Moderator
M
Moderator
|
IS Configuration

Events


Map initialization

Conditions

Actions


-------- ------------------------ --------


-------- The Mega Impale Shock Ability that used in the spell --------


Set IS_Ability = Impale Shock - Ability


-------- ------------------------ --------


-------- The Impale shock dummy unit that used model in dummy.mdl --------


Set IS_DummyUnitType = IS Dummy


-------- ------------------------ --------


-------- The dummy ability of the dummy caster ( stun ) --------


Set IS_DummyStunAbility = Impale Shock - DummyStunAbility


-------- ------------------------ --------


-------- The dummy ability of the dummy caster ( impale ) --------


Set IS_DummyImpaleAbility = Impale Shock - DummyImpaleAbility


-------- ------------------------ --------


-------- Determines the speed of the primary impale ( distance per second ) --------


Set IS_ImpaleSpeed[1] = 400.00


Set IS_ImpaleSpeed[2] = 500.00


Set IS_ImpaleSpeed[3] = 600.00


-------- ------------------------ --------


-------- Determines collision size or radius of the primary impale. --------


Set IS_ImpaleCollisionSize[1] = 100.00


Set IS_ImpaleCollisionSize[2] = 100.00


Set IS_ImpaleCollisionSize[3] = 100.00


-------- ------------------------ --------


-------- Determines the damage when it meets a enemy unit in the primary impale's collision size. --------


Set IS_ImpaleCollisionDamage[1] = 100.00


Set IS_ImpaleCollisionDamage[2] = 150.00


Set IS_ImpaleCollisionDamage[3] = 200.00


-------- ------------------------ --------


-------- Determines the attacktype of the primary impale when it meets some enemies in it's collision size. --------


Set IS_ImpaleAttackType = Spells


-------- ------------------------ --------


-------- Determines the damagetype of the primary impale when it meets some enemies in it's collision size. --------


Set IS_ImpaleDamageType = Normal


-------- ------------------------ --------


-------- Determines the releasing time of the secondary impale. --------


Set IS_SecondaryImpaleReleaseTime[1] = 0.60


Set IS_SecondaryImpaleReleaseTime[2] = 0.50


Set IS_SecondaryImpaleReleaseTime[3] = 0.40


-------- ------------------------ --------


-------- Determines the bonus range into the targeted point. Formulation: ( Distance Between Caster, Target + Bonus Range ) --------


Set IS_ImpaleBonusRange[1] = 100.00


Set IS_ImpaleBonusRange[2] = 100.00


Set IS_ImpaleBonusRange[3] = 100.00


-------- ------------------------ --------


-------- Determines the casting factor offset of the secondary impale. Formulation [ 0.00 and Wave Distance of DummyImpaleAbility ( 500 ) ] --------


Set IS_ImpaleReleaseOffsetFactor[1] = (Random real number between 0.00 and 500.00)


Set IS_ImpaleReleaseOffsetFactor[2] = (Random real number between 0.00 and 500.00)


Set IS_ImpaleReleaseOffsetFactor[3] = (Random real number between 0.00 and 500.00)


-------- ------------------------ --------


-------- Determines the secondary special effect of the leading impale effect. --------


Set IS_ImpaleEffect = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl


-------- ------------------------ --------


-------- Determines the size of the Impale Special Effect --------


Set IS_ImpaleEffectSize[1] = 100.00


Set IS_ImpaleEffectSize[2] = 125.00


Set IS_ImpaleEffectSize[3] = 150.00


-------- ------------------------ --------


-------- Determines the special effect of the leading impale. --------


Set IS_ImpaleLeadEffect = Abilities\Spells\Undead\Impale\ImpaleMissTarget.mdl


-------- ------------------------ --------


-------- Determines the size of the leading impale special effect. --------


Set IS_ImpaleLeadSize[1] = 125.00


Set IS_ImpaleLeadSize[2] = 150.00


Set IS_ImpaleLeadSize[3] = 175.00


-------- ------------------------ --------


-------- Determines the special effect of the unit when the primary impale's collision meets an enemy unit in the line. --------


