- Joined
- Jan 16, 2011
- Messages
- 44
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Genjutsu Init Copy
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Events
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Map initialization
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Conditions
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Actions
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Hashtable - Create a hashtable
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Set Genjutsu_Table = (Last created hashtable)
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Genjutsu Die Copy
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Events
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Unit - A unit Dies
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of (Dying unit)) Equal to Genjutsu - Dummy Itachi
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Actions
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Unit - Remove (Dying unit) from the game
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Genjutsu Cast Copy
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Events
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Unit - A unit Is attacked
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Conditions
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(Level of Crow Jutsu for (Attacked unit)) Greater than 0
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Actions
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-------- -------------------------------------------------------- --------
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-------- Caster Settings --------
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-------- -------------------------------------------------------- --------
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Set Genjutsu_Caster = (Attacked unit)
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Set Genjutsu_Owner = (Owner of Genjutsu_Caster)
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Set Genjutsu_CasterPosition = (Position of Genjutsu_Caster)
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-------- -------------------------------------------------------- --------
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-------- Attacker Settings --------
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-------- -------------------------------------------------------- --------
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Set Genjutsu_Attacker = (Attacking unit)
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Set Genjutsu_AttackerPosition = (Position of Genjutsu_Attacker)
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-------- -------------------------------------------------------- --------
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-------- Spell Settings --------
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-------- -------------------------------------------------------- --------
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Set Genjutsu_Ability = Crow Jutsu
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Set Genjutsu_Owner = (Owner of Genjutsu_Caster)
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Set Genjutsu_AbilityLevel = (Level of Genjutsu_Ability for Genjutsu_Caster)
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Set Genjutsu_Chance = (5 x Genjutsu_AbilityLevel)
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Set Genjutsu_Crows = True
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-------- -------------------------------------------------------- --------
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-------- MoveSettings --------
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-------- -------------------------------------------------------- --------
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Set Genjutsu_MoveAngle = (Angle from Genjutsu_AttackerPosition to Genjutsu_CasterPosition)
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Set Genjutsu_MoveSpeed = 10.00
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Set Genjutsu_MoveDistance = -150.00
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-------- -------------------------------------------------------- --------
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-------- Damage Settings --------
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-------- -------------------------------------------------------- --------
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Set Genjutsu_Damage = (25 x Genjutsu_AbilityLevel)
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-------- -------------------------------------------------------- --------
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-------- Itachi Dummy (Fading) --------
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-------- -------------------------------------------------------- --------
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Set Genjutsu_CreateCurrIntervival = 0.00
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Set Genjutsu_CreateIntervival = 0.02
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Set Genjutsu_CreateTemperency = 50.00
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Set Genjutsu_CreateDummyExpiration = 0.20
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-------- -------------------------------------------------------- --------
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-------- Actions --------
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-------- -------------------------------------------------------- --------
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Trigger - Add to Genjutsu Loop Copy <gen> the event (Unit - A unit Is attacked)
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Custom script: call RemoveLocation (udg_Genjutsu_CasterPosition)
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Custom script: call RemoveLocation (udg_Genjutsu_AttackerPosition)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Random integer number between 1 and 100) Less than or equal to Genjutsu_Chance
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Then - Actions
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-------- -------------------------------------------------------- --------
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-------- Hashtables --------
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-------- -------------------------------------------------------- --------
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Hashtable - Save Genjutsu_CreateCurrIntervival as 0 of (Key (Attacked unit)) in Genjutsu_Table
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Hashtable - Save Genjutsu_CreateIntervival as 1 of (Key (Attacked unit)) in Genjutsu_Table
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Hashtable - Save Genjutsu_CreateTemperency as 2 of (Key (Attacked unit)) in Genjutsu_Table
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Hashtable - Save Genjutsu_MoveAngle as 3 of (Key (Attacked unit)) in Genjutsu_Table
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Hashtable - Save Genjutsu_MoveDistance as 4 of (Key (Attacked unit)) in Genjutsu_Table
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Hashtable - Save Genjutsu_MoveSpeed as 5 of (Key (Attacked unit)) in Genjutsu_Table
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Hashtable - Save Genjutsu_Damage as 6 of (Key (Attacked unit)) in Genjutsu_Table
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Hashtable - Save Genjutsu_CreateDummyExpiration as 7 of (Key (Attacked unit)) in Genjutsu_Table
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-------- -------------------------------------------------------- --------
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-------- Actions --------
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-------- -------------------------------------------------------- --------
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Unit Group - Add Genjutsu_Caster to Genjutsu_Group
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Unit - Turn collision for Genjutsu_Caster Off
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Genjutsu_Crows Equal to True
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Then - Actions
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For each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
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-------- -------------------------------------------------------- --------
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-------- Crow Settings --------
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-------- -------------------------------------------------------- --------
