• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Final Flash v1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Final Flash
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Final Flash
  • Actions
    • Set Caster[1] = (Triggering unit)
    • Set Point[1] = (Position of Caster[1])
    • Set Point[2] = (Target point of ability being cast)
    • Set Angle[1] = (Facing of Caster[1])
    • Set Point[3] = (Point[1] offset by 150.00 towards Angle[1] degrees)
    • Unit - Order Caster[1] to Stop
    • Unit - Pause Caster[1]
    • Animation - Play Caster[1]'s morph animation
    • Animation - Change Caster[1]'s animation speed to 40.00% of its original speed
    • Special Effect - Create a special effect attached to the right hand of Caster[1] using Flash.mdx
    • Set Eff[1] = (Last created special effect)
    • Special Effect - Create a special effect attached to the left hand of Caster[1] using Flash.mdx
    • Set Eff[2] = (Last created special effect)
    • Special Effect - Create a special effect attached to the right hand of Caster[1] using war3mapImported\Bibang.mdx
    • Set Eff[3] = (Last created special effect)
    • Special Effect - Create a special effect attached to the left hand of Caster[1] using war3mapImported\Bibang.mdx
    • Set Eff[4] = (Last created special effect)
    • Special Effect - Create a special effect attached to the origin of Caster[1] using war3mapImported\HolyAwakening.mdx
    • Set Eff[5] = (Last created special effect)
    • Special Effect - Create a special effect attached to the origin of Caster[1] using war3mapImported\BitchAura.mdx
    • Set Eff[6] = (Last created special effect)
    • Wait 3.50 seconds
    • Animation - Change Caster[1]'s animation speed to 100.00% of its original speed
    • Animation - Play Caster[1]'s spell throw animation
    • Unit - Create 1 DummyFinalFlash2 for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
    • Set Dummy[1] = (Last created unit)
    • Unit - Create 1 DummyFinalFlash5 for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
    • Set Dummy[5] = (Last created unit)
    • Unit - Create 1 DummyFinalFlash5 for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
    • Set Dummy[2] = (Last created unit)
    • Unit - Create 1 DummyFinalFlash for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
    • Set Dummy[4] = (Last created unit)
    • Unit - Create 1 DummyFinalFlash4 for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
    • Set Dummy[3] = (Last created unit)
    • Animation - Change Dummy[3]'s animation speed to 50.00% of its original speed
    • Unit - Create 1 DummyFinalFlash6 for (Owner of Caster[1]) at Point[3] facing Angle[1] degrees
    • Set Dummy[6] = (Last created unit)
    • Animation - Change Dummy[6]'s animation speed to 100.00% of its original speed
    • Wait 0.05 seconds
    • Trigger - Turn on Missiles <gen>
    • Custom script: call RemoveLocation (udg_Point[1])