Set IS_CollideUnitEffect = Abilities\Spells\Undead\Impale\ImpaleMissTarget.mdl


-------- ------------------------ --------


-------- Determines the collide effect attachent in the unit. --------


Set IS_CollideUnitEffectAttach = origin


-------- ------------------------ --------


-------- Determines the chance of the lead impale special effect to occurs. --------


Set IS_ChanceLeadEffect = 25


-------- ------------------------ --------


-------- Determines the chance of the impale special effect to occurs. --------


Set IS_ChanceEffect = 35


-------- ------------------------ --------


-------- Determines the impact effect when the primary impale reached the final target point. --------


Set IS_ImpactEffect = Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl


-------- ------------------------ --------


-------- Determines the impact radius. --------


Set IS_ImpactRadius[1] = 300.00


Set IS_ImpactRadius[2] = 350.00


Set IS_ImpactRadius[3] = 400.00


-------- ------------------------ --------


-------- Determines the damage in the impact radius. --------


Set IS_ImpactDamage[1] = 100.00


Set IS_ImpactDamage[2] = 200.00


Set IS_ImpactDamage[3] = 300.00


-------- ------------------------ --------


-------- Determines the attacktype of the impact. --------


Set IS_ImpactAttackType = Siege


-------- ------------------------ --------


-------- Determines the damage type of the impact. --------


Set IS_ImpactDamageType = Demolition


-------- ------------------------ --------


-------- Acceleration, Speed Added/s to the KB speed --------


Set IS_KB_Acceleration[1] = -500.00


Set IS_KB_Acceleration[2] = -500.00


Set IS_KB_Acceleration[3] = -500.00


-------- ------------------------ --------


-------- Set this to false if you don't want to crash your map. Set this to true if you want to crash your map. --------


-------- ^ xD. Set this to false to not allow the knockbacked unit throughout in the map playable bounds or borders --------


Set IS_KB_AllowThroughBorders = False


-------- ------------------------ --------


-------- Set this to true if you want to destroy trees while knockbacking the target. Set this to false if you don't want to destroy trees --------


Set IS_KB_DestroyTree = True


-------- ------------------------ --------


-------- Set this to true if you want to disable the unit when being knockback, false if you don't. --------


Set IS_KB_DisableUnit = True


-------- ------------------------ --------


-------- The knockback damage every looping second. --------


Set IS_KB_LoopDamage[1] = 50.00


Set IS_KB_LoopDamage[2] = 75.00


Set IS_KB_LoopDamage[3] = 100.00


-------- ------------------------ --------


-------- Determines the special effect of the unit when knockbacked. --------


Set IS_KB_LoopEffect = Abilities\Spells\Human\FlakCannons\FlakTarget.mdl


-------- ------------------------ --------


-------- ^Attachment of the effect. --------


Set IS_KB_LoopEffectAttach = chest


-------- ------------------------ --------


-------- Determines the ZOffset or the desired max height of the unit when knockbacked --------


Set IS_KB_MaxHeight[1] = 300.00


Set IS_KB_MaxHeight[2] = 350.00


Set IS_KB_MaxHeight[3] = 400.00


-------- ------------------------ --------


-------- Determines the max distance of the knockback --------


Set IS_KB_Range[1] = 350.00


Set IS_KB_Range[2] = 500.00


Set IS_KB_Range[3] = 650.00


-------- ------------------------ --------


-------- Determines the speed of the knockback, distance per second. --------


Set IS_KB_Speed[1] = 300.00


Set IS_KB_Speed[2] = 400.00


Set IS_KB_Speed[3] = 500.00


-------- ------------------------ --------


-------- Determines the attacktype of the knockback looping damage. --------


Set IS_KB_AttackType = Magic


-------- ------------------------ --------


-------- Determines the damagetype of the knockback looping damage. --------


Set IS_KB_DamageType = Normal


-------- ------------------------ --------


-------- Determines the trail effect of the knockbacked unit. --------


Set IS_KB_TrailEffect = Abilities\Weapons\AvengerMissile\AvengerMissile.mdl


-------- ------------------------ --------


-------- Determines the collision size of the unit or radius of the unit. --------


