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Maek this skill now passive and activatable like frost arrow. PLease

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