  • Missiles
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set Point[4] = (Position of Dummy[4])
      • Set Point[5] = (Point[4] offset by 60.00 towards Angle[1] degrees)
      • Unit - Move Dummy[4] instantly to Point[5]
      • Unit - Create 1 DummyFinalFlash3 for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
      • Unit - Add a 20.00 second Generic expiration timer to (Last created unit)
      • Special Effect - Create a special effect at Point[4] using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
      • Special Effect - Destroy (Last created special effect)
      • Set UnitGroup[1] = (Units within 200.00 of Point[4] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Caster[1])) Equal to True))))
      • Set UnitGroup[2] = (Units within 400.00 of Point[4] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of Caster[1])) Equal to True))))
      • Unit Group - Pick every unit in UnitGroup[1] and do (Actions)
        • Loop - Actions
          • Unit - Kill Dummy[4]
          • Unit - Cause Caster[1] to damage (Picked unit), dealing (Real(((Level of Final Flash for Caster[1]) x ((Strength of Caster[1] (Include bonuses)) x 3)))) damage of attack type Spells and damage type Normal
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Dummy[4] is dead) Equal to True
        • Then - Actions
          • Unit - Remove Dummy[1] from the game
          • Unit - Remove Dummy[2] from the game
          • Unit - Remove Dummy[3] from the game
          • Unit - Remove Dummy[4] from the game
          • Unit - Remove Dummy[5] from the game
          • Unit - Remove Dummy[6] from the game
          • Unit Group - Pick every unit in (Units owned by (Owner of Caster[1]) of type DummyFinalFlash3) and do (Actions)
            • Loop - Actions
              • Unit - Remove (Picked unit) from the game
          • Unit - Create 1 Effect3 for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Animation - Change (Last created unit)'s animation speed to 50.00% of its original speed
          • Unit - Create 1 Effect3 for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Animation - Change (Last created unit)'s animation speed to 50.00% of its original speed
          • Unit - Create 1 Bomb for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Create 1 Effect for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Create 1 Effect2 for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Create 1 Effect4 for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Animation - Change (Last created unit)'s animation speed to 20.00% of its original speed
          • Unit Group - Pick every unit in UnitGroup[2] and do (Actions)
            • Loop - Actions
              • Unit - Cause Caster[1] to damage (Picked unit), dealing (Real(((Level of Final Flash for Caster[1]) x ((Strength of Caster[1] (Include bonuses)) x 3)))) damage of attack type Spells and damage type Normal
          • Unit - Unpause Caster[1]
          • Special Effect - Destroy Eff[1]
          • Special Effect - Destroy Eff[2]
          • Special Effect - Destroy Eff[3]
          • Special Effect - Destroy Eff[4]
          • Special Effect - Destroy Eff[5]
          • Special Effect - Destroy Eff[6]
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Unit - Add a 2.00 second Generic expiration timer to Dummy[4]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Dummy[4] is dead) Equal to True
            • Then - Actions
              • Unit - Remove Dummy[1] from the game
              • Unit - Remove Dummy[2] from the game
              • Unit - Remove Dummy[3] from the game
              • Unit - Remove Dummy[4] from the game
              • Unit - Remove Dummy[5] from the game
              • Unit - Remove Dummy[6] from the game
              • Unit Group - Pick every unit in (Units owned by (Owner of Caster[1]) of type DummyFinalFlash3) and do (Actions)
                • Loop - Actions
                  • Unit - Remove (Picked unit) from the game
              • Unit - Create 1 Effect3 for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Animation - Change (Last created unit)'s animation speed to 50.00% of its original speed
              • Unit - Create 1 Effect3 for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Animation - Change (Last created unit)'s animation speed to 50.00% of its original speed
              • Unit - Create 1 Bomb for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Unit - Create 1 Effect for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Unit - Create 1 Effect2 for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Unit - Create 1 Effect4 for (Owner of Caster[1]) at Point[4] facing Default building facing (270.0) degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Animation - Change (Last created unit)'s animation speed to 20.00% of its original speed
              • Unit Group - Pick every unit in UnitGroup[2] and do (Actions)
                • Loop - Actions
                  • Unit - Cause Caster[1] to damage (Picked unit), dealing (Real(((Level of Final Flash for Caster[1]) x ((Strength of Caster[1] (Include bonuses)) x 3)))) damage of attack type Spells and damage type Normal
              • Unit - Unpause Caster[1]
              • Special Effect - Destroy Eff[1]
              • Special Effect - Destroy Eff[2]
              • Special Effect - Destroy Eff[3]
              • Special Effect - Destroy Eff[4]
              • Special Effect - Destroy Eff[5]
              • Special Effect - Destroy Eff[6]
              • Trigger - Turn off (This trigger)
            • Else - Actions
      • Custom script: call RemoveLocation (udg_Point[1])
      • Custom script: call RemoveLocation (udg_Point[2])
      • Custom script: call RemoveLocation (udg_Point[3])
      • Custom script: call RemoveLocation (udg_Point[4])
      • Custom script: call RemoveLocation (udg_Point[5])
Keywords:
Dragonball,Vegeta,Final Flash,Flash
Contents

Final Flash (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. The spell is not MUI due to the way waits are used. Get rid of them. Use either proper indexing or a hashtable. Needs fix.

Moderator

M

Moderator

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

Maker, Final Flash v1.0, 10th Sep 2011

The spell is not MUI due to the way waits are used. Get rid of them.
Use either proper indexing or a hashtable.

Needs fix.
 
Top