Set IS_KB_UnitCollision[1] = 100.00


Set IS_KB_UnitCollision[2] = 125.00


Set IS_KB_UnitCollision[3] = 150.00


-------- ------------------------ --------


-------- Set this to true if you want to stop in unpathable area. --------


Set IS_KB_UnpathableStop = True


-------- ------------------------ --------
IS Execution

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to IS_Ability

Actions


-------- ------------------------ --------


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



If - Conditions




IS_MaxIndex Equal to 0



Then - Actions




Trigger - Turn on IS Loop <gen>



Else - Actions


-------- ------------------------ --------


Set IS_MaxIndex = (IS_MaxIndex + 1)


-------- ------------------------ --------


Set IS_Caster[IS_MaxIndex] = (Triggering unit)


-------- ------------------------ --------


Set IS_Player[IS_MaxIndex] = (Triggering player)


-------- ------------------------ --------


Set IS_CasterPosition = (Position of IS_Caster[IS_MaxIndex])


-------- ------------------------ --------


Set IS_Level[IS_MaxIndex] = (Level of IS_Ability for IS_Caster[IS_MaxIndex])


-------- ------------------------ --------


Set IS_TargetLocation[IS_MaxIndex] = (Target point of ability being cast)


-------- ------------------------ --------


Set IS_ImpaleAngle[IS_MaxIndex] = (Angle from IS_CasterPosition to IS_TargetLocation[IS_MaxIndex])


-------- ------------------------ --------


Set IS_ImpaleRangeDistance[IS_MaxIndex] = ((Distance between IS_CasterPosition and IS_TargetLocation[IS_MaxIndex]) + IS_ImpaleBonusRange[IS_Level[IS_MaxIndex]])


-------- ------------------------ --------


Set IS_ImpaleSpeedCounter[IS_MaxIndex] = 0.00


-------- ------------------------ --------


Set IS_SecondaryImpaleTimeCounter[IS_MaxIndex] = 0.00


-------- ------------------------ --------


Set IS_ImpaleSpeedCalculation[IS_MaxIndex] = (IS_ImpaleSpeed[IS_Level[IS_MaxIndex]] x 0.03)


-------- ------------------------ --------


Custom script: set udg_IS_GroupContainer [ udg_IS_MaxIndex ] = CreateGroup ( )


-------- ------------------------ --------


Unit - Create 1 IS_DummyUnitType for IS_Player[IS_MaxIndex] at IS_CasterPosition facing Default building facing degrees


-------- ------------------------ --------


Set IS_ImpaleDummyUnit[IS_MaxIndex] = (Last created unit)


-------- ------------------------ --------


Custom script: call RemoveLocation ( udg_IS_CasterPosition )


-------- ------------------------ --------
IS Loop

Events


Time - Every 0.03 seconds of game time

Conditions

Actions


-------- ------------------------ --------


Custom script: local real getX


Custom script: local real getY


-------- ------------------------ --------


For each (Integer IS_CurrentIndex) from 1 to IS_MaxIndex, do (Actions)



Loop - Actions




-------- ------------------------ --------




Set IS_SecondaryImpaleTimeCounter[IS_MaxIndex] = (IS_SecondaryImpaleTimeCounter[IS_MaxIndex] + 0.03)




-------- ------------------------ --------




Set IS_ImpaleDummyUnitPosition = (Position of IS_ImpaleDummyUnit[IS_CurrentIndex])




-------- ------------------------ --------




Set IS_ImpaleMovementLocation = (IS_ImpaleDummyUnitPosition offset by IS_ImpaleSpeedCalculation[IS_CurrentIndex] towards IS_ImpaleAngle[IS_CurrentIndex] degrees)




-------- ------------------------ --------




Custom script: set getX = GetLocationX ( udg_IS_ImpaleMovementLocation )




