- Joined
- Aug 4, 2008
- Messages
- 279
Time Stop
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Time Stop
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TS_Integer[1] Equal to 0
Then - Actions
Trigger - Turn on Time Stop loop <gen>
Else - Actions
Set TS_Integer[1] = (TS_Integer[1] + 1)
Set TS_TargetPoint[TS_Integer[1]] = (Target point of ability being cast)
Unit - Create 1 TSDummy for Player 1 (Red) at TS_TargetPoint[TS_Integer[1]] facing Default building facing degrees
Set TS_Dummy[TS_Integer[1]] = (Last created unit)
Animation - Change TS_Dummy[TS_Integer[1]]'s animation speed to 20.00% of its original speed
Unit - Add a 5.00 second Generic expiration timer to TS_Dummy[TS_Integer[1]]
Custom script: call RemoveLocation (udg_TS_TargetPoint[udg_TS_Integer[1]])
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Time Stop
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
TS_Integer[1] Equal to 0
Then - Actions
Trigger - Turn on Time Stop loop <gen>
Else - Actions
Set TS_Integer[1] = (TS_Integer[1] + 1)
Set TS_TargetPoint[TS_Integer[1]] = (Target point of ability being cast)
Unit - Create 1 TSDummy for Player 1 (Red) at TS_TargetPoint[TS_Integer[1]] facing Default building facing degrees
Set TS_Dummy[TS_Integer[1]] = (Last created unit)
Animation - Change TS_Dummy[TS_Integer[1]]'s animation speed to 20.00% of its original speed
Unit - Add a 5.00 second Generic expiration timer to TS_Dummy[TS_Integer[1]]
Custom script: call RemoveLocation (udg_TS_TargetPoint[udg_TS_Integer[1]])
Time Stop loop
Events
Time - Every 0.30 seconds of game time
Conditions
Actions
For each (Integer TS_Integer[2]) from 1 to TS_Integer[1], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TS_Dummy[TS_Integer[2]] is alive) Equal to True
Then - Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 400.00 of (Position of TS_Dummy[TS_Integer[2]])) and do (Unit - Pause (Picked unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TS_Dummy[TS_Integer[2]] is dead) Equal to True
Then - Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 400.00 of (Position of TS_Dummy[TS_Integer[2]])) and do (Unit - Unpause (Picked unit))
Else - Actions
Events
Time - Every 0.30 seconds of game time
Conditions
Actions
For each (Integer TS_Integer[2]) from 1 to TS_Integer[1], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TS_Dummy[TS_Integer[2]] is alive) Equal to True
Then - Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 400.00 of (Position of TS_Dummy[TS_Integer[2]])) and do (Unit - Pause (Picked unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TS_Dummy[TS_Integer[2]] is dead) Equal to True
Then - Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 400.00 of (Position of TS_Dummy[TS_Integer[2]])) and do (Unit - Unpause (Picked unit))
Else - Actions
this one
Triangle Point
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to 3 Points = Triangle = Death
Actions
Set TP_Integer[1] = (TP_Integer[1] + 1)
Set TP_Caster[TP_Integer[1]] = (Casting unit)
Set TP_TargetPoint[TP_Integer[1]] = (Target point of ability being cast)
Set TP_Point1[TP_Integer[1]] = (TP_TargetPoint[TP_Integer[1]] offset by 500.00 towards 90.00 degrees)
Set TP_Point2[TP_Integer[1]] = (TP_TargetPoint[TP_Integer[1]] offset by 500.00 towards 225.00 degrees)
Set TP_Point3[TP_Integer[1]] = (TP_TargetPoint[TP_Integer[1]] offset by 500.00 towards 315.00 degrees)
Unit - Create 1 TPDummy for Neutral Victim at TP_Point1[TP_Integer[1]] facing Default building facing degrees
Set TP_Unit1[TP_Integer[1]] = (Last created unit)
Unit - Create 1 TPDummy for Neutral Victim at TP_Point2[TP_Integer[1]] facing Default building facing degrees
Set TP_Unit2[TP_Integer[1]] = (Last created unit)
Unit - Create 1 TPDummy for Neutral Victim at TP_Point3[TP_Integer[1]] facing Default building facing degrees
Set TP_Unit3[TP_Integer[1]] = (Last created unit)
Unit - Add Active Points to TP_Caster[TP_Integer[1]]
Trigger - Turn on Triangle loop <gen>
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to 3 Points = Triangle = Death
Actions
Set TP_Integer[1] = (TP_Integer[1] + 1)
Set TP_Caster[TP_Integer[1]] = (Casting unit)
Set TP_TargetPoint[TP_Integer[1]] = (Target point of ability being cast)
