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Spell Info
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Escape Leap [Q]
Leaps backwards out from combat or enemies.
Slams the area of 300 to stun the enemies for 2 seconds so that (the caster can escape freely)
Reach the maximum escape range in 2 seconds.
Level 1 - Escape Range 1000
Level 2 - Escape Range 1400
Level 3 - Escape Range 1800
Cooldown - 0 seconds. (For MUI Test)
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v0.02 Triggers
EsL Config
Events
Map initialization
Conditions
Actions
-------- Is the caster alive?? --------
Set EsL_Condition_Config[0] = True
-------- Detemines the maximum range escaped backwards per level --------
Set EsL_Escape_Range[1] = 1000.00
Set EsL_Escape_Range[2] = 1400.00
Set EsL_Escape_Range[3] = 1800.00
-------- Detemines the time of escaping finish --------
Set EsL_Escaping_Time = 2.00
-------- Detemines the escaping speed per level --------
Set EsL_Escape_Speed[1] = (EsL_Escape_Range[1] x (0.03 / EsL_Escaping_Time))
Set EsL_Escape_Speed[2] = (EsL_Escape_Range[2] x (0.03 / EsL_Escaping_Time))
Set EsL_Escape_Speed[3] = (EsL_Escape_Range[3] x (0.03 / EsL_Escaping_Time))
-------- Detemines the maximum height jumped while escaping --------
Set EsL_Max_Height = 300.00
-------- Detemines the quantity that used in saving the backwards angle --------
Set EsL_Angle_Add_Quantity = 180.00
-------- Detemines the animation name --------
Set EsL_Spell_Animation = victory
-------- Detemines the animation speed --------
Set EsL_Animation_Speed = 140.00
-------- Detemines the locations of special effect model files created on the caster --------
Set EsL_Effect_Model[1] = Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
Set EsL_Effect_Model[2] = Abilities\Weapons\IllidanMissile\IllidanMissile.mdl
-------- Detemines the attachments of the special effects created on the caster --------
Set EsL_Attachment[1] = right hand
Set EsL_Attachment[2] = left hand
Set EsL_Spell = Escape Leap
EsL Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to EsL_Spell
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
EsL_Index_Listener Equal to 0
Then - Actions
Trigger - Turn on EsL Loop <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
EsL_Recycle_Size Greater than 0
Then - Actions
Set EsL_Recycle_Size = (EsL_Recycle_Size - 1)
Set EsL_Current_Index = EsL_Recycle_Container[EsL_Recycle_Size]
Else - Actions
Set EsL_Current_Index = EsL_Index_Size
Set EsL_Index_Size = (EsL_Index_Size + 1)
Set EsL_Caster[EsL_Current_Index] = (Triggering unit)
Set EsL_Start_Point[EsL_Current_Index] = (Position of EsL_Caster[EsL_Current_Index])
Set EsL_Level = (Level of EsL_Spell for EsL_Caster[EsL_Current_Index])
Set EsL_Backward_Angle[EsL_Current_Index] = ((Facing of EsL_Caster[EsL_Current_Index]) + EsL_Angle_Add_Quantity)
Set EsL_Index_Container[EsL_Index_Listener] = EsL_Current_Index
Set EsL_Index_Listener = (EsL_Index_Listener + 1)
EsL Loop
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer EsL_Loop) from 0 to (EsL_Index_Listener - 1), do (Actions)
Loop - Actions
Set EsL_Current_Index = EsL_Index_Container[EsL_Loop]
Set EsL_Caster_Point = (Position of EsL_Caster[EsL_Current_Index])
Set EsL_Distance_Tavelled[EsL_Current_Index] = (Distance between EsL_Start_Point[EsL_Current_Index] and EsL_Caster_Point)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(EsL_Caster[EsL_Current_Index] is alive) Equal to EsL_Condition_Config[0]
EsL_Distance_Tavelled[EsL_Current_Index] Less than or equal to EsL_Escape_Range[EsL_Level]
Then - Actions
Set EsL_Height_Formula[EsL_Current_Index] = (((4.00 x EsL_Max_Height) / EsL_Escape_Range[EsL_Level]) x ((EsL_Escape_Range[EsL_Level] - EsL_Distance_Tavelled[EsL_Current_Index]) x (EsL_Distance_Tavelled[EsL_Current_Index] / EsL_Escape_Range[EsL_Level])))
Animation - Change EsL_Caster[EsL_Current_Index] flying height to EsL_Height_Formula[EsL_Current_Index] at 0.00
Unit - Make EsL_Caster[EsL_Current_Index] face EsL_Start_Point[EsL_Current_Index] over 0.00 seconds
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