Custom script: set getY = GetLocationY ( udg_IS_ImpaleMovementLocation )




-------- ------------------------ --------




Custom script: call SetUnitX ( udg_IS_ImpaleDummyUnit [ udg_IS_CurrentIndex ], getX )




Custom script: call SetUnitY ( udg_IS_ImpaleDummyUnit [ udg_IS_CurrentIndex ], getY )




-------- ------------------------ --------




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





If - Conditions






(Random integer number between 1 and 100) Less than or equal to IS_ChanceLeadEffect





Then - Actions






-------- ------------------------ --------






Unit - Create 1 IS_DummyUnitType for IS_Player[IS_CurrentIndex] at IS_ImpaleMovementLocation facing Default building facing degrees






-------- ------------------------ --------






Set IS_ImpaleLeadDummyUnit = (Last created unit)






-------- ------------------------ --------






Animation - Change IS_ImpaleLeadDummyUnit's size to (IS_ImpaleLeadSize[IS_Level[IS_CurrentIndex]]%, 0.00%, 0.00%) of its original size






-------- ------------------------ --------






Special Effect - Create a special effect attached to the origin of IS_ImpaleLeadDummyUnit using IS_ImpaleLeadEffect






-------- ------------------------ --------






Special Effect - Destroy (Last created special effect)






-------- ------------------------ --------






Unit - Add a 0.50 second Generic expiration timer to IS_ImpaleLeadDummyUnit






-------- ------------------------ --------





Else - Actions




-------- ------------------------ --------




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





If - Conditions






(Random integer number between 1 and 100) Less than or equal to IS_ChanceEffect





Then - Actions






-------- ------------------------ --------






Unit - Create 1 IS_DummyUnitType for IS_Player[IS_CurrentIndex] at IS_ImpaleMovementLocation facing Default building facing degrees






-------- ------------------------ --------






Set IS_ImpaleEffectDummyUnit = (Last created unit)






-------- ------------------------ --------






Animation - Change IS_ImpaleEffectDummyUnit's size to (IS_ImpaleEffectSize[IS_Level[IS_CurrentIndex]]%, 0.00%, 0.00%) of its original size






-------- ------------------------ --------






Special Effect - Create a special effect attached to the origin of IS_ImpaleEffectDummyUnit using IS_ImpaleEffect






-------- ------------------------ --------






Special Effect - Destroy (Last created special effect)






-------- ------------------------ --------






Unit - Add a 0.50 second Generic expiration timer to IS_ImpaleEffectDummyUnit






-------- ------------------------ --------





Else - Actions




-------- ------------------------ --------




Set IS_ImpaleSpeedCounter[IS_CurrentIndex] = (IS_ImpaleSpeedCounter[IS_CurrentIndex] + IS_ImpaleSpeedCalculation[IS_CurrentIndex])




-------- ------------------------ --------




Custom script: set bj_wantDestroyGroup = true




-------- ------------------------ --------




Unit Group - Pick every unit in (Units within IS_ImpaleCollisionSize[IS_Level[IS_CurrentIndex]] of IS_ImpaleMovementLocation) and do (Actions)





Loop - Actions






Set IS_CollideUnit = (Picked unit)






-------- ------------------------ --------






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







If - Conditions








(IS_CollideUnit is dead) Not equal to True








(Unit-type of IS_CollideUnit) Not equal to No unit-type








(IS_CollideUnit belongs to an enemy of IS_Player[IS_CurrentIndex]) Equal to True








(IS_CollideUnit is in IS_GroupContainer[IS_CurrentIndex]) Not equal to True








(IS_CollideUnit is A structure) Not equal to True








(IS_CollideUnit is Magic Immune) Not equal to True








(IS_CollideUnit is A flying unit) Not equal to True








(IS_CollideUnit is Mechanical) Not equal to True







Then - Actions








-------- ------------------------ --------








Set IS_CollideUnitPosition = (Position of IS_CollideUnit)








