- Joined
- Mar 23, 2008
- Messages
- 942
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Barrier of the Wind King
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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 Barrier of the Wind King (based in taunt)
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Actions
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Set SpellPoint[0] = (Position of (Casting unit))
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Environment - Create a ((Real((Level of Barrier of the Wind King (based in taunt) for (Casting unit)))) x 0.40) second Depression ripple deformation at SpellPoint[0] with starting radius 220.00, ending radius 300.00, and depth 64.00, using 1.00 second ripples spaced 50.00 apart
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Environment - Stop (Last created terrain deformation) over 1.00 seconds
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Unit - Create 1 BWK Effect for (Owner of (Casting unit)) at SpellPoint[0] facing Default building facing degrees
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Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
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Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 60.00% transparency
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Unit Group - Pick every unit in (Units within 110.00 of SpellPoint[0] matching (((Owner of (Picked unit)) is an enemy of (Owner of (Casting unit))) Equal to True)) and do (Actions)
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Loop - Actions
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Set tempunit[1] = (Picked unit)
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Set tempinteger[0] = (20 + ((Level of Barrier of the Wind King (based in taunt) for (Casting unit)) x 30))
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Set temppoint = (Position of (Picked unit))
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Set tempinteger[1] = (Integer((Angle from SpellPoint[0] to temppoint)))
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Set tempreal = (0.50 + (0.30 x (Real((Level of Barrier of the Wind King (based in taunt) for (Casting unit))))))
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Custom script: call KnockbackEx(udg_tempunit[1], udg_tempinteger[0], udg_tempinteger[1] * bj_DEGTORAD, udg_tempreal, -250, 2, "Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl", "origin")
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Custom script: call RemoveLocation(udg_temppoint)
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Custom script: call RemoveLocation(udg_SpellPoint[0])
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About the KnockbackEx(u, d, a, w, r, t, s, p)
* unit u = the unit being knockbacked
* real d = the distance the unit is knockbacked to
* real a = the angle (direction of the knockback) in RADIANS
* real w = the duration of the knockback
* real r = the radius of tree destroying, but there's a new trick: if you put a negative number as the radius, the unit will stop knockbacking when it gets in that range of a tree and if you put a positive value, the unit will destroy trees when it gets in that range of a tree (if you don't want any of those, just put 0)
* integer t = type 0 means no effect (both s and p should be ""), type 1 means periodic effect (meaning you should put "" as the attachment point, parameter p), type 2 means a special effect attached on the unit and destroyed when the knockback is finished (this is where you use parameter p)
* string s = the path to the special effect you want to use (periodic), that effect will be destroyed immediatelly (you can put "" if you don't want a special effect)
* string p = used for type 2, it's the attachment point of the effect, "chest" is default (so if you put "", it will be "chest")