- Joined
- Oct 10, 2013
- Messages
- 173
Please guy's do not steal the spell i gonna repair the leak then upload it
here
here
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Kamehameha Init
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Kamehameha
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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
- (KH_UnitGroup is empty) Equal to True
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Then - Actions
- Trigger - Turn on Kamehameha Loop <gen>
- Else - Actions
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If - Conditions
- -------- Preset Variables --------
- Set KH_Caster = (Triggering unit)
- Set KH_Intelligence = (Intelligence of KH_Caster (Exclude bonuses))
- Set KH_TargetUnit = (Target unit of ability being cast)
- -------- Hashtable Saves --------
- Hashtable - Save Handle OfKH_Caster as 0 of (Key (Triggering unit)) in KH_Hashtable
- Hashtable - Save KH_Intelligence as 1 of (Key (Triggering unit)) in KH_Hashtable
- Hashtable - Save Handle OfKH_TargetUnit as 2 of (Key (Triggering unit)) in KH_Hashtable
- Hashtable - Save (2.00 x (Real(KH_Intelligence))) as 3 of (Key (Triggering unit)) in KH_Hashtable
- Hashtable - Save Handle OfKH_DummyGroup as 4 of (Key (Triggering unit)) in KH_Hashtable
- Hashtable - Save 0.00 as 6 of (Key (Triggering unit)) in KH_Hashtable
- -------- Now run proper actions --------
- Unit Group - Add KH_Caster to KH_UnitGroup
- -------- Special effects --------
- -------- for hashtable, save effects from 15-25 --------
- Special Effect - Create a special effect attached to the hand right of KH_Caster using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
- Hashtable - Save Handle Of(Last created special effect) as 15 of (Key (Triggering unit)) in KH_Hashtable
- -------- Create Main Unit --------
- Set KH_temppoint = (Position of KH_Caster)
- Set KH_tempreal = (Angle from KH_temppoint to KH_TargetPoint)
- Set KH_temppoint2 = (KH_temppoint offset by 20.00 towards KH_tempreal degrees)
- Unit - Create 1 KH_Head for (Owner of KH_Caster) at KH_temppoint2 facing Default building facing degrees
- Hashtable - Save Handle Of(Last created unit) as 5 of (Key (Triggering unit)) in KH_Hashtable
- -------- Remove Leaks --------
- Custom script: call RemoveLocation(udg_KH_temppoint)
- Custom script: call RemoveLocation(udg_KH_temppoint2)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Kamehameha Loop
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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Unit Group - Pick every unit in KH_UnitGroup and do (Actions)
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Loop - Actions
- Set KH_tempunit = (Picked unit)
- Set KH_TargetPoint = (Position of (Load 2 of (Key (Picked unit)) in KH_Hashtable))
- Set KH_Damage = (Load 3 of (Key (Picked unit)) from KH_Hashtable)
- Set KH_DummyGroup = (Load 4 of (Key (Picked unit)) in KH_Hashtable)
- Set KH_DummyUnit = (Load 5 of (Key (Picked unit)) in KH_Hashtable)
- Set KH_temppoint3 = (Position of KH_DummyUnit)
- Set KH_tempreal4 = (Angle from KH_temppoint3 to KH_TargetPoint)
- Set KH_temppoint4 = (KH_temppoint3 offset by 25.00 towards KH_tempreal4 degrees)
- Set KH_tempreal2 = (Distance between KH_temppoint3 and KH_TargetPoint)
- Hashtable - Save ((Load 6 of (Key (Picked unit)) from KH_Hashtable) + 0.03) as 6 of (Key (Picked unit)) in KH_Hashtable
- Unit - Move KH_DummyUnit instantly to KH_temppoint4
- Custom script: call RemoveLocation(udg_KH_temppoint4)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Load 6 of (Key (Picked unit)) from KH_Hashtable) Less than 1.50
- KH_tempreal2 Greater than 10.00
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Then - Actions
- -------- Create Trails --------
- Unit - Create 1 KH_Trail for (Owner of KH_tempunit) at KH_temppoint3 facing Default building facing degrees
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Unit Group - Add (Last created unit) to KH_DummyGroup
- Hashtable - Save Handle OfKH_DummyGroup as 4 of (Key (Picked unit)) in KH_Hashtable
- Set KH_tempgroup = (Units within 50.00 of KH_temppoint3 matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and (((Matching unit) belongs to an enemy of (Owner of KH_tempunit)) Equal to True))))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Number of units in KH_tempgroup) Greater than 0
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Then - Actions
- -------- Damage all units --------
- Unit - Create 1 KH_Explosion for (Owner of KH_tempunit) at KH_temppoint3 facing Default building facing degrees
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 250.00 of KH_temppoint3 matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and (((Matching unit) belongs to an enemy of (Owner of KH_tempunit)) Equal to True)))) and do (Actions)
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Loop - Actions
- Unit - Cause KH_tempunit to damage (Picked unit), dealing KH_Damage damage of attack type Chaos and damage type Force
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Loop - Actions
- Custom script: call RemoveLocation(udg_KH_temppoint3)
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Unit Group - Pick every unit in KH_DummyGroup and do (Actions)
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Loop - Actions
- Set KH_timer = (KH_timer + 0.05)
- Unit - Add a (((Real((Number of units in KH_DummyGroup))) / (Real((Number of units in KH_DummyGroup)))) + KH_timer) second Generic expiration timer to (Picked unit)
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Loop - Actions
- Unit - Remove KH_DummyUnit from the game
- Special Effect - Destroy (Load 15 of (Key (Picked unit)) in KH_Hashtable)
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in KH_Hashtable
- Unit Group - Remove KH_tempunit from KH_UnitGroup
- Else - Actions
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If - Conditions
- Custom script: call DestroyGroup(udg_KH_tempgroup)
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Else - Actions
- -------- Damage all units --------
- Unit - Create 1 KH_Explosion for (Owner of KH_tempunit) at KH_temppoint3 facing Default building facing degrees
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 250.00 of KH_temppoint3 matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and (((Matching unit) belongs to an enemy of (Owner of KH_tempunit)) Equal to True)))) and do (Actions)
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Loop - Actions
- Unit - Cause KH_tempunit to damage (Picked unit), dealing KH_Damage damage of attack type Chaos and damage type Force
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Loop - Actions
- Custom script: call RemoveLocation(udg_KH_temppoint3)
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Unit Group - Pick every unit in KH_DummyGroup and do (Actions)
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Loop - Actions
- Set KH_timer = (KH_timer + 0.05)
- Unit - Add a (((Real((Number of units in KH_DummyGroup))) / (Real((Number of units in KH_DummyGroup)))) + KH_timer) second Generic expiration timer to (Picked unit)
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Loop - Actions
- Unit - Remove KH_DummyUnit from the game
- Special Effect - Destroy (Load 15 of (Key (Picked unit)) in KH_Hashtable)
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in KH_Hashtable
- Unit Group - Remove KH_tempunit from KH_UnitGroup
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If - Conditions
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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
- (KH_UnitGroup is empty) Equal to True
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Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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Unit Group - Pick every unit in KH_UnitGroup and do (Actions)
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Events