-------- ------------------------ --------








Unit - Cause IS_Caster[IS_CurrentIndex] to damage IS_CollideUnit, dealing IS_ImpaleCollisionDamage[IS_Level[IS_CurrentIndex]] damage of attack type IS_ImpaleAttackType and damage type IS_ImpaleDamageType








-------- ------------------------ --------








Special Effect - Create a special effect attached to the IS_CollideUnitEffectAttach of IS_CollideUnit using IS_CollideUnitEffect








-------- ------------------------ --------








Special Effect - Destroy (Last created special effect)








-------- ------------------------ --------








Unit - Create 1 IS_DummyUnitType for IS_Player[IS_CurrentIndex] at IS_CollideUnitPosition facing Default building facing degrees








-------- ------------------------ --------








Set IS_ImpaleDummyUnitStunCaster = (Last created unit)








-------- ------------------------ --------








Unit - Add a 1.00 second Generic expiration timer to IS_ImpaleDummyUnitStunCaster








-------- ------------------------ --------








Unit - Add IS_DummyStunAbility to IS_ImpaleDummyUnitStunCaster








-------- ------------------------ --------








Unit - Set level of IS_DummyStunAbility for IS_ImpaleDummyUnitStunCaster to IS_Level[IS_CurrentIndex]








-------- ------------------------ --------








Unit - Order IS_ImpaleDummyUnitStunCaster to Human Mountain King - Storm Bolt IS_CollideUnit








-------- ------------------------ --------








Unit Group - Add IS_CollideUnit to IS_GroupContainer[IS_CurrentIndex]








-------- ------------------------ --------








Custom script: call RemoveLocation ( udg_IS_CollideUnitPosition )








-------- ------------------------ --------







Else - Actions






-------- ------------------------ --------






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







If - Conditions








(IS_CollideUnit is dead) Not equal to True








(Unit-type of IS_CollideUnit) Not equal to No unit-type








(IS_CollideUnit belongs to an enemy of IS_Player[IS_CurrentIndex]) Equal to True








(IS_CollideUnit is in IS_GroupContainer[IS_CurrentIndex]) Not equal to True








(IS_CollideUnit is A flying unit) Not equal to True







Then - Actions








-------- ------------------------ --------








Unit - Cause IS_Caster[IS_CurrentIndex] to damage IS_CollideUnit, dealing IS_ImpaleCollisionDamage[IS_Level[IS_CurrentIndex]] damage of attack type IS_ImpaleAttackType and damage type IS_ImpaleDamageType








-------- ------------------------ --------








Unit Group - Add IS_CollideUnit to IS_GroupContainer[IS_CurrentIndex]








-------- ------------------------ --------







Else - Actions






-------- ------------------------ --------




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





If - Conditions






IS_SecondaryImpaleTimeCounter[IS_CurrentIndex] Greater than or equal to IS_SecondaryImpaleReleaseTime[IS_Level[IS_CurrentIndex]]





Then - Actions






-------- ------------------------ --------






Unit - Create 1 IS_DummyUnitType for IS_Player[IS_CurrentIndex] at IS_ImpaleMovementLocation facing Default building facing degrees






-------- ------------------------ --------






Set IS_ImpaleDummyUnitImpaleCaster = (Last created unit)






-------- ------------------------ --------






Unit - Add a 1.00 second Generic expiration timer to IS_ImpaleDummyUnitImpaleCaster






-------- ------------------------ --------






Set IS_ImpaleReleaseAngle = (Random angle)






-------- ------------------------ --------






Set IS_ImpaleDummyUnitPosition = (Position of IS_ImpaleDummyUnitImpaleCaster)






-------- ------------------------ --------






Set IS_ImpaleReleaseLocation = (IS_ImpaleDummyUnitPosition offset by IS_ImpaleReleaseOffsetFactor[IS_Level[IS_CurrentIndex]] towards IS_ImpaleReleaseAngle degrees)






-------- ------------------------ --------






Unit - Add IS_DummyImpaleAbility to IS_ImpaleDummyUnitImpaleCaster






-------- ------------------------ --------






Unit - Set level of IS_DummyImpaleAbility for IS_ImpaleDummyUnitImpaleCaster to IS_Level[IS_CurrentIndex]






