Aktionen
                      • -------- ------------------------ --------
                      • -------- If there are no instances running we reset the indexes --------
                      • Set IS_Index[2] = 0
                      • -------- ------------------------ --------
                      • -------- And turn off the Loop --------
                      • Auslöser - Turn off (This trigger)
                    • 'ELSE'-Aktionen
                      • -------- ------------------------ --------
                      • -------- ~No Else~ --------
            • 'ELSE'-Aktionen
              • -------- ------------------------ --------
              • -------- ~No Else~ --------
 
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