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[Trigger] this spell where i change how much its gona damage the units

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Level 19
Joined
Feb 15, 2008
Messages
2,184
i mean where i chaneg how much it gona damage the units?

  • Kamehameha Copy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Kamehameha REAL
    • Actions
      • Set LocPoint1 = (Position of (Casting unit))
      • Set LocPoint2 = (Target point of ability being cast)
      • Set LocPoint3 = (LocPoint1 offset by 150.00 towards (Angle from LocPoint1 to LocPoint2) degrees)
      • Set TempUnitGroup = (Units within 512.00 of LocPoint1 matching (((Matching unit) is A Hero) Equal to True))
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Camera - Shake the camera for (Owner of (Picked unit)) with magnitude (Real(((Level of (Ability being cast) for (Casting unit)) x 2)))
          • Camera - Sway the camera target for (Owner of (Picked unit)) with magnitude (Real(((Level of (Ability being cast) for (Casting unit)) x 3))) and velocity 200.00
      • Custom script: call DestroyGroup( udg_TempUnitGroup )
      • Special Effect - Create a special effect at LocPoint3 using Objects\Spawnmodels\NightElf\NEDeathSmall\NEDeathSmall.mdl
      • Trigger - Run Destroy Effect <gen> (ignoring conditions)
      • Special Effect - Create a special effect at LocPoint3 using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Trigger - Run Destroy Effect <gen> (ignoring conditions)
      • Unit - Create 1 Dummy Kamehameha for (Owner of (Casting unit)) at LocPoint3 facing (Angle from LocPoint1 to LocPoint2) degrees
      • Animation - Change (Last created unit)'s size to ((250.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (250.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (250.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%) of its original size
      • Unit - Create 1 Dummy Nuke for (Owner of (Casting unit)) at LocPoint3 facing (Angle from LocPoint1 to LocPoint2) degrees
      • Animation - Change (Last created unit)'s size to ((350.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (350.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (350.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%) of its original size
      • Animation - Change (Last created unit)'s animation speed to 15.00% of its original speed
      • Unit - Kill (Last created unit)
      • Custom script: call RemoveLocation( udg_LocPoint3 )
      • Set LocReal = ((((Real((Intelligence of (Triggering unit) (Exclude bonuses)))) x (Real((Level of (Ability being cast) for (Triggering unit))))) x 2.00) + 100.00)
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 200.00) towards (Angle from LocPoint1 to LocPoint2) degrees)
          • Environment - Change terrain type at LocPoint3 to Black Citadel - Rough Dirt using variation -1 in an area of size 3 and shape Circle
          • Environment - Change terrain type at LocPoint3 to Dalaran Ruins - Rough Dirt using variation -1 in an area of size 2 and shape Circle
          • Unit - Create 1 Dummy Effect for (Owner of (Triggering unit)) at LocPoint3 facing Default building facing degrees
          • Set TempUnitGroup = (Units within 300.00 of LocPoint3 matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to False) and (((Matching unit) is An Ancient) Equal to False)))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Cause (Last created unit) to damage (Picked unit), dealing LocReal damage of attack type Normal and damage type Normal
              • Unit - Add classification of An Ancient to (Picked unit)
          • Custom script: call DestroyGroup( udg_TempUnitGroup )
          • Destructible - Pick every destructible within 300.00 of LocPoint3 and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked destructible) is alive) Equal to True
                • Then - Actions
                  • Destructible - Kill (Picked destructible)
                • Else - Actions
          • Custom script: call RemoveLocation( udg_LocPoint3 )
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 200.00) towards (Angle from LocPoint1 to LocPoint2) degrees)
          • Set TempUnitGroup = (Units within 300.00 of LocPoint3 matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to False) and (((Matching unit) is An Ancient) Equal to True)))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Remove classification of An Ancient from (Picked unit)
          • Custom script: call DestroyGroup( udg_TempUnitGroup )
          • Custom script: call RemoveLocation( udg_LocPoint3 )
      • Set LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 900.00) towards (Angle from LocPoint1 to LocPoint2) degrees)
      • Environment - Create a 3.00 second wave deformation from LocPoint1 to LocPoint3 with radius 400.00, depth 128.00, and a 1.00 second trailing delay
      • Custom script: call RemoveLocation( udg_LocPoint1 )
      • Custom script: call RemoveLocation( udg_LocPoint2 )
      • Custom script: call RemoveLocation( udg_LocPoint3 )
      • Wait 2.00 seconds
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Camera - Stop swaying/shaking the camera for (Picked player)
 