-------- ------------------------ --------






Unit - Order IS_ImpaleDummyUnitImpaleCaster to Undead Crypt Lord - Impale IS_ImpaleReleaseLocation






-------- ------------------------ --------






Set IS_SecondaryImpaleTimeCounter[IS_CurrentIndex] = 0.00






-------- ------------------------ --------






Custom script: call RemoveLocation ( udg_IS_ImpaleDummyUnitPosition )






Custom script: call RemoveLocation ( udg_IS_ImpaleReleaseLocation )






-------- ------------------------ --------





Else - Actions




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





If - Conditions






IS_ImpaleSpeedCounter[IS_CurrentIndex] Greater than or equal to IS_ImpaleRangeDistance[IS_CurrentIndex]





Then - Actions






-------- ------------------------ --------






Set IS_ImpactScaleRatio = (IS_ImpactRadius[IS_Level[IS_CurrentIndex]] x 0.53)






-------- ------------------------ --------






Unit - Create 1 IS_DummyUnitType for IS_Player[IS_CurrentIndex] at IS_ImpaleMovementLocation facing Default building facing degrees






-------- ------------------------ --------






Set IS_ImpactDummyUnit = (Last created unit)






-------- ------------------------ --------






Animation - Change IS_ImpactDummyUnit's size to (IS_ImpactScaleRatio%, 0.00%, 0.00%) of its original size






-------- ------------------------ --------






Special Effect - Create a special effect attached to the origin of IS_ImpactDummyUnit using IS_ImpactEffect






-------- ------------------------ --------






Special Effect - Destroy (Last created special effect)






-------- ------------------------ --------






Unit - Add a 1.00 second Generic expiration timer to IS_ImpactDummyUnit






-------- ------------------------ --------






Set IS_ImpaleScaleRatio = (IS_ImpactRadius[IS_Level[IS_CurrentIndex]] x 0.53)






-------- ------------------------ --------






Unit - Create 1 IS_DummyUnitType for IS_Player[IS_CurrentIndex] at IS_ImpaleMovementLocation facing Default building facing degrees






-------- ------------------------ --------






Set IS_ImpactImpaleUnit = (Last created unit)






-------- ------------------------ --------






Animation - Change IS_ImpactImpaleUnit's size to (IS_ImpaleScaleRatio%, 0.00%, 0.00%) of its original size






-------- ------------------------ --------






Special Effect - Create a special effect attached to the origin of IS_ImpactImpaleUnit using IS_ImpaleLeadEffect






-------- ------------------------ --------






Special Effect - Destroy (Last created special effect)






-------- ------------------------ --------






Unit - Add a 1.00 second Generic expiration timer to IS_ImpactImpaleUnit






-------- ------------------------ --------






Custom script: set bj_wantDestroyGroup = true






-------- ------------------------ --------






Unit Group - Pick every unit in (Units within IS_ImpactRadius[IS_Level[IS_CurrentIndex]] of IS_ImpaleMovementLocation) and do (Actions)







Loop - Actions








-------- ------------------------ --------








Set IS_PickedUnit = (Picked unit)








-------- ------------------------ --------








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









If - Conditions










(IS_PickedUnit is dead) Not equal to True










(Unit-type of IS_PickedUnit) Not equal to No unit-type










(IS_PickedUnit belongs to an enemy of IS_Player[IS_CurrentIndex]) Equal to True










(IS_PickedUnit is A structure) Not equal to True










(IS_PickedUnit is Magic Immune) Not equal to True










(IS_PickedUnit is Mechanical) Not equal to True









Then - Actions










-------- ------------------------ --------










Unit - Cause IS_Caster[IS_CurrentIndex] to damage IS_PickedUnit, dealing IS_ImpactDamage[IS_Level[IS_CurrentIndex]] damage of attack type IS_ImpactAttackType and damage type IS_ImpactDamageType