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Set Genjutsu_CrowMoveDistance = 9999999.00
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Set Genjutsu_CrowExpiration = 1.00
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Set Genjutsu_CrowMoveAngle = (Random angle)
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Set Genjutsu_CrowMovePoint = (Genjutsu_CastersPosition offset by Genjutsu_CrowMoveDistance towards Genjutsu_CrowMoveAngle degrees)
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-------- -------------------------------------------------------- --------
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-------- Actions --------
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-------- -------------------------------------------------------- --------
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Set Genjutsu_CasterPosition = (Position of Genjutsu_Caster)
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Unit - Create 1 No unit-type for Genjutsu_Owner at Genjutsu_CasterPosition facing Genjutsu_CrowAngle degrees
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Set Genjutsu_CrowDummy = (Last created unit)
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Set Genjutsu_CrowDummyPosition = (Position of Genjutsu_CrowDummy)
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Unit - Order Genjutsu_CrowDummy to Move To Genjutsu_CrowMovePoint
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Unit - Add a Genjutsu_CrowExpiration second Generic expiration timer to Genjutsu_CrowDummy
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Custom script: call RemoveLocation (udg_Genjutsu_CasterPosition)
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Custom script: call RemoveLocation (udg_Genjutsu_CrowDummyPosition)
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Custom script: call RemoveLocation (udg_Genjutsu_MovePoint)
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Else - Actions
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Else - Actions
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Genjutsu Loop Copy
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Events
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Time - Every 0.01 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in Genjutsu_Group and do (Actions)
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Loop - Actions
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Set Genjutsu_Casters = (Picked unit)
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Set Genjutsu_CreateCurrIntervival = (Load 0 of (Key (Picked unit)) from Genjutsu_Table)
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Set Genjutsu_CreateIntervival = (Load 1 of (Key (Picked unit)) from Genjutsu_Table)
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Set Genjutsu_CreateTemperency = (Load 2 of (Key (Picked unit)) from Genjutsu_Table)
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Set Genjutsu_MoveAngle = (Load 3 of (Key (Picked unit)) from Genjutsu_Table)
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Set Genjutsu_MoveDistance = (Load 4 of (Key (Picked unit)) from Genjutsu_Table)
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Set Genjutsu_MoveSpeed = (Load 5 of (Key (Picked unit)) from Genjutsu_Table)
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Set Genjutsu_Damage = (Load 6 of (Key (Picked unit)) from Genjutsu_Table)
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Set Genjutsu_CreateDummyExpiration = (Load 7 of (Key (Picked unit)) from Genjutsu_Table)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Then - Actions
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Set Genjutsu_CastersPosition = (Position of Genjutsu_Casters)
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Set Genjutsu_AttackerPosition = (Position of Genjutsu_Attacker)
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Set Genjutsu_MovePoint = (Genjutsu_CastersPosition offset by Genjutsu_MoveSpeed towards (Genjutsu_MoveAngle + 180.00) degrees)
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Set Genjutsu_FinalPoint = (Genjutsu_AttackerPosition offset by Genjutsu_MoveDistance towards Genjutsu_MoveAngle degrees)
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Unit - Move Genjutsu_Casters instantly to Genjutsu_MovePoint
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Unit - Make Genjutsu_Casters face Genjutsu_Attacker over 0.00 seconds
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Set Genjutsu_DamageGroup = (Units within Genjutsu_MoveDamageRange of Genjutsu_CastersPosition matching ((((Matching unit) belongs to an enemy of Genjutsu_Owner) Equal to True) and ((((Matching unit) is alive) Equal to True) and ((((Triggering unit) is A structure) Equal to False) and (
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Unit Group - Pick every unit in Genjutsu_DamageGroup and do (Actions)
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Loop - Actions
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Set Genjutsu_Damaged = (Picked unit)
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Unit - Cause Genjutsu_Casters to damage Genjutsu_Damaged, dealing (Real(Genjutsu_MoveDamage)) damage of attack type Spells and damage type Normal
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Distance between Genjutsu_CastersPosition and Genjutsu_FinalPoint) Less than 50.00
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Then - Actions
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Unit - Cause Genjutsu_Casters to damage Genjutsu_Attacker, dealing (Real(Genjutsu_Damage)) damage of attack type Spells and damage type Normal
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Unit Group - Remove Genjutsu_Casters from Genjutsu_Group
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Unit - Turn collision for Genjutsu_Caster On
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Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Genjutsu_Table
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Genjutsu_Attacker is alive) Equal to False
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Then - Actions
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Unit - Cause Genjutsu_Casters to damage Genjutsu_Attacker, dealing (Real(Genjutsu_Damage)) damage of attack type Spells and damage type Normal
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Unit Group - Remove Genjutsu_Casters from Genjutsu_Group
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Unit - Turn collision for Genjutsu_Caster On
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Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Genjutsu_Table
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Else - Actions
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Custom script: call RemoveLocation (udg_Genjutsu_CastersPosition)
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Custom script: call DestroyGroup (udg_Genjutsu_DamageGroup)
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Custom script: call RemoveLocation (udg_Genjutsu_MovePoint)
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Custom script: call RemoveLocation (udg_Genjutsu_FinalPoint)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Genjutsu_CreateCurrIntervival Less than Genjutsu_CreateIntervival
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Then - Actions
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Hashtable - Save (Genjutsu_CreateCurrIntervival + 0.01) as 0 of (Key (Picked unit)) in Genjutsu_Table
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Else - Actions
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Hashtable - Save (Genjutsu_CreateCurrIntervival - Genjutsu_CreateIntervival) as 0 of (Key (Picked unit)) in Genjutsu_Table
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Set Genjutsu_CastersPosition = (Position of Genjutsu_Casters)
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Unit - Create 1 Genjutsu - Dummy Itachi for Genjutsu_Owner at Genjutsu_CastersPosition facing Genjutsu_MoveAngle degrees
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Set Genjutsu_CreateDummy = (Last created unit)
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Unit - Add a Genjutsu_CreateDummyExpiration second Generic expiration timer to Genjutsu_CreateDummy
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Animation - Change Genjutsu_CreateDummy's vertex coloring to (100.00%, 100.00%, 100.00%) with Genjutsu_CreateTemperency% transparency
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Custom script: call RemoveLocation (udg_Genjutsu_CastersPosition)
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Else - Actions
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