- Joined
- Dec 17, 2009
- Messages
- 1,115
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Start
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Attack
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Actions
- Set Combo_Number = (Player number of (Owner of (Triggering unit)))
- Set Combo_Caster[Combo_Number] = (Triggering unit)
- Set Combo_Time[Combo_Number] = (Combo_Time[Combo_Number] + 0.75)
- Set Combo_Max[Combo_Number] = (1 + (Level of Attack for (Triggering unit)))
- Set Combo_Current[Combo_Number] = (Combo_Current[Combo_Number] + 1)
- Set Combo_AttackPoint[Combo_Number] = (Combo_Point[Combo_Number] offset by 75.00 towards (Facing of Combo_Caster[Combo_Number]) degrees)
- Set Combo_ATTGroup[Combo_Number] = (Units within 175.00 of Combo_AttackPoint[Combo_Number] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((Matching unit) Not equal to (Triggering unit)))))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Combo_Max[Combo_Number] Less than or equal to Combo_Current[Combo_Number]
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Then - Actions
- Set Combo_Current[Combo_Number] = 0
- Set Combo_Time[Combo_Number] = 0.00
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
- Combo_Current[Combo_Number] Equal to 1
- Combo_Current[Combo_Number] Equal to 3
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Set Combo_Anim[Combo_Number] = Attack 2
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Combo_Current[Combo_Number] Equal to 4
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Then - Actions
- Set Combo_Anim[Combo_Number] = Attack 3
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
- Combo_Current[Combo_Number] Equal to 2
- Combo_Current[Combo_Number] Equal to 5
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Set Combo_Anim[Combo_Number] = Attack 1
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Animation - Play Combo_Caster[Combo_Number]'s Combo_Anim[Combo_Number] animation
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Unit Group - Pick every unit in Combo_ATTGroup[Combo_Number] and do (Actions)
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Loop - Actions
- Set Combo_PointEffect = (Position of (Picked unit))
- Unit - Cause (Triggering unit) to damage (Picked unit), dealing (10.00 x (Real(Combo_Current[Combo_Number]))) damage of attack type Spells and damage type Normal
- Special Effect - Create a special effect at Combo_PointEffect using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
- Special Effect - Destroy (Last created special effect)
- Special Effect - Create a special effect at Combo_PointEffect using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation(udg_Combo_PointEffect)
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Loop - Actions
- Custom script: call RemoveLocation(udg_Combo_Point[udg_Combo_Number])
- Custom script: call RemoveLocation(udg_Combo_AttackPoint[udg_Combo_Number])
- Custom script: call DestroyGroup(udg_Combo_ATTGroup[udg_Combo_Number])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Combo_UG is empty) Equal to False
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Then - Actions
- Trigger - Turn on Check <gen>
- Else - Actions
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If - Conditions
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Events
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Check
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Events
- Time - Every 0.01 seconds of game time
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Combo_UG is empty) Equal to True
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Then - Actions
- Trigger - Turn off (This trigger)
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Else - Actions
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Unit Group - Pick every unit in Combo_UG and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Combo_Time[(Player number of (Owner of (Picked unit)))] Less than or equal to 0.00
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Then - Actions
- Set Combo_Current[(Player number of (Owner of (Picked unit)))] = 0
- Set Combo_Time[(Player number of (Owner of (Picked unit)))] = 0.00
- Unit - Order (Picked unit) to Stop
- Unit Group - Remove (Picked unit) from Combo_UG
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Else - Actions
- Set Combo_Time[(Player number of (Owner of (Picked unit)))] = (Combo_Time[(Player number of (Owner of (Picked unit)))] - 0.01)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Unit Group - Pick every unit in Combo_UG and do (Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
Here's the test map if you want to test it yourself
I would really appreciate your help..