-
Fury Peak
-
Events
-
Unit - A unit Is attacked
-
-
Conditions
-
((Attacking unit) has buff Fury Peak: Buff ) Equal to True
-
((Attacked unit) is A structure) Equal to False
-
((Attacked unit) is Magic Immune) Equal to False
-
((Attacked unit) belongs to an enemy of (Owner of (Attacking unit))) Equal to True
-
-
Actions
-
Set FP_Point = (Position of (Attacked unit))
-
Unit - Create 1 Effect: Caster for (Owner of (Attacking unit)) at FP_Point facing Default building facing degrees
-
Unit - Add All Hero Attribute to (Last created unit)
-
Unit - Order (Last created unit) to Neutral - Hurl Boulder (Attacked unit)
-
Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
-
Unit - Cause (Attacking unit) to damage (Attacked unit), dealing ((Current movement speed of (Attacking unit)) x (0.10 x (Real((Level of Grishnakh Fury Peak 2 for (Attacking unit)))))) damage of attack type Hero and damage type Normal
-
Floating Text - Create floating text that reads (|c00C80000 + (String((Integer(((Current movement speed of (Attacking unit)) x (0.10 x (Real((Level of Grishnakh Fury Peak 2 for (Attacking unit))))))))))) above (Attacked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
-
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
-
Floating Text - Change the fading age of (Last created floating text) to 0.75 seconds
-
Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
-
Floating Text - Change (Last created floating text): Disable permanence
-
Special Effect - Create a special effect attached to the chest of (Attacked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation (udg_FP_Point)
-
-
-
Omnislash
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Ninja Omnislash 4
-
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
CL_Index[1] Equal to 0
-
-
Then - Actions
-
Trigger - Turn on Omnislash Loop <gen>
-
-
Else - Actions
-
-
Set CL_Index[1] = (CL_Index[1] + 1)
-
Set CL_Index[2] = (CL_Index[2] + 1)
-
Set CL_Caster[CL_Index[2]] = (Triggering unit)
-
Set CL_Player[CL_Index[2]] = (Owner of (Triggering unit))
-
Set CL_Target[CL_Index[2]] = (Target unit of ability being cast)
-
Set CL_AbilityLevel[CL_Index[2]] = (Level of Ninja Omnislash 4 for CL_Caster[CL_Index[2]])
-
Set CL_Boolean[CL_Index[2]] = True
-
Set CL_Slashes[CL_Index[2]] = (2 + (3 x CL_AbilityLevel[CL_Index[2]]))
-
Set CL_Damage[CL_Index[2]] = (75 x CL_AbilityLevel[CL_Index[2]])
-
Set CL_AOE[CL_Index[2]] = 800.00
-
Special Effect - Create a special effect attached to the weapon of CL_Caster[CL_Index[2]] using Abilities\Weapons\ZigguratMissile\ZigguratMissile.mdl
-
Set CL_FirstTarget[CL_Index[2]] = True
-
Set CL_Special[CL_Index[2]] = (Last created special effect)
-
Unit - Pause CL_Caster[CL_Index[2]]
-
Animation - Change CL_Caster[CL_Index[2]]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-
Animation - Change CL_Caster[CL_Index[2]]'s animation speed to 200.00% of its original speed
-
-
-
Omnislash Loop
-
Events
-
Time - Every 0.30 seconds of game time
-
-
Conditions
-
Actions
-
For each (Integer CL_Index[3]) from 1 to CL_Index[2], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
CL_Boolean[CL_Index[3]] Equal to True
-
-
Then - Actions
-
Set CL_Slashes[CL_Index[3]] = (CL_Slashes[CL_Index[3]] - 1)
-
Set CL_Loc[1] = (Position of CL_Target[CL_Index[3]])
-
Set CL_Group[1] = (Units within CL_AOE[CL_Index[3]] of CL_Loc[1] matching ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of CL_Player[CL_Index[3]]) Equal to True))))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
CL_FirstTarget[CL_Index[3]] Equal to True
-
-
Then - Actions
-
Unit - Move CL_Caster[CL_Index[3]] instantly to CL_Loc[1]
-
Unit - Make CL_Caster[CL_Index[3]] face CL_Loc[1] over 0.00 seconds
-
Unit - Cause CL_Caster[CL_Index[3]] to damage CL_Target[CL_Index[3]], dealing (Real(CL_Damage[CL_Index[3]])) damage of attack type Normal and damage type Normal
-
Animation - Play CL_Caster[CL_Index[3]]'s attack animation
-
Special Effect - Create a special effect attached to the origin of CL_Caster[CL_Index[3]] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
Set CL_FirstTarget[CL_Index[3]] = False
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
CL_Slashes[CL_Index[3]] Greater than 0
-
(Number of units in CL_Group[1]) Greater than 0
-
-
Then - Actions
-
Set CL_Victim[CL_Index[3]] = (Random unit from CL_Group[1])
-
Set CL_Loc[2] = (Position of CL_Victim[CL_Index[3]])
-
Set CL_Loc[3] = (CL_Loc[2] offset by 50.00 towards (Random angle) degrees)
-
Unit - Move CL_Caster[CL_Index[3]] instantly to CL_Loc[3]
-
Unit - Make CL_Caster[CL_Index[3]] face CL_Loc[2] over 0.00 seconds
-
Unit - Cause CL_Caster[CL_Index[3]] to damage CL_Victim[CL_Index[3]], dealing (Real(CL_Damage[CL_Index[3]])) damage of attack type Normal and damage type Normal
-
Animation - Play CL_Caster[CL_Index[3]]'s attack animation
-
Special Effect - Create a special effect attached to the origin of CL_Caster[CL_Index[3]] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation( udg_CL_Loc[2] )
-
Custom script: call RemoveLocation( udg_CL_Loc[3] )
-
-
Else - Actions
-
Set CL_Index[1] = (CL_Index[1] - 1)
-
Set CL_Boolean[CL_Index[3]] = False
-
Special Effect - Destroy CL_Special[CL_Index[3]]
-
Unit - Unpause CL_Caster[CL_Index[3]]
-
Animation - Change CL_Caster[CL_Index[3]]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-
Animation - Reset CL_Caster[CL_Index[3]]'s animation
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
CL_Index[1] Equal to 0
-
-
Then - Actions
-
Set CL_Index[2] = 0
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
-
-
-
-
-
Custom script: call RemoveLocation( udg_CL_Loc[1] )
-
Custom script: call DestroyGroup( udg_CL_Group[1] )
-
-
Else - Actions
-
-
-
-
-