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Kamehameha CAST

Wydarzenia


Jednostka - A unit Zaczyna ukierunkowywać zdolność

Warunki


(Ability being cast) RĂłwna się Kamehameha

Akcje


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



Jeśli - Warunki




KH_Times[0] RĂłwna się 0



To - Akcje




Wyzwalacz - Turn on Kamehameha Move <gen>



Albo - Akcje


Set KH_Times[0] = (KH_Times[0] + 1)


Set KH_Times[1] = (KH_Times[1] + 1)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



Jeśli - Warunki




KH_Times[0] Większe niĹĽ KH_M_S



To - Akcje




Set KH_I[KH_Times[0]] = KH_Times[0]




Set KH_M_S = KH_Times[0]



Albo - Akcje


Set TempInt = KH_I[KH_Times[0]]


Set KH_L = (KH_L + 1)


Set KH_Skip = (KH_Skip + 1)


Set Caster[TempInt] = (Casting unit)


Set Target_Point[0] = (Target point of ability being cast)


Set Angle[0] = (Facing of Caster[TempInt])


Set Start_Point[0] = ((Position of Caster[TempInt]) offset by 150.00 towards Angle[0] degrees)


Animacja - Play Caster[TempInt]'s morph animation


Animacja - Play Caster[TempInt]'s spell throw animation


Jednostka - Make Caster[TempInt] face Target_Point[0] over 0.00 seconds


Jednostka - Create 1 DummyCore1 for (Owner of Caster[TempInt]) at Start_Point[0] facing Target_Point[0]


Set Dummy[TempInt] = (Last created unit)


Jednostka - Create 1 DummyMissle for (Owner of Caster[TempInt]) at Start_Point[0] facing Target_Point[0]


Set Dummy2[TempInt] = (Last created unit)


Jednostka - Add a 5.00 second OgĂłlny expiration timer to Dummy[TempInt]


Jednostka - Add a 5.00 second OgĂłlny expiration timer to Dummy2[TempInt]


Custom script: call RemoveLocation (udg_Start_Point[0])
Kamehameha Move

Wydarzenia


Czas - Every 0.03 seconds of game time

Warunki

Akcje


For each (Integer KH_Loop) from 1 to KH_Times[0], do (Actions)



Pętla - Akcje




Set TempInt = KH_I[KH_Loop]




Set Dummy_Point[0] = (Position of Dummy[TempInt])




Set Dummy_Move[0] = (Dummy_Point[0] offset by 30.00 towards Angle[0] degrees)




Set Missle_Point[0] = (Position of Dummy2[TempInt])




Jednostka - Move Dummy[TempInt] instantly to Dummy_Move[0]




Jednostka - Move Dummy2[TempInt] instantly to Dummy_Move[0]




Jednostka - Create 1 DummyCore1 for (Owner of Caster[TempInt]) at Dummy_Point[0] facing Target_Point[0]




Grupa jednostek - Add (Last created unit) to Core1G[KH_L]




Jednostka - Create 1 DummyCore2 for (Owner of Caster[TempInt]) at Dummy_Point[0] facing Target_Point[0]




Grupa jednostek - Add (Last created unit) to CoreG[KH_Skip]




Set UnitGroup[0] = (Units within 200.00 of (Position of Dummy2[TempInt]) matching ((((Matching unit) is Budynek) RĂłwna się NIE) and ((((Matching unit) is alive) RĂłwna się TAK) and ((((Matching unit) belongs to an enemy of (Owner of Caster[TempInt])) RĂłwna się TAK) and (((




Grupa jednostek - Pick every unit in UnitGroup[0] and do (Actions)





Pętla - Akcje






Jednostka - Kill Dummy2[TempInt]






Jednostka - Cause Caster[TempInt] to damage (Picked unit), dealing (200.00 x (Real((Level of Kamehameha for Caster[TempInt])))) damage of attack type Zaklęcia and damage type Normalny




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





Jeśli - Warunki






(Dummy[TempInt] is dead) RĂłwna się TAK





To - Akcje






Jednostka - Remove Dummy[TempInt] from the game






Jednostka - Remove Dummy2[TempInt] from the game






Jednostka - Create 1 DummyExplosion for (Owner of Caster[TempInt]) at Missle_Point[0] facing Domyślna orientacja budynku degrees






Jednostka - Add a 1.00 second OgĂłlny expiration timer to (Last created unit)






Jednostka - Create 1 DummyExplosion1 for (Owner of Caster[TempInt]) at Missle_Point[0] facing Domyślna orientacja budynku degrees






Jednostka - Add a 1.00 second OgĂłlny expiration timer to (Last created unit)






Jednostka - Create 1 DummyExplosion3 for (Owner of Caster[TempInt]) at Missle_Point[0] facing Domyślna orientacja budynku degrees






Jednostka - Add a 1.00 second OgĂłlny expiration timer to (Last created unit)






Grupa jednostek - Pick every unit in Core1G[KH_L] and do (Jednostka - Remove (Picked unit) from the game)






Grupa jednostek - Pick every unit in CoreG[KH_Skip] and do (Jednostka - Remove (Picked unit) from the game)






Custom script: set bj_wantDestroyGroup = true






Custom script: call RemoveLocation (udg_Dummy_Point[0])






Custom script: call RemoveLocation (udg_Dummy_Move[0])






Custom script: call RemoveLocation (udg_Target_Point[0])






Custom script: call DestroyGroup (udg_UnitGroup[0])






Custom script: call DestroyGroup (udg_Core1G[KH_L])






Custom script: call DestroyGroup (udg_CoreG[KH_Skip])





