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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Omnislash
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Actions
- Set Juggernaut2 = (Casting unit)
- Set Omnitarget = (Target unit of ability being cast)
- Player - Disable Omnislash for (Owner of Juggernaut2)
- Wait 0.00 seconds
- Animation - Reset Juggernaut2's animation
- Unit - Make Juggernaut2 Invulnerable
- Unit - Turn collision for Juggernaut2 Off
- Animation - Change Juggernaut2's vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
- Special Effect - Create a special effect attached to the weapon of Juggernaut2 using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
- Set omnieffect1 = (Last created special effect)
- -------- Just wanted the phoenix to be more bold.... --------
- Special Effect - Create a special effect attached to the chest of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
- Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0.00 and 360.00) degrees), facing (Position of Omnitarget)
- Animation - Play Juggernaut2's attack animation
- Unit - Cause Juggernaut2 to damage Omnitarget, dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
- Wait 0.25 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Omnislash for Juggernaut2) Equal to 1
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Then - Actions
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For each (Integer A) from 1 to 2, do (Actions)
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Loop - Actions
- Set Omnitarget = (Random unit from (Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) is al Equal to True
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Then - Actions
- Unit - Make Juggernaut2 Vulnerable
- Unit - Turn collision for Juggernaut2 On
- Animation - Change Juggernaut2's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Special Effect - Destroy omnieffect1
- Player - Enable Omnislash for (Owner of Juggernaut2)
- Set Juggernaut2 = No unit
- Set Omnitarget = No unit
- Skip remaining actions
- Else - Actions
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If - Conditions
- Special Effect - Create a special effect attached to the chest of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
- Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0.00 and 360.00) degrees), facing (Position of Omnitarget)
- Animation - Play Juggernaut2's attack animation
- Unit - Cause Juggernaut2 to damage Omnitarget, dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
- Wait 0.25 seconds
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Loop - Actions
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For each (Integer A) from 1 to 2, do (Actions)
- 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
- (Level of Omnislash for Juggernaut2) Equal to 2
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Then - Actions
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
- Set Omnitarget = (Random unit from (Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) is al Equal to True
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Then - Actions
- Unit - Make Juggernaut2 Vulnerable
- Unit - Turn collision for Juggernaut2 On
- Animation - Change Juggernaut2's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Special Effect - Destroy omnieffect1
- Player - Enable Omnislash for (Owner of Juggernaut2)
- Set Juggernaut2 = No unit
- Set Omnitarget = No unit
- Skip remaining actions
- Else - Actions
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If - Conditions
- Special Effect - Create a special effect attached to the chest of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
- Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0.00 and 360.00) degrees), facing (Position of Omnitarget)
- Animation - Play Juggernaut2's attack animation
- Unit - Cause Juggernaut2 to damage Omnitarget, dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
- Wait 0.25 seconds
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Loop - Actions
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For each (Integer A) from 1 to 4, do (Actions)
- 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
- (Level of Omnislash for Juggernaut2) Equal to 3
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Then - Actions
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For each (Integer A) from 1 to 7, do (Actions)
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Loop - Actions
- Set Omnitarget = (Random unit from (Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Units within 450.00 of (Position of Juggernaut2) matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Mechanical) Not equal to True) and ((((Matching unit) is A flying unit) Not equal to True) and ((((Matching unit) is al Equal to True
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Then - Actions
- Unit - Make Juggernaut2 Vulnerable
- Unit - Turn collision for Juggernaut2 On
- Animation - Change Juggernaut2's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Special Effect - Destroy omnieffect1
- Player - Enable Omnislash for (Owner of Juggernaut2)
- Set Juggernaut2 = No unit
- Set Omnitarget = No unit
- Skip remaining actions
- Else - Actions
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If - Conditions
- Special Effect - Create a special effect attached to the chest of Juggernaut2 using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
- Unit - Move Juggernaut2 instantly to ((Position of Omnitarget) offset by 80.00 towards (Random real number between 0.00 and 360.00) degrees), facing (Position of Omnitarget)
- Animation - Play Juggernaut2's attack animation
- Unit - Cause Juggernaut2 to damage Omnitarget, dealing (Random real number between 150.00 and 250.00) damage of attack type Hero and damage type Normal
- Wait 0.25 seconds
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Loop - Actions
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For each (Integer A) from 1 to 7, do (Actions)
- Else - Actions
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If - Conditions
- Unit - Make Juggernaut2 Vulnerable
- Unit - Turn collision for Juggernaut2 On
- Animation - Change Juggernaut2's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Special Effect - Destroy omnieffect1
- Player - Enable Omnislash for (Owner of Juggernaut2)
- Set Juggernaut2 = No unit
- Set Omnitarget = No unit
- Custom script: call RemoveLocation(udg_blablabla)