- Joined
- May 8, 2016
- Messages
- 112
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Init Copy
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Events
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Map initialization
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Conditions
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Actions
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Set TempPoint = (Center of (Playable map area))
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Unit - Create 1 Fade for Neutral Passive at TempPoint facing 0.00 degrees
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Unit - Add Hidden to (Last created unit)
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Unit - Add Fade to (Last created unit)
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Unit - Explode (Last created unit)
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Custom script: call RemoveLocation (udg_TempPoint)
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Player - Disable Hidden for (Player((Integer A)))
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-------- First copy the dummy units then the buffs and abilities. After that copy the triggers and make sure it automatically generate new variables. --------
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Fade Step
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Avoid
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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
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FSHas[FSLastRecycled] Equal to True
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Then - Actions
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Set FSMax = (FSMax + 1)
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Set FSIndex = FSMax
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Else - Actions
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Set FSIndex = FSLastRecycled
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Set FSLastRecycled = FSRecycledList[FSLastRecycled]
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Set FSCaster[FSIndex] = (Triggering unit)
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Set FSCasterPoint[FSIndex] = (Position of FSCaster[FSIndex])
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Set FSDistance[FSIndex] = 0.00
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Set FSMaxDistance[FSIndex] = 100.00
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Custom script: set udg_FSDummyGroup[udg_FSIndex] = CreateGroup()
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-------- --------------------- --------
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-------- Time needed to travel this distance. --------
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-------- --------------------- --------
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-------- If you change this don't forget to change the ability's buff duration too. --------
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-------- --------------------- --------
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Set FSTime = 0.60
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Set FSMove[FSIndex] = (FSMaxDistance[FSIndex] / (FSTime / 0.03))
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Set FSFade[FSIndex] = (100.00 / (FSMaxDistance[FSIndex] / FSMove[FSIndex]))
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Set FSFadeC[FSIndex] = (100.00 - FSFade[FSIndex])
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Set FSFace[FSIndex] = (Facing of FSCaster[FSIndex])
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Set FSHas[FSIndex] = True
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Set FSCount = (FSCount + 1)
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Unit - Add Hidden to FSCaster[FSIndex]
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Set TempPoint = (Position of FSCaster[FSIndex])
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Unit - Create 1 Fade for (Triggering player) at TempPoint facing FSFace[FSIndex] degrees
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Unit - Add Fade Step DUMMY to (Last created unit)
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Unit - Order (Last created unit) to Orc Troll Berserker - Berserk
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Set FSDummy[FSIndex] = (Last created unit)
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Custom script: call RemoveLocation (udg_TempPoint)
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Animation - Change FSCaster[FSIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFade[FSIndex]% transparency
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Animation - Change FSDummy[FSIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFade[FSIndex]% transparency
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Animation - Change FSDummy[FSIndex]'s animation speed to 150.00% of its original speed
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Animation - Play FSDummy[FSIndex]'s spell animation
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Fade Step Loop <gen> is on) Equal to False
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Then - Actions
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Trigger - Turn on Fade Step Loop <gen>
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Else - Actions
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Fade Step Loop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer FSInteger) from 0 to FSMax, 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
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FSHas[FSInteger] 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
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FSDistance[FSInteger] Less than FSMaxDistance[FSInteger]
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Then - Actions
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Set TempPoint = (Position of FSCaster[FSInteger])
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Set FSDistance[FSInteger] = (FSDistance[FSInteger] + FSMove[FSInteger])
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Set TempPoint2 = (TempPoint offset by FSMove[FSInteger] towards (FSFace[FSInteger] + 180.00) degrees)
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Set FSFadeC[FSInteger] = (FSFadeC[FSInteger] - FSFade[FSInteger])
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Unit - Create 1 Fade for Neutral Passive at TempPoint facing FSFace[FSInteger] degrees
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Unit - Add Fade to (Last created unit)
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Unit - Order (Last created unit) to Orc Blademaster - Wind Walk
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Unit - Add a 0.60 second Generic expiration timer to (Last created unit)
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Animation - Change FSCaster[FSInteger]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFadeC[FSInteger]% transparency
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Animation - Change FSDummy[FSInteger]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFadeC[FSInteger]% transparency
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Set TempGroup = (Units within 125.00 of TempPoint2 matching ((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) Not equal to FSCaster[FSInteger]) and (((Matching unit) is alive) Equal to True))))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(TempGroup is empty) Equal to True
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Then - Actions
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Unit - Move FSCaster[FSInteger] instantly to TempPoint2
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Else - Actions
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Unit - Turn collision for FSCaster[FSInteger] Off
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Unit - Move FSCaster[FSInteger] instantly to TempPoint2
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Unit - Turn collision for FSCaster[FSInteger] On
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Unit - Move FSDummy[FSInteger] instantly to TempPoint2
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Custom script: call DestroyGroup(udg_TempGroup)
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Custom script: call RemoveLocation (udg_TempPoint)
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Custom script: call RemoveLocation (udg_TempPoint2)
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Else - Actions
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Unit - Remove Hidden from FSCaster[FSIndex]
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Unit Group - Pick every unit in FSDummyGroup[FSInteger] and do (Unit - Remove (Picked unit) from the game)
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Custom script: call DestroyGroup(udg_FSDummyGroup[udg_FSInteger])
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Unit - Remove FSDummy[FSInteger] from the game
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Custom script: call RemoveLocation (udg_FSCasterPoint[udg_FSInteger])
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Animation - Change FSCaster[FSInteger]'s animation speed to 100.00% of its original speed
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Animation - Change FSCaster[FSInteger]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Animation - Play FSCaster[FSInteger]'s stand animation
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Set FSHas[FSInteger] = False
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Set FSCount = (FSCount - 1)
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Set FSRecycledList[FSInteger] = FSLastRecycled
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Set FSLastRecycled = FSInteger
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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FSCount Equal to 0
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Then - Actions
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Set FSMax = 0
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Set FSLastRecycled = 0
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Set FSRecycledList[0] = 0
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Trigger - Turn off (This trigger)
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Else - Actions
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Else - Actions
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I LOST A FRIEND, SOMEWHEEEERE ALONG IN THE BITTERNESS END - The fray: How to save a life
ok joke apart, where did i go wrong importing this spell?