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poison nova

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Level 12
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Aug 18, 2006
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okay, just wait a minute, ill edit this post when im done

EDIT : Okay, here we go, you are going to need these triggers. Note, only 1 Unit per player can use this. I might be able to make it MUI, but imma have to think a lot more then :p

  • Poison Nova Cast
  • Events
    • Unit - A unit Starts the Effect of an ability
  • Condition
    • (Ability being cast) Equal to Poison Nova
  • Action
    • For each (Integer A) between 1 and 24 do (Actions)
      • Loop - Actions
        • Set Point = (Position of (Triggering unit))
        • Set Point2 = (Point offset by 500 towards ((Real(Integer A)) x 15.00) degrees
        • Custom script: call RemoveLocation(udg_Point)
        • Set Point = (Position of (Triggering unit))
        • Unit - Create 1 PoisonNovaDummy for (Owner of (Triggering unit)) at Point facing Default building facing
        • Unit - Order (Last created unit) to Move To Point2
        • Unit - Add a 3 second Generic experation timer for (Last created unit)
        • Custom script: call RemoveLocation(udg_Point)
        • Custom script: call RemoveLocation(udg_Point2)
  • Poison Nova Buff
  • Events
    • Time - Every 0.05 seconds of Game-time
  • Conditions
  • Actions
    • Pick every unit in PoisonNovaGroup and do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • ((Picked unit) has buff Poison Nova) Equal to True
          • Then - Actions
          • Else - Actions
            • Unit Group - Remove (Picked unit) from PoisonNovaGroup
    • Set TempGroup = (Units of type PoisonNovaDummy)
      • Loop - Actions
        • Set TempUnit = (Picked unit)
        • Set Point = (Position of TempUnit)
        • Set TempGroup2 = (Units within 100 of Point matching (((Owner of (Matching unit) is an enemy of (Owner of TempUnit) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is in PoisonNovaGroup) Equal to False)))
        • Custom script: call RemoveLocation(udg_Point)
        • Unit Group - Pick every unit in TempGroup2 and do (Actions)
          • Loop - Actions
            • Set Point = (Position of (Picked unit))
            • Create 1 DummyCaster for (Owner of TempUnit) at Point facing Default building facing
            • Custom script: call RemoveLocation(udg_Point)
            • Unit - Add Poison Nova Posion to (Last created unit)
            • Unit - Order (Last created unit) to Night Elf - Warden - Shadow Strike (Picked unit)
            • Unit - Add a 2 second Generic experation timer for (Last created unit)
            • Unit Group - Add (Picked unit) to PoisonNovaGroup
        • Custom script: call DestroyGroup(udg_TempGroup2)
    • Custom script: call DestroyGroup(udg_TempGroup)
i know its quite complicated, but some things you should know.

1. The PoisonNovaDummy units will move live for 3 seconds
2. They will move 500 Range away from the caster
3. The spell will not stack if 2 players from the same team will cast it at the same time or almost at the same time
4. You can use any poison you want instead of Shadow Strike, i just used it as an example

if you have any questions, feel free to ask. Im not 100% sure it will work, but i think so :D
 
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Level 12
Joined
Aug 18, 2006
Messages
1,193
well, you can make it look however you want. How it looks will not change the trigger a bit. However, you might want to add the Invulnerable and Locust abilities to it, since then they wont die and it will not look horrible when they do :p
 
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