- Joined
- May 3, 2008
- Messages
- 3,155
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Phoenix Sphere Start
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Phoenix Sphere (Phoenix Guard)
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- GB_Int[1] Equal to 0
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Then - Actions
- Trigger - Turn on Phoenix Sphere <gen>
- Else - Actions
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If - Conditions
- Set GB_Flag[GB_Int[2]] = True
- Set GB_Int[1] = (GB_Int[1] + 1)
- Set GB_Int[2] = (GB_Int[2] + 1)
- Set GB_Caster[GB_Int[2]] = (Triggering unit)
- Set GB_Level[GB_Int[2]] = (Level of Phoenix Sphere (Phoenix Guard) for (Triggering unit))
- Set GB_DummyPt[GB_Int[2]] = (Position of (Triggering unit))
- Set GB_TarPt[GB_Int[2]] = (Target point of ability being cast)
- Set GB_TarPt[GB_Int[2]] = (GB_DummyPt[GB_Int[2]] offset by 1000.00 towards (Angle from GB_DummyPt[GB_Int[2]] to GB_TarPt[GB_Int[2]]) degrees)
- Unit - Create 1 Dummy (Phoenix Sphere) for (Owner of (Triggering unit)) at GB_DummyPt[GB_Int[2]] facing Default building facing degrees
- Set GB_Dummy[GB_Int[2]] = (Last created unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Phoenix Sphere
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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For each (Integer Phoenix_Sphere) from 1 to GB_Int[2], do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- GB_Flag[Phoenix_Sphere] Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Distance between GB_TarPt[Phoenix_Sphere] and GB_DummyPt[Phoenix_Sphere]) Less than or equal to 10.00
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Then - Actions
- Set GB_Caster[Phoenix_Sphere] = No unit
- Custom script: call DestroyGroup(udg_GB_UnitGrp[udg_Phoenix_Sphere])
- Custom script: call RemoveLocation(udg_GB_DummyPt[udg_Phoenix_Sphere])
- Custom script: call RemoveLocation(udg_GB_TarPt[udg_Phoenix_Sphere])
- Custom script: call RemoveLocation(udg_GB_MoveToPt[udg_Phoenix_Sphere])
- Unit - Remove GB_Dummy[Phoenix_Sphere] from the game
- Set GB_Dummy[Phoenix_Sphere] = No unit
- Set GB_Flag[Phoenix_Sphere] = False
- Set GB_Int[1] = (GB_Int[1] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- GB_Int[2] Equal to 0
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Then - Actions
- Set GB_Int[1] = 0
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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Else - Actions
- Set GB_DummyPt[Phoenix_Sphere] = (GB_DummyPt[Phoenix_Sphere] offset by 10.00 towards (Angle from GB_DummyPt[Phoenix_Sphere] to GB_TarPt[Phoenix_Sphere]) degrees)
- Unit - Move GB_Dummy[Phoenix_Sphere] instantly to GB_DummyPt[Phoenix_Sphere]
- Set GB_UnitGrp[Phoenix_Sphere] = (Units within (200.00 + (50.00 x (Real(GB_Level[Phoenix_Sphere])))) of GB_DummyPt[Phoenix_Sphere] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of GB_Caster[Phoenix_Sphere])) Equal to True) an
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Unit Group - Pick every unit in GB_UnitGrp[Phoenix_Sphere] and do (Actions)
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Loop - Actions
- Set GB_MoveReal[Phoenix_Sphere] = (175.00 + (25.00 x (Real(GB_Level[Phoenix_Sphere]))))
- Set GB_MoveToPt[Phoenix_Sphere] = (Position of (Picked unit))
- Set GB_MoveToPt[Phoenix_Sphere] = (GB_MoveToPt[Phoenix_Sphere] offset by (12.00 + (0.10 x (Distance between (Position of (Picked unit)) and GB_DummyPt[Phoenix_Sphere]))) towards (Angle from (Position of (Picked unit)) to (GB_DummyPt[Phoenix_Sphere] offset by GB_MoveReal[Phoenix_Sphere] toward
- Unit - Move (Picked unit) instantly to GB_MoveToPt[Phoenix_Sphere]
- Unit - Cause GB_Caster[Phoenix_Sphere] to damage (Picked unit), dealing ((0.01 x (0.33 x (Real(GB_Level[Phoenix_Sphere])))) x (Distance between GB_DummyPt[Phoenix_Sphere] and (Position of (Picked unit)))) damage of attack type Normal 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
- GB_EffectCounter[Phoenix_Sphere] Equal to 6
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Then - Actions
- Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
- Special Effect - Destroy (Last created special effect)
- Set GB_EffectCounter[Phoenix_Sphere] = 0
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Else - Actions
- Set GB_EffectCounter[Phoenix_Sphere] = (GB_EffectCounter[Phoenix_Sphere] + 1)
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If - Conditions
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Loop - Actions
- Custom script: call DestroyGroup(udg_GB_UnitGrp[udg_Phoenix_Sphere])
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer Phoenix_Sphere) from 1 to GB_Int[2], do (Actions)
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Events
Any reason why it does that?