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Eating Spell by Knight

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Sorry, now is the night. I will post trigger in tomorow.

Keywords:
Eating, Shit, Spell , Knight
Contents

Eating by KnighT (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. All three triggers are leaking. You could use Bribe's unit indexer for this.

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.

Reviewed by Maker, Eating Spell, 12th Jan 2012

All three triggers are leaking.
You could use Bribe's unit indexer for this.
 
Level 4
Joined
Nov 3, 2011
Messages
27
Trigger :
  • Eating
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Eating
    • Actions
      • Set E_MUI = (E_MUI + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • E_MUI Greater than or equal to 500
        • Then - Actions
          • Set E_MUI = 1
        • Else - Actions
      • Set E_Caster[E_MUI] = (Casting unit)
      • Set E_Target[E_MUI] = (Target unit of ability being cast)
      • Set E_Level[E_MUI] = (Integer((Real((Level of Eating for E_Caster[E_MUI])))))
      • Unit - Hide E_Target[E_MUI]
      • Unit - Pause E_Target[E_MUI]
      • Unit - Create 1 Dummy for (Owner of E_Caster[E_MUI]) at (Position of E_Caster[E_MUI]) facing Default building facing degrees
      • Unit Group - Add (Last created unit) to E_Group
      • Unit - Set the custom value of (Last created unit) to E_MUI
      • Trigger - Turn on Eating Loop <gen>
  • Eating Loop
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in E_Group and do (Actions)
        • Loop - Actions
          • Set E_Int = (Custom value of (Picked unit))
          • Set E_Time[E_Int] = (E_Time[E_Int] + 1)
          • Set E_Damage[E_Int] = (E_Damage[E_Int] + (25.00 x (Real(E_Level[E_Int]))))
          • Animation - Play E_Caster[E_Int]'s Spell animation
          • Special Effect - Create a special effect at (Position of E_Caster[E_Int]) using Abilities\Spells\Undead\ReplenishHealth\ReplenishHealthCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • E_Time[E_Int] Equal to 4
            • Then - Actions
              • Unit - Create 1 Dummy for (Owner of E_Caster[E_Int]) at (Position of E_Caster[E_Int]) facing Default building facing degrees
              • Unit Group - Add (Last created unit) to E_Group_2
              • Unit - Set the custom value of (Last created unit) to E_Int
              • Unit - Unhide E_Target[E_Int]
              • Set E_Distance[E_Int] = 25.00
              • Set E_Real[E_Int] = ((Facing of E_Caster[E_Int]) + 180.00)
              • Set E_Point[E_Int] = ((Position of E_Caster[E_Int]) offset by E_Distance[E_Int] towards E_Real[E_Int] degrees)
              • Special Effect - Create a special effect at E_Point[E_Int] using Abilities\Spells\Undead\ReplenishHealth\ReplenishHealthCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Move E_Target[E_Int] instantly to E_Point[E_Int]
              • Unit - Cause E_Caster[E_Int] to damage E_Target[E_Int], dealing E_Damage[E_Int] damage of attack type Spells and damage type Normal
              • Trigger - Turn on Eating Knockback <gen>
              • Unit Group - Remove (Picked unit) from E_Group
              • Unit - Remove (Picked unit) from the game
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in E_Group) Equal to 0
            • Then - Actions
              • Trigger - Turn off (This trigger)
            • Else - Actions
  • Eating Knockback
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in E_Group_2 and do (Actions)
        • Loop - Actions
          • Set E_Int2 = (Custom value of (Picked unit))
          • Set E_Distance[E_Int2] = (E_Distance[E_Int2] + 20.00)
          • Set E_Point[E_Int2] = ((Position of E_Caster[E_Int2]) offset by E_Distance[E_Int2] towards E_Real[E_Int2] degrees)
          • Unit - Move E_Target[E_Int2] instantly to E_Point[E_Int2]
          • Unit - Make E_Target[E_Int2] face E_Point[E_Int2] over 0.00 seconds
          • Special Effect - Create a special effect at (Position of E_Target[E_Int2]) using Objects\Spawnmodels\Other\IllidanFootprint\IllidanWaterSpawnFootPrint.mdl
          • Special Effect - Destroy (Last created special effect)
          • Special Effect - Create a special effect at (Position of E_Target[E_Int2]) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
          • Special Effect - Destroy (Last created special effect)
          • Special Effect - Create a special effect at (Position of E_Target[E_Int2]) using RollingKegMissle.mdx
          • Special Effect - Destroy (Last created special effect)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • E_Distance[E_Int2] Greater than or equal to 500.00
            • Then - Actions
              • Unit - Make E_Target[E_Int2] face E_Point[E_Int2] over 0.00 seconds
              • Unit - Unpause E_Target[E_Int2]
              • Unit Group - Remove (Picked unit) from E_Group_2
              • Unit - Remove (Picked unit) from the game
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in E_Group_2) Equal to 0
            • Then - Actions
              • Trigger - Turn off (This trigger)
            • Else - Actions
 
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