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Wind Dude v2.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Ay b0ss,
I came back to Warcraft 3 about 3 weeks ago, so I decided to make a character heavily inspired after my favorite League of Legends champion, Yasuo.

Version UNO - released
Version Uno.1 - updated DS and WT making dashcount a configurable, and checking to see if Wind Technique's level is greater than 0 instead of buff, also removed useless abilities and changed the name of Tempest triggers to actually be Tempest triggers. Got rid of terrain deformation
Version 2.0 - Tried to correct all of my mistakes and bring a better spellpack to the table. Added more configurables and removed alot of hardcoded things. Also merged wind technique into one trigger. I also removed all of the imports as they definitely weren't necessary



1. Right before you cast Last Breath on a knocked up enemy, shoot a tornado at an enemy not knocked up for some extra damage and style points.
2. You can also use Tempest or Last Breath while you're in a dash.
3. Stack up 1 Dashing Steel and then use Tempest, right before you Last Breath use Dashing Steel again then Last Breath quickly.
4. Stack up 2 Dashing Steels, use Tempest and shoot a tornado in a different direction then use Last Breath.
5. If you use the tornado on multiple enemies, try to get 1 or 2 auto attacks in then use Last Breath for extra damage.
6. Unlike number 5, you can ult as soon as the first unit is knocked up and it will still affect the rest.


Prevailing Winds [Regular Passive] - *Character*'s mastery of the winds allow his abilities to cost no mana. In addition he gives himself and his allies within 600 range 15% movement speed and 10% attack speed.

Dashing Steel [Q] - *Character* dashes to the towards the target location and strikes all units within 225 yards of the target location dealing 55/75/95 damage. After dashing and successfully striking at least one unit, he will gain a stack of prevailing winds. The third stack will allow you to cast out a tornado 875 yards that knocks up all enemies in its path and deals double damage. 3/2/2 second cooldown.
JASS:
function DashingSteelInit takes nothing returns nothing

    set udg_DS_Hash = InitHashtable()
    // ------Configs-------
    // The Ability's ID, in this case its A000
    // To find it, go to the object editor click View > Display Values as Raw Data
    set udg_DS_Ability = 'A000'
    // Dummy, the dummy's ID in this case it's h003
    // To find it, go to the object editor click View > Display Values as Raw Data
    set udg_DS_Dummy = 'h003'
    // Model of the ^ above, or the missile that is thrown when DashCount stacks are full.
    set udg_DS_MissileModel = "Abilities\\Spells\\Other\\Tornado\\TornadoElementalSmall.mdl"
    // attachment point of the missile above.
    set udg_DS_DummyAttachment = "origin"
   // Size of ^ above, in percentage of original size of the effect.
    set udg_DS_ModelSize = 125.00
    // Red 1-100 of dummy
    set udg_DS_ModelColoring[1] = 45.00
    // