Code:
Primal Roar
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Primal Roar
Actions
Set PrimalRoar_Caster = (Triggering unit)
Set PrimalRoar_Caster_Loc = (Position of PrimalRoar_Caster)
Set PrimalRoar_Target = (Target unit of ability being cast)
Set PrimalRoar_Target_Loc = (Target point of ability being cast)
Set PrimalRoar_Angle = (Angle from PrimalRoar_Caster_Loc to PrimalRoar_Target_Loc)
For each (Integer PrimalRoar) from 1 to 4, do (Actions)
Loop - Actions
Set PrimalRoar_Temp_Loc[PrimalRoar] = (PrimalRoar_Caster_Loc offset by (200.00 x (Real(PrimalRoar))) towards PrimalRoar_Angle degrees)
Unit - Create 1 Primal Roar Effect Dummy for (Owner of PrimalRoar_Caster) at PrimalRoar_Temp_Loc[PrimalRoar] facing Default building facing degrees
Set PrimalRoar_Effect_Dummy[PrimalRoar] = (Last created unit)
Unit - Add a 1.00 second Generic expiration timer to PrimalRoar_Effect_Dummy[PrimalRoar]
Unit - Create 1 Primal Roar Dummy for (Owner of PrimalRoar_Caster) at PrimalRoar_Temp_Loc[PrimalRoar] facing Default building facing degrees
Set PrimalRoar_Dummy[PrimalRoar] = (Last created unit)
Animation - Change PrimalRoar_Dummy[PrimalRoar] prop window angle to -180.00
Unit - Set level of Primal Roar Slow Effect for PrimalRoar_Dummy[PrimalRoar] to (Level of Primal Roar for PrimalRoar_Caster)
Unit - Add a 1.00 second Generic expiration timer to PrimalRoar_Dummy[PrimalRoar]
Unit - Order PrimalRoar_Dummy[PrimalRoar] to Human Mountain King - Thunder Clap
Wait 0.35 seconds
Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is A structure) Equal to False) and (((((Matching unit) is alive) Equal to True) and (((Matching unit) has buff Primal Roar (Slow)) Equal to True)) and (((Matching unit) Not equal to PrimalRoar_Target) and do (Actions)
Loop - Actions
Custom script: call SetUnitPathing(GetEnumUnit(), false)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PrimalRoar_Angle Greater than 90.00
PrimalRoar_Angle Less than or equal to 270.00
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Angle from PrimalRoar_Caster_Loc to (Position of (Picked unit))) Greater than or equal to PrimalRoar_Angle
Then - Actions
Unit Group - Add (Picked unit) to PrimalRoar_Right_Group
Else - Actions
Unit Group - Add (Picked unit) to PrimalRoar_Left_Group
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Angle from PrimalRoar_Caster_Loc to (Position of (Picked unit))) Greater than or equal to (PrimalRoar_Angle + 180.00)) or ((Angle from PrimalRoar_Caster_Loc to (Position of (Picked unit))) Less than PrimalRoar_Angle)
Then - Actions
Unit Group - Add (Picked unit) to PrimalRoar_Left_Group
Else - Actions
Unit Group - Add (Picked unit) to PrimalRoar_Right_Group
Unit - Create 1 Primal Roar Dummy for (Owner of PrimalRoar_Caster) at (Position of (Picked unit)) facing Default building facing degrees
Unit - Add a 0.90 second Generic expiration timer to (Last created unit)
Unit - Set level of Primal Roar Damage for (Last created unit) to (Level of Primal Roar for PrimalRoar_Caster)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of PrimalRoar_Caster)
Then - Actions
Do nothing
Else - Actions
Unit - Order (Last created unit) to Special Archimonde - Finger Of Death (Picked unit)
Countdown Timer - Start PrimalRoar_Timer as a Repeating timer that will expire in 0.03 seconds
Unit - Order PrimalRoar_Caster to Attack PrimalRoar_Target
Custom script: call RemoveLocation (udg_PrimalRoar_Caster_Loc)
Custom script: call RemoveLocation (udg_PrimalRoar_Target_Loc)
Custom script: call RemoveLocation (udg_PrimalRoar_Temp_Loc[1])
Custom script: call RemoveLocation (udg_PrimalRoar_Temp_Loc[2])
Custom script: call RemoveLocation (udg_PrimalRoar_Temp_Loc[3])
Custom script: call RemoveLocation (udg_PrimalRoar_Temp_Loc[4])
Code:
Primal Roar Move Units
Events
Time - PrimalRoar_Timer expires
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PrimalRoar_Counter Less than 40
Then - Actions
Set PrimalRoar_Counter = (PrimalRoar_Counter + 1)
Unit Group - Pick every unit in PrimalRoar_Right_Group and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 12.00 towards (PrimalRoar_Angle + 90.00) degrees)
Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in PrimalRoar_Left_Group and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 12.00 towards (PrimalRoar_Angle - 90.00) degrees)
Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Unit Group - Pick every unit in PrimalRoar_Left_Group and do (Actions)
Loop - Actions
Custom script: call SetUnitPathing(GetEnumUnit(), true)
Unit Group - Pick every unit in PrimalRoar_Right_Group and do (Actions)
Loop - Actions
Custom script: call SetUnitPathing(GetEnumUnit(), true)
Countdown Timer - Pause PrimalRoar_Timer
Set PrimalRoar_Counter = 0
Set PrimalRoar_Angle = 0.00
Custom script: set bj_wantDestroyGroup = true
Unit Group - Remove all units from PrimalRoar_Right_Group
Custom script: set bj_wantDestroyGroup = true
Unit Group - Remove all units from PrimalRoar_Left_Group
In this trigger code can you make it to be a spells i am newbe