-------- ------------------------ --------










Set IS_PickedUnitPosition = (Position of IS_PickedUnit)










-------- ------------------------ --------










Set KB3D_Accel = IS_KB_Acceleration[IS_Level[IS_CurrentIndex]]










-------- ------------------------ --------










Set KB3D_AllowOutSiding = IS_KB_AllowThroughBorders










-------- ------------------------ --------










Set KB3D_Angle = (Angle from IS_ImpaleMovementLocation to IS_PickedUnitPosition)










-------- ------------------------ --------










Set KB3D_AttackType = IS_KB_AttackType










-------- ------------------------ --------










Set KB3D_DamageType = IS_KB_DamageType










-------- ------------------------ --------










Set KB3D_Damager = IS_Caster[IS_CurrentIndex]










-------- ------------------------ --------










Set KB3D_DestroyTree = IS_KB_DestroyTree










-------- ------------------------ --------










Set KB3D_DisableUnit = IS_KB_DisableUnit










-------- ------------------------ --------










Set KB3D_Fx = IS_KB_LoopEffect










-------- ------------------------ --------










Set KB3D_Fx_Attach = IS_KB_LoopEffectAttach










-------- ------------------------ --------










Set KB3D_LoopDamage = IS_KB_LoopDamage[IS_Level[IS_CurrentIndex]]










-------- ------------------------ --------










Set KB3D_Range = IS_KB_Range[IS_Level[IS_CurrentIndex]]










-------- ------------------------ --------










Set KB3D_Speed = IS_KB_Speed[IS_Level[IS_CurrentIndex]]










-------- ------------------------ --------










Set KB3D_Targeted_Unit = No unit










-------- ------------------------ --------










Set KB3D_TrailFx = IS_KB_TrailEffect










-------- ------------------------ --------










Set KB3D_Unit = IS_PickedUnit










-------- ------------------------ --------










Set KB3D_UnpathableStop = IS_KB_UnpathableStop










-------- ------------------------ --------










Set KB3D_Zoffset = IS_KB_MaxHeight[IS_Level[IS_CurrentIndex]]










-------- ------------------------ --------










Trigger - Run KB3D_Registration (checking conditions)










-------- ------------------------ --------










Custom script: call RemoveLocation ( udg_IS_PickedUnitPosition )










-------- ------------------------ --------









Else - Actions








-------- ------------------------ --------








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









If - Conditions










(IS_PickedUnit is dead) Not equal to True










(Unit-type of IS_PickedUnit) Not equal to No unit-type










(IS_PickedUnit belongs to an enemy of IS_Player[IS_CurrentIndex]) Equal to True










(IS_PickedUnit is Magic Immune) Not equal to True









Then - Actions










-------- ------------------------ --------










Unit - Cause IS_Caster[IS_CurrentIndex] to damage IS_PickedUnit, dealing IS_ImpactDamage[IS_Level[IS_CurrentIndex]] damage of attack type IS_ImpactAttackType and damage type IS_ImpactDamageType










-------- ------------------------ --------









Else - Actions








-------- ------------------------ --------






-------- ------------------------ --------






Unit Group - Remove all units from IS_GroupContainer[IS_CurrentIndex]






Unit - Remove IS_ImpaleDummyUnit[IS_CurrentIndex] from the game






-------- ------------------------ --------






Custom script: call DestroyGroup ( udg_IS_GroupContainer [ udg_IS_CurrentIndex ] )






Custom script: call RemoveLocation ( udg_IS_TargetLocation [ udg_IS_CurrentIndex ] )






-------- ------------------------ --------






Set IS_Caster[IS_CurrentIndex] = IS_Caster[IS_MaxIndex]






Set IS_GroupContainer[IS_CurrentIndex] = IS_GroupContainer[IS_MaxIndex]






Set IS_ImpaleAngle[IS_CurrentIndex] = IS_ImpaleAngle[IS_MaxIndex]






Set IS_ImpaleDummyUnit[IS_CurrentIndex] = IS_ImpaleDummyUnit[IS_MaxIndex]






