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Use the spell to throw the grenade. The grenade has an included bio-magnet, so that it will stick to the first unit it touches. The grenade won't stick to terrain, and if a unit walks over it when its on the ground, the grenade will stick to that unit. Takes 4.5 seconds to explode and, upon explosion, deals high health and mana damage to all nearby units.
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PlasmaGrenade_Index Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
PlasmaGrenadeBlast
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
For each (Integer PlasmaGrenade_LoopInteger) from 1 to PlasmaGrenade_Index, do (Actions)
Loop - Actions
Game - Display to (All players) the text: 3
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PlasmaGrenade_Timer[PlasmaGrenade_LoopInteger] Less than or equal to 0.00
(PlasmaGrenade_Bomb[PlasmaGrenade_LoopInteger] is alive) Equal to True
Then - Actions
Set PlasmaGrenade_BombPoint = (Position of PlasmaGrenade_Bomb[PlasmaGrenade_LoopInteger])
Unit - Kill PlasmaGrenade_Bomb[PlasmaGrenade_LoopInteger]
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 300.00 of PlasmaGrenade_BombPoint) and do (Actions)
Loop - Actions
Unit - Cause PlasmaGrenade_Caster[PlasmaGrenade_LoopInteger] to damage (Picked unit), dealing 500.00 damage of attack type Spells and damage type Normal
Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 500.00)
Set PlasmaGrenade_Timer[PlasmaGrenade_LoopInteger] = PlasmaGrenade_Timer[PlasmaGrenade_Index]
Set PlasmaGrenade_StickUnit[PlasmaGrenade_LoopInteger] = PlasmaGrenade_StickUnit[PlasmaGrenade_Index]
Set PlasmaGrenade_Caster[PlasmaGrenade_LoopInteger] = PlasmaGrenade_Caster[PlasmaGrenade_Index]
Set PlasmaGrenade_Bomb[PlasmaGrenade_LoopInteger] = PlasmaGrenade_Bomb[PlasmaGrenade_Index]
Set PlasmaGrenade_DidStick[PlasmaGrenade_LoopInteger] = PlasmaGrenade_DidStick[PlasmaGrenade_Index]
Set PlasmaGrenade_LoopInteger = (PlasmaGrenade_LoopInteger - 1)
Set PlasmaGrenade_Index = (PlasmaGrenade_Index - 1)
Set BS_Parabola[BS] = (((4.00 x BS_ArcHeight[BS]) / BS_MaxDistance[BS]) x ((BS_MaxDistance[BS] - BS_DistanceToTravel[BS]) x (BS_DistanceToTravel[BS] / BS_MaxDistance[BS])))
Set BS_Debug[BS] = ((BS_StartZ[BS] - BS_DebugZ[BS]) + BS_Parabola[BS])
Animation - Change BS_Missile[BS] flying height to BS_Debug[BS] at 0.00
Set BS_Group[BS] = (Units within BS_Colision[BS] of BS_Point[4] matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Mechanical) Equal to False)) and (((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is dead) Equal to Fa
Floating Text - Create floating text that reads HEADSHOT! at BS_Point[3] with Z offset 120.00, using font size 15.00, color (100.00%, 50.00%, 50.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 100.00 towards BS_Angle[BS] degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
14:34, 12th Jun 2014
BPower:
The configuration trigger is poor, you should also support various ability leves, explosion aoe, ..
Stuff like "last created unit" or "TriggeringUnit" should...
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
14:34, 12th Jun 2014
BPower:
The configuration trigger is poor, you should also support various ability leves, explosion aoe, ..
Stuff like "last created unit" or "TriggeringUnit" should be store into a variable if used more than once.
Remove the text messages.
Its very similar because its also a grenade and uses the same arc system. But that's it. The idea behind this one is to be a "skillshot" spell that, if you miss you target, you can get yourself, your allies or no one damaged.
I'm gonna do the efficiency thing.
Also, i dunno whats up with the tags. Tried to update the file a few times but nothing seems to fix em.
you should use 0.03 timer not 0.01
Units are not that fast. If you think they are then increase the range at which it checks to see if it sticks to a unit. Also you need a config trigger.
you should use 0.03 timer not 0.01
Units are not that fast. If you think they are then increase the range at which it checks to see if it sticks to a unit. Also you need a config trigger.
Well, I just tested the stick trigger with a 0.03 timer. It skips units very often (especially when they are very close to the caster), so, not practical.
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