Primal Roar
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Primal Roar
Actions
Set PrimalRoar_Caster = (Triggering unit)
Set PrimalRoar_Caster_Loc = (Position of PrimalRoar_Caster)
Set PrimalRoar_Target = (Target unit of ability being cast)
Set PrimalRoar_Target_Loc = (Target point of ability being cast)
Set PrimalRoar_Angle = (Angle from PrimalRoar_Caster_Loc to PrimalRoar_Target_Loc)
For each (Integer PrimalRoar) from 1 to 4, do (Actions)
Loop - Actions
Set PrimalRoar_Temp_Loc[PrimalRoar] = (PrimalRoar_Caster_Loc offset by (200.00 x (Real(PrimalRoar))) towards PrimalRoar_Angle degrees)
Unit - Create 1 Primal Roar Effect Dummy for (Owner of PrimalRoar_Caster) at PrimalRoar_Temp_Loc[PrimalRoar] facing Default building facing degrees
Set PrimalRoar_Effect_Dummy[PrimalRoar] = (Last created unit)
Unit - Add a 1.00 second Generic expiration timer to PrimalRoar_Effect_Dummy[PrimalRoar]
Unit - Create 1 Primal Roar Dummy for (Owner of PrimalRoar_Caster) at PrimalRoar_Temp_Loc[PrimalRoar] facing Default building facing degrees
Set PrimalRoar_Dummy[PrimalRoar] = (Last created unit)
Animation - Change PrimalRoar_Dummy[PrimalRoar] prop window angle to -180.00
Unit - Set level of Primal Roar Slow Effect for PrimalRoar_Dummy[PrimalRoar] to (Level of Primal Roar for PrimalRoar_Caster)
Unit - Add a 1.00 second Generic expiration timer to PrimalRoar_Dummy[PrimalRoar]
Unit - Order PrimalRoar_Dummy[PrimalRoar] to Human Mountain King - Thunder Clap
Wait 0.35 seconds
Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is A structure) Equal to False) and (((((Matching unit) is alive) Equal to True) and (((Matching unit) has buff Primal Roar (Slow)) Equal to True)) and (((Matching unit) Not equal to PrimalRoar_Target) and do (Actions)
Loop - Actions
Custom script: call SetUnitPathing(GetEnumUnit(), false)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PrimalRoar_Angle Greater than 90.00
PrimalRoar_Angle Less than or equal to 270.00
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Angle from PrimalRoar_Caster_Loc to (Position of (Picked unit))) Greater than or equal to PrimalRoar_Angle
Then - Actions
Unit Group - Add (Picked unit) to PrimalRoar_Right_Group
Else - Actions
Unit Group - Add (Picked unit) to PrimalRoar_Left_Group
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Angle from PrimalRoar_Caster_Loc to (Position of (Picked unit))) Greater than or equal to (PrimalRoar_Angle + 180.00)) or ((Angle from PrimalRoar_Caster_Loc to (Position of (Picked unit))) Less than PrimalRoar_Angle)
Then - Actions
Unit Group - Add (Picked unit) to PrimalRoar_Left_Group
Else - Actions
Unit Group - Add (Picked unit) to PrimalRoar_Right_Group
Unit - Create 1 Primal Roar Dummy for (Owner of PrimalRoar_Caster) at (Position of (Picked unit)) facing Default building facing degrees
Unit - Add a 0.90 second Generic expiration timer to (Last created unit)
Unit - Set level of Primal Roar Damage for (Last created unit) to (Level of Primal Roar for PrimalRoar_Caster)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Owner of PrimalRoar_Caster)
Then - Actions
Do nothing
Else - Actions
Unit - Order (Last created unit) to Special Archimonde - Finger Of Death (Picked unit)
Countdown Timer - Start PrimalRoar_Timer as a Repeating timer that will expire in 0.03 seconds
Unit - Order PrimalRoar_Caster to Attack PrimalRoar_Target
Custom script: call RemoveLocation (udg_PrimalRoar_Caster_Loc)
Custom script: call RemoveLocation (udg_PrimalRoar_Target_Loc)
Custom script: call RemoveLocation (udg_PrimalRoar_Temp_Loc[1])
Custom script: call RemoveLocation (udg_PrimalRoar_Temp_Loc[2])
Custom script: call RemoveLocation (udg_PrimalRoar_Temp_Loc[3])
Custom script: call RemoveLocation (udg_PrimalRoar_Temp_Loc[4])
Code:
Primal Roar Move Units
Events
Time - PrimalRoar_Timer expires
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PrimalRoar_Counter Less than 40
Then - Actions
Set PrimalRoar_Counter = (PrimalRoar_Counter + 1)
Unit Group - Pick every unit in PrimalRoar_Right_Group and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 12.00 towards (PrimalRoar_Angle + 90.00) degrees)
Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in PrimalRoar_Left_Group and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 12.00 towards (PrimalRoar_Angle - 90.00) degrees)
Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Unit Group - Pick every unit in PrimalRoar_Left_Group and do (Actions)
Loop - Actions
Custom script: call SetUnitPathing(GetEnumUnit(), true)
Unit Group - Pick every unit in PrimalRoar_Right_Group and do (Actions)
Loop - Actions
Custom script: call SetUnitPathing(GetEnumUnit(), true)
Countdown Timer - Pause PrimalRoar_Timer
Set PrimalRoar_Counter = 0
Set PrimalRoar_Angle = 0.00
Custom script: set bj_wantDestroyGroup = true
Unit Group - Remove all units from PrimalRoar_Right_Group
Custom script: set bj_wantDestroyGroup = true
Unit Group - Remove all units from PrimalRoar_Left_Group
In this trigger code can you make it to be a spells i am newbe