Set TP_Point1[TP_Integer[1]] = (TP_TargetPoint[TP_Integer[1]] offset by 500.00 towards 90.00 degrees)
Set TP_Point2[TP_Integer[1]] = (TP_TargetPoint[TP_Integer[1]] offset by 500.00 towards 225.00 degrees)
Set TP_Point3[TP_Integer[1]] = (TP_TargetPoint[TP_Integer[1]] offset by 500.00 towards 315.00 degrees)
Unit - Create 1 TPDummy for Neutral Victim at TP_Point1[TP_Integer[1]] facing Default building facing degrees
Set TP_Unit1[TP_Integer[1]] = (Last created unit)
Unit - Create 1 TPDummy for Neutral Victim at TP_Point2[TP_Integer[1]] facing Default building facing degrees
Set TP_Unit2[TP_Integer[1]] = (Last created unit)
Unit - Create 1 TPDummy for Neutral Victim at TP_Point3[TP_Integer[1]] facing Default building facing degrees
Set TP_Unit3[TP_Integer[1]] = (Last created unit)
Unit - Add Active Points to TP_Caster[TP_Integer[1]]
Trigger - Turn on Triangle loop <gen>
Triangle loop
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Active Points
(Casting unit) Equal to TP_Caster[TP_Integer[1]]
Actions
Unit - Remove Active Points from TP_Caster[TP_Integer[1]]
Lightning - Create a Drain Mana lightning effect from source TP_Point1[TP_Integer[1]] to target TP_Point2[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source TP_Point2[TP_Integer[1]] to target TP_Point3[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source TP_Point3[TP_Integer[1]] to target TP_Point1[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source TP_Point3[TP_Integer[1]] to target TP_TargetPoint[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source TP_Point2[TP_Integer[1]] to target TP_TargetPoint[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source TP_Point1[TP_Integer[1]] to target TP_TargetPoint[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Special Effect - Create a special effect at TP_Point1[TP_Integer[1]] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit - Remove TP_Unit1[TP_Integer[1]] from the game
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at TP_Point2[TP_Integer[1]] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit - Remove TP_Unit2[TP_Integer[1]] from the game
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at TP_Point3[TP_Integer[1]] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit - Remove TP_Unit3[TP_Integer[1]] from the game
Special Effect - Destroy (Last created special effect)
Unit - Create 1 TPDummy2 for Neutral Victim at TP_TargetPoint[TP_Integer[1]] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Cause TP_Caster[TP_Integer[1]] to damage circular area after 0.00 seconds of radius 300.00 at TP_TargetPoint[TP_Integer[1]], dealing 300.00 damage of attack type Spells and damage type Enhanced
Unit - Cause TP_Caster[TP_Integer[1]] to damage circular area after 0.00 seconds of radius 200.00 at TP_Point1[TP_Integer[1]], dealing 300.00 damage of attack type Spells and damage type Enhanced
Unit - Cause TP_Caster[TP_Integer[1]] to damage circular area after 0.00 seconds of radius 200.00 at TP_Point2[TP_Integer[1]], dealing 300.00 damage of attack type Spells and damage type Enhanced
Unit - Cause TP_Caster[TP_Integer[1]] to damage circular area after 0.00 seconds of radius 200.00 at TP_Point3[TP_Integer[1]], dealing 300.00 damage of attack type Spells and damage type Enhanced
Custom script: call RemoveLocation (udg_TP_Point1[udg_TP_Integer[1]])
Custom script: call RemoveLocation (udg_TP_Point2[udg_TP_Integer[1]])
Custom script: call RemoveLocation (udg_TP_Point3[udg_TP_Integer[1]])
Custom script: call RemoveLocation (udg_TP_TargetPoint[udg_TP_Integer[1]])
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Active Points
(Casting unit) Equal to TP_Caster[TP_Integer[1]]
Actions
Unit - Remove Active Points from TP_Caster[TP_Integer[1]]
Lightning - Create a Drain Mana lightning effect from source TP_Point1[TP_Integer[1]] to target TP_Point2[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source TP_Point2[TP_Integer[1]] to target TP_Point3[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source TP_Point3[TP_Integer[1]] to target TP_Point1[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source TP_Point3[TP_Integer[1]] to target TP_TargetPoint[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source TP_Point2[TP_Integer[1]] to target TP_TargetPoint[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Drain Mana lightning effect from source TP_Point1[TP_Integer[1]] to target TP_TargetPoint[TP_Integer[1]]