Set IS_ImpaleRangeDistance[IS_CurrentIndex] = IS_ImpaleRangeDistance[IS_MaxIndex]






Set IS_ImpaleSpeedCalculation[IS_CurrentIndex] = IS_ImpaleSpeedCalculation[IS_MaxIndex]






Set IS_ImpaleSpeedCounter[IS_CurrentIndex] = IS_ImpaleSpeedCounter[IS_MaxIndex]






Set IS_SecondaryImpaleTimeCounter[IS_CurrentIndex] = IS_SecondaryImpaleTimeCounter[IS_MaxIndex]






Set IS_Level[IS_CurrentIndex] = IS_Level[IS_MaxIndex]






Set IS_Player[IS_CurrentIndex] = IS_Player[IS_MaxIndex]






Set IS_TargetLocation[IS_CurrentIndex] = IS_TargetLocation[IS_MaxIndex]






-------- ------------------------ --------






Set IS_MaxIndex = (IS_MaxIndex - 1)






Set IS_CurrentIndex = (IS_CurrentIndex - 1)






-------- ------------------------ --------






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







If - Conditions








IS_MaxIndex Equal to 0







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions






-------- ------------------------ --------





Else - Actions




-------- ------------------------ --------




Custom script: call RemoveLocation ( udg_IS_ImpaleMovementLocation )




Custom script: call RemoveLocation ( udg_IS_ImpaleDummyUnitPosition )




-------- ------------------------ --------


-------- ------------------------ --------
*Spell Name: Mega Impale Shock v1.0 = Initial Upload.
*Spell Author/Creator: by jakeZinc.
*Spell Version: v1.0 = * Initial Released.
*Spell Purpose: Uses KB3D System v1.4.2 ( Highly Recommended )
Useful from reducing outnumbered armies and it is high range that can chase some enemies
Can knockback the targeted area and releasing impales in random angle per mini second.
*Spell Idea: None.
*Spell Requested: None.
*Spell Features v1.0 = * Multi- Unit Instanceabilty ( MUI Spell )
* Lagless
* Leakles
How to Import/Install:
=Preparing for import=
Go to:
File
Preferences
General
Check the box labelled ''Automatically create unknown variables while pasting trigger data''
=Speeding up import of object data-
Go to:
Window
make sure the 'brush list' is unchecked.
You can swap between my map and your map.
=Main importing=
Difficuly in Importing:
"Easy" = 1 to 3 Copy - Paste Required
"Medium" = 4 to 6 Copy - Paste Required
"Hard" = 7 above, Copy - Paste Required
Spell Importing Difficulty: 'Hard'
In order of importing: Copy --> Paste to your Map.
Object Data (OE) - Spell - Impale Shock - Ability
Object Data (OE) - Spell - Impale Shock - DummyStunAbility
Object Data (OE) - Spell - Impale Shock - DummyImpaleAbility
Object Data (OE) - Unit - Impale Shock - Dummy Unit
Trigger Data (TE) - Folder - IS - Impale Shock
Trigger Data (TE) - Folder - KnockBack 3D
Import/Export Files:
You must import the dummy model by Vexorian in Import Manager ( F12 )
* Notes:
Note #1: Make sure to Configure the " IS Configuration " trigger in the IS_Ability and IS_DummyUnit.
Note #2: IF your map has already KnockBack 3D System then dont copy the KnockBack 3D System.
Note #3: If the impact model effect didnt show up in the spell then make sure that you copy the "IS Dummy" in your
map and make sure you import the Dummy Model by Vexorian.
Note #4: Report to the Author If you found a bug or tell the author if the spell is not working.
Note #5: The spell will work if you follow the notes and the Main Importing Instructions.
Note #6: Enjoy
=Modification=
All Modifications should be done in the Configuration Trigger, each configuration is explained and elaborated.
//==========================================================================================================================================
Pls Give credits if you use this spell in your map.
Credits: Vexorian ( Dummy.mdl )
Credits: Jad ( KB3D System v1.4.2 )
Sincerely,
jakeZinc