Level 19
Joined
Feb 15, 2008
Messages
2,184
but 1 thing

  • Kamehameha Copy 2
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Kamehameha Version IMPALA
    • Actions
      • Set LocPoint1 = (Position of (Casting unit))
      • Set LocPoint2 = (Target point of ability being cast)
      • Set LocPoint3 = (LocPoint1 offset by 150.00 towards (Angle from LocPoint1 to LocPoint2) degrees)
      • Set TempUnitGroup = (Units within 512.00 of LocPoint1 matching (((Matching unit) is A Hero) Equal to True))
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Camera - Shake the camera for (Owner of (Picked unit)) with magnitude (Real(((Level of (Ability being cast) for (Casting unit)) x 2)))
          • Camera - Sway the camera target for (Owner of (Picked unit)) with magnitude (Real(((Level of (Ability being cast) for (Casting unit)) x 3))) and velocity 200.00
      • Custom script: call DestroyGroup( udg_TempUnitGroup )
      • Special Effect - Create a special effect at LocPoint3 using Objects\Spawnmodels\NightElf\NEDeathSmall\NEDeathSmall.mdl
      • Trigger - Run Destroy Effect <gen> (ignoring conditions)
      • Special Effect - Create a special effect at LocPoint3 using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Trigger - Run Destroy Effect <gen> (ignoring conditions)
      • Unit - Create 1 Dummy Caster Volcano for (Owner of (Casting unit)) at LocPoint3 facing (Angle from LocPoint1 to LocPoint2) degrees
      • Animation - Change (Last created unit)'s size to ((250.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (700.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%, (700.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 10))))%) of its original size
      • Unit - Create 1 Dummy Caster impala BiG for (Owner of (Casting unit)) at LocPoint3 facing (Angle from LocPoint1 to LocPoint2) degrees
      • Animation - Change (Last created unit)'s size to ((600.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 20))))%, (600.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 20))))%, (600.00 + (Real(((Level of (Ability being cast) for (Casting unit)) x 20))))%) of its original size
      • Animation - Change (Last created unit)'s animation speed to 15.00% of its original speed
      • Unit - Kill (Last created unit)
      • Custom script: call RemoveLocation( udg_LocPoint3 )
      • Set LocReal = ((((Real((Intelligence of (Triggering unit) (Exclude bonuses)))) x (Real((Level of (Ability being cast) for (Triggering unit))))) x 2.00) + 100.00)
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 200.00) towards (Angle from LocPoint1 to LocPoint2) degrees)
          • Environment - Change terrain type at LocPoint3 to Black Citadel - Rough Dirt using variation -1 in an area of size 3 and shape Circle
          • Environment - Change terrain type at LocPoint3 to Dalaran Ruins - Rough Dirt using variation -1 in an area of size 2 and shape Circle
          • Unit - Create 1 Dummy Caster impala BiG for (Owner of (Triggering unit)) at LocPoint3 facing Default building facing degrees
          • Set TempUnitGroup = (Units within 300.00 of LocPoint3 matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to False) and (((Matching unit) is An Ancient) Equal to False)))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Cause (Last created unit) to damage (Picked unit), dealing LocReal damage of attack type Normal and damage type Normal
              • Unit - Add classification of An Ancient to (Picked unit)
          • Custom script: call DestroyGroup( udg_TempUnitGroup )
          • Destructible - Pick every destructible within 300.00 of LocPoint3 and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked destructible) is alive) Equal to True
                • Then - Actions
                  • Destructible - Kill (Picked destructible)
                • Else - Actions
          • Custom script: call RemoveLocation( udg_LocPoint3 )
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • Set LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 200.00) towards (Angle from LocPoint1 to LocPoint2) degrees)
          • Set TempUnitGroup = (Units within 300.00 of LocPoint3 matching ((((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit))) Equal to False) and (((Matching unit) is An Ancient) Equal to True)))
          • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
            • Loop - Actions
              • Unit - Remove classification of An Ancient from (Picked unit)
          • Custom script: call DestroyGroup( udg_TempUnitGroup )
          • Custom script: call RemoveLocation( udg_LocPoint3 )
      • Set LocPoint3 = (LocPoint1 offset by ((Real((Integer A))) x 900.00) towards (Angle from LocPoint1 to LocPoint2) degrees)
      • Environment - Create a 3.00 second wave deformation from LocPoint1 to LocPoint3 with radius 400.00, depth 128.00, and a 1.00 second trailing delay
      • Custom script: call RemoveLocation( udg_LocPoint1 )
      • Custom script: call RemoveLocation( udg_LocPoint2 )
      • Custom script: call RemoveLocation( udg_LocPoint3 )
      • Wait 2.00 seconds
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Camera - Stop swaying/shaking the camera for (Picked player)

i want this trigger to not destroy gates etc. where i change that and .....

where i change so the impala BiG getting bigger :S i dont get it to get bigger i changed every thing :S
 
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