Wait 0.10 seconds
Lightning - Destroy (Last created lightning effect)
Special Effect - Create a special effect at TP_Point1[TP_Integer[1]] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit - Remove TP_Unit1[TP_Integer[1]] from the game
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at TP_Point2[TP_Integer[1]] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit - Remove TP_Unit2[TP_Integer[1]] from the game
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at TP_Point3[TP_Integer[1]] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit - Remove TP_Unit3[TP_Integer[1]] from the game
Special Effect - Destroy (Last created special effect)
Unit - Create 1 TPDummy2 for Neutral Victim at TP_TargetPoint[TP_Integer[1]] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Cause TP_Caster[TP_Integer[1]] to damage circular area after 0.00 seconds of radius 300.00 at TP_TargetPoint[TP_Integer[1]], dealing 300.00 damage of attack type Spells and damage type Enhanced
Unit - Cause TP_Caster[TP_Integer[1]] to damage circular area after 0.00 seconds of radius 200.00 at TP_Point1[TP_Integer[1]], dealing 300.00 damage of attack type Spells and damage type Enhanced
Unit - Cause TP_Caster[TP_Integer[1]] to damage circular area after 0.00 seconds of radius 200.00 at TP_Point2[TP_Integer[1]], dealing 300.00 damage of attack type Spells and damage type Enhanced
Unit - Cause TP_Caster[TP_Integer[1]] to damage circular area after 0.00 seconds of radius 200.00 at TP_Point3[TP_Integer[1]], dealing 300.00 damage of attack type Spells and damage type Enhanced
Custom script: call RemoveLocation (udg_TP_Point1[udg_TP_Integer[1]])
Custom script: call RemoveLocation (udg_TP_Point2[udg_TP_Integer[1]])
Custom script: call RemoveLocation (udg_TP_Point3[udg_TP_Integer[1]])
Custom script: call RemoveLocation (udg_TP_TargetPoint[udg_TP_Integer[1]])
and this one
Glaive Hook
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Glaive Hook
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GH_Integer[1] Equal to 0
Then - Actions
Trigger - Turn on Glaive hook loop1 <gen>
Else - Actions
Set GH_Integer[1] = (GH_Integer[1] + 1)
Set GH_Integer[0] = (GH_Integer[0] + 1)
Set GH_Angle[GH_Integer[1]] = (Angle from (Position of (Triggering unit)) to (Target point of ability being cast))
Set GH_Unit[GH_Integer[0]] = (Triggering unit)
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Glaive Hook
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GH_Integer[1] Equal to 0
Then - Actions
Trigger - Turn on Glaive hook loop1 <gen>
Else - Actions
Set GH_Integer[1] = (GH_Integer[1] + 1)
Set GH_Integer[0] = (GH_Integer[0] + 1)
Set GH_Angle[GH_Integer[1]] = (Angle from (Position of (Triggering unit)) to (Target point of ability being cast))
Set GH_Unit[GH_Integer[0]] = (Triggering unit)
Glaive hook loop1
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
Unit - Order GH_Unit[1] to Hold Position
For each (Integer GH_Integer[2]) from 1 to GH_Integer[1], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GH_NumberHooks[GH_Integer[2]] Less than 18
Then - Actions
Set GH_NumberHooks[GH_Integer[2]] = (GH_NumberHooks[GH_Integer[2]] + 1)
Unit - Create 1 GHook for (Owner of GH_Unit[2]) at ((Position of GH_Unit[GH_Integer[2]]) offset by (Real((40 x GH_NumberHooks[GH_Integer[2]]))) towards GH_Angle[GH_Integer[2]] degrees) facing GH_Angle[GH_Integer[2]] degrees
Set GH_DummyHooks[GH_Integer[2]] = (Last created unit)
Set GH_Unitsnear[GH_Integer[2]] = (Units within 115.00 of (Position of GH_DummyHooks[GH_Integer[2]]) matching (((Matching unit) is alive) Equal to True))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GH_NumberHooks[GH_Integer[2]] Greater than 3
Then - Actions
Set GH_Unit[GH_Integer[2]] = (Random unit from GH_Unitsnear[GH_Integer[2]])