Albo - Akcje




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





Jeśli - Warunki






(Dummy2[TempInt] is dead) RĂłwna się TAK





To - Akcje






Set KH_I[KH_Loop] = KH_I[KH_Times[0]]






Set KH_I[KH_Times[0]] = TempInt






Set KH_Times[0] = (KH_Times[0] - 1)






Set KH_Loop = (KH_Loop - 1)






Set KH_L = (KH_L - 1)






Set KH_Skip = (KH_Skip - 1)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







Jeśli - Warunki








KH_Times[TempInt] RĂłwna się 0







To - Akcje








Wyzwalacz - Turn off (This trigger)








Skip remaining actions







Albo - Akcje





Albo - Akcje
Kamehameha CAST

Events


Unit - A unit Starts effect of ability

Conditions


(Ability being cast) Equal to Kamehameha

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




KH_IndexSize Equal to 0



Then - Acitons




Trigger - Turn on Kamehameha Move <gen>



Else - Actions


Set KH_IndexSize = KH_IndexSize + 1


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




KH_IndexSize Greater than KH_M_S



Then - Actions




Set KH_I[KH_IndexSize] = KH_IndexSize




Set KH_M_S = KH_IndexSize



Else - Actions


Set TempInt = KH_I[KH_IndexSize]


Set Caster[TempInt] = (Triggering unit)


Set Target_Point = (Target point of ability being cast)


Set Angle[TempInt] = (Facing of Caster[TempInt])


Set Start_Point = ((Position of Caster[TempInt]) offset by 150.00 towards Angle degrees)


Animation - Play Caster[TempInt]'s morph animation


Animation - Queue Caster[TempInt]'s spell throw animation


Unit - Make Caster[TempInt] face Target_Point over 0.00 seconds


Unit - Create 1 DummyCore1 for (Triggering player) at Start_Point facing Target_Point


Set Dummy[TempInt] = (Last created unit)


Unit - Create 1 DummyMissle for (Triggering player) at Start_Point facing Target_Point


Set Dummy2[TempInt] = (Last created unit)


Set Duration[TempInt] = 5.00


Custom script: call RemoveLocation (udg_Start_Point)


Custom script: call RemoveLocation (udg_Target_Point)
Kamehameha Move

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


For each (Integer KH_Loop) from 1 to KH_IndexSize, do (Actions)



Loop - Actions




Set TempInt = KH_I[KH_Loop]




Set Duration[TempInt] = Duration[TempInt] - 0.03




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






Duration[TempInt] Less or equal to 0.00





Then - Actions






Unit - Remove Dummy[TempInt] from the game






Unit - Remove Dummy2[TempInt] from the game






Unit - Create 1 DummyExplosion for (Owner of Caster[TempInt]) at Missle_Point facing Default building facing degrees






Unit - Add a 1.00 second Generic expiration timer to (Last created unit)






Unit - Create 1 DummyExplosion1 for (Owner of Caster[TempInt]) at Missle_Point facing Default building facing degrees






Unit - Add a 1.00 second Generic expiration timer to (Last created unit)






Unit - Create 1 DummyExplosion3 for (Owner of Caster[TempInt]) at Missle_Point facing Default building facing degrees






Unit - Add a 1.00 second Generic expiration timer to (Last created unit)






Unit Group - Pick every unit in Core1G[TempInt] and do (Unit - Remove (Picked unit) from the game)






Unit Group - Pick every unit in CoreG[TempInt] and do (Unit - Remove (Picked unit) from the game)






Custom script: call DestroyGroup (udg_Core1G[udg_TempInt])






Custom script: call DestroyGroup (udg_CoreG[udg_TempInt])






Set Dummy[TempInt] = No unit






Set Dummy2[TempInt] = No unit






Set Caster[TempInt] = No unit






Set KH_I[KH_Loop] = KH_I[KH_IndexSize]






Set KH_I[KH_IndexSize] = TempInt






Set KH_IndexSize = (IndexSize - 1)






Set KH_Loop = (KH_Loop - 1)






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








KH_IndexSize Equal to 0







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions




Else - Actions





Set Dummy_Point = (Position of Dummy[TempInt])





Set Dummy_Move = (Dummy_Point offset by 30.00 towards Angle[TempInt] degrees)





Set Missle_Point = (Position of Dummy2[TempInt])





Unit - Move Dummy[TempInt] instantly to Dummy_Move





Unit - Move Dummy2[TempInt] instantly to Dummy_Move





Unit - Create 1 DummyCore1 for (Owner of Caster[TempInt]) at Dummy_Point facing Angle[TempInt]





Unit Group - Add (Last created unit) to Core1G[TempInt]





Unit - Create 1 DummyCore2 for (Owner of Caster[TempInt]) at Dummy_Point facing Angle[TempInt]





Unit Group - Add (Last created unit) to CoreG[TempInt]





Custom script: set bj_wantDestroyGroup = true





Unit Group - Pick every unit in (Units within 200.00 of Missle_Point matching ((((Matching unit) is Building) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Caster[TempInt])) Equal to True) and ((( and do Actions






Loop - Actions







If (All Conditions are True) then do (Then Actions) else do (Else Actions)








If - Conditions









(Picked unit) Not equal to No unit








Then - Actions









Set Duration[TempInt] = 0.00









Unit - Cause Caster[TempInt] to damage (Picked unit), dealing (200.00 x (Real((Level of Kamehameha for Caster[TempInt])))) damage of attack type Spells and damage type Normal









Else - Actions





Custom script: call RemoveLocation (udg_Dummy_Point)





Custom script: call RemoveLocation (udg_Dummy_Move)
Set Duration[TempInt] = 30.00