- Joined
- May 8, 2016
- Messages
- 112
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Init Copy
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Events
- Map initialization
- Conditions
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Actions
- Set TempPoint = (Center of (Playable map area))
- Unit - Create 1 Fade for Neutral Passive at TempPoint facing 0.00 degrees
- Unit - Add Hidden to (Last created unit)
- Unit - Add Fade to (Last created unit)
- Unit - Explode (Last created unit)
- 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
- Player - Disable Hidden for (Player((Integer A)))
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Loop - Actions
- -------- 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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Events
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Fade Step
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (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
- FSHas[FSLastRecycled] Equal to True
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Then - Actions
- Set FSMax = (FSMax + 1)
- Set FSIndex = FSMax
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Else - Actions
- Set FSIndex = FSLastRecycled
- Set FSLastRecycled = FSRecycledList[FSLastRecycled]
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If - Conditions
- Set FSCaster[FSIndex] = (Triggering unit)
- Set FSCasterPoint[FSIndex] = (Position of FSCaster[FSIndex])
- Set FSDistance[FSIndex] = 0.00
- Set FSMaxDistance[FSIndex] = 100.00
- Custom script: set udg_FSDummyGroup[udg_FSIndex] = CreateGroup()
- -------- --------------------- --------
- -------- Time needed to travel this distance. --------
- -------- --------------------- --------
- -------- If you change this don't forget to change the ability's buff duration too. --------
- -------- --------------------- --------
- Set FSTime = 0.60
- Set FSMove[FSIndex] = (FSMaxDistance[FSIndex] / (FSTime / 0.03))
- Set FSFade[FSIndex] = (100.00 / (FSMaxDistance[FSIndex] / FSMove[FSIndex]))
- Set FSFadeC[FSIndex] = (100.00 - FSFade[FSIndex])
- Set FSFace[FSIndex] = (Facing of FSCaster[FSIndex])
- Set FSHas[FSIndex] = True
- Set FSCount = (FSCount + 1)
- Unit - Add Hidden to FSCaster[FSIndex]
- Set TempPoint = (Position of FSCaster[FSIndex])
- Unit - Create 1 Fade for (Triggering player) at TempPoint facing FSFace[FSIndex] degrees
- Unit - Add Fade Step DUMMY to (Last created unit)
- Unit - Order (Last created unit) to Orc Troll Berserker - Berserk
- Set FSDummy[FSIndex] = (Last created unit)
- Custom script: call RemoveLocation (udg_TempPoint)
- Animation - Change FSCaster[FSIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFade[FSIndex]% transparency
- Animation - Change FSDummy[FSIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFade[FSIndex]% transparency
- Animation - Change FSDummy[FSIndex]'s animation speed to 150.00% of its original speed
- 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
- (Fade Step Loop <gen> is on) Equal to False
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Then - Actions
- Trigger - Turn on Fade Step Loop <gen>
- 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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Events
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Fade Step Loop
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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 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
- 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
- FSDistance[FSInteger] Less than FSMaxDistance[FSInteger]
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Then - Actions
- Set TempPoint = (Position of FSCaster[FSInteger])
- Set FSDistance[FSInteger] = (FSDistance[FSInteger] + FSMove[FSInteger])
- Set TempPoint2 = (TempPoint offset by FSMove[FSInteger] towards (FSFace[FSInteger] + 180.00) degrees)
- Set FSFadeC[FSInteger] = (FSFadeC[FSInteger] - FSFade[FSInteger])
- Unit - Create 1 Fade for Neutral Passive at TempPoint facing FSFace[FSInteger] degrees
- Unit - Add Fade to (Last created unit)
- Unit - Order (Last created unit) to Orc Blademaster - Wind Walk
- Unit - Add a 0.60 second Generic expiration timer to (Last created unit)
- Animation - Change FSCaster[FSInteger]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFadeC[FSInteger]% transparency
- Animation - Change FSDummy[FSInteger]'s vertex coloring to (100.00%, 100.00%, 100.00%) with FSFadeC[FSInteger]% transparency
- 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
- (TempGroup is empty) Equal to True
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Then - Actions
- Unit - Move FSCaster[FSInteger] instantly to TempPoint2
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Else - Actions
- Unit - Turn collision for FSCaster[FSInteger] Off
- Unit - Move FSCaster[FSInteger] instantly to TempPoint2
- Unit - Turn collision for FSCaster[FSInteger] On
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If - Conditions
- Unit - Move FSDummy[FSInteger] instantly to TempPoint2
- Custom script: call DestroyGroup(udg_TempGroup)
- Custom script: call RemoveLocation (udg_TempPoint)
- Custom script: call RemoveLocation (udg_TempPoint2)
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Else - Actions
- Unit - Remove Hidden from FSCaster[FSIndex]
- Unit Group - Pick every unit in FSDummyGroup[FSInteger] and do (Unit - Remove (Picked unit) from the game)
- Custom script: call DestroyGroup(udg_FSDummyGroup[udg_FSInteger])
- Unit - Remove FSDummy[FSInteger] from the game
- Custom script: call RemoveLocation (udg_FSCasterPoint[udg_FSInteger])
- Animation - Change FSCaster[FSInteger]'s animation speed to 100.00% of its original speed
- Animation - Change FSCaster[FSInteger]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Animation - Play FSCaster[FSInteger]'s stand animation
- Set FSHas[FSInteger] = False
- Set FSCount = (FSCount - 1)
- Set FSRecycledList[FSInteger] = FSLastRecycled
- 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
- FSCount Equal to 0
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Then - Actions
- Set FSMax = 0
- Set FSLastRecycled = 0
- Set FSRecycledList[0] = 0
- Trigger - Turn off (This trigger)
- Else - Actions
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If - Conditions
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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 FSInteger) from 0 to FSMax, do (Actions)
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Events
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?