Custom script: call DestroyGroup(udg_GH_Unitsnear[udg_GH_Integer[2]])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(GH_Unit[GH_Integer[2]] belongs to an ally of (Owner of GH_Unit[GH_Integer[2]])) Equal to False
((Unit-type of GH_Unit[GH_Integer[2]]) is A structure) Equal to False
Then - Actions
Unit - Cause GH_Unit[GH_Integer[2]] to damage GH_Unit[GH_Integer[2]], dealing 200.00 damage of attack type Spells and damage type Normal
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Unit - Create 1 GHDummy for (Owner of GH_Unit[(Integer A)]) at (Position of GH_Unit[(Integer A)]) facing GH_AnglingShards[GH_Integer[(Integer A)]] degrees
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Add Hook Shards to (Last created unit)
Set GH_AnglingShards[(Integer A)] = (GH_AnglingShards[(Integer A)] + 45.00)
Set GH_Offset[(Integer A)] = ((Position of GH_Unit[GH_Integer[2]]) offset by 256.00 towards GH_AnglingShards[(Integer A)] degrees)
Unit - Order (Last created unit) to Neutral - Breath Of Frost GH_Offset[(Integer A)]
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GH_Unit[GH_Integer[2]] Not equal to No unit
Then - Actions
Trigger - Turn on Glaive hook loop 2 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
Unit - Order GH_Unit[1] to Hold Position
For each (Integer GH_Integer[2]) from 1 to GH_Integer[1], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GH_NumberHooks[GH_Integer[2]] Less than 18
Then - Actions
Set GH_NumberHooks[GH_Integer[2]] = (GH_NumberHooks[GH_Integer[2]] + 1)
Unit - Create 1 GHook for (Owner of GH_Unit[2]) at ((Position of GH_Unit[GH_Integer[2]]) offset by (Real((40 x GH_NumberHooks[GH_Integer[2]]))) towards GH_Angle[GH_Integer[2]] degrees) facing GH_Angle[GH_Integer[2]] degrees
Set GH_DummyHooks[GH_Integer[2]] = (Last created unit)
Set GH_Unitsnear[GH_Integer[2]] = (Units within 115.00 of (Position of GH_DummyHooks[GH_Integer[2]]) matching (((Matching unit) is alive) Equal to True))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GH_NumberHooks[GH_Integer[2]] Greater than 3
Then - Actions
Set GH_Unit[GH_Integer[2]] = (Random unit from GH_Unitsnear[GH_Integer[2]])
Custom script: call DestroyGroup(udg_GH_Unitsnear[udg_GH_Integer[2]])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(GH_Unit[GH_Integer[2]] belongs to an ally of (Owner of GH_Unit[GH_Integer[2]])) Equal to False
((Unit-type of GH_Unit[GH_Integer[2]]) is A structure) Equal to False
Then - Actions
Unit - Cause GH_Unit[GH_Integer[2]] to damage GH_Unit[GH_Integer[2]], dealing 200.00 damage of attack type Spells and damage type Normal
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Unit - Create 1 GHDummy for (Owner of GH_Unit[(Integer A)]) at (Position of GH_Unit[(Integer A)]) facing GH_AnglingShards[GH_Integer[(Integer A)]] degrees
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Add Hook Shards to (Last created unit)
Set GH_AnglingShards[(Integer A)] = (GH_AnglingShards[(Integer A)] + 45.00)
Set GH_Offset[(Integer A)] = ((Position of GH_Unit[GH_Integer[2]]) offset by 256.00 towards GH_AnglingShards[(Integer A)] degrees)
Unit - Order (Last created unit) to Neutral - Breath Of Frost GH_Offset[(Integer A)]
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GH_Unit[GH_Integer[2]] Not equal to No unit
Then - Actions
Trigger - Turn on Glaive hook loop 2 <gen>
Trigger - Turn off (This trigger)
Else - Actions
Else - Actions
Glaive hook loop 2
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
Unit - Move GH_Unit[GH_Integer[2]] instantly to (Position of GH_DummyHooks[GH_Integer[2]])
Unit - Remove GH_DummyHooks[GH_Integer[2]] from the game
Set GH_DummyHooks[GH_Integer[2]] = GH_DummyHooks[(GH_Integer[2] - 1)]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GH_NumberHooks[GH_Integer[2]] Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
Unit - Move GH_Unit[GH_Integer[2]] instantly to (Position of GH_DummyHooks[GH_Integer[2]])
Unit - Remove GH_DummyHooks[GH_Integer[2]] from the game
Set GH_DummyHooks[GH_Integer[2]] = GH_DummyHooks[(GH_Integer[2] - 1)]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GH_NumberHooks[GH_Integer[2]] Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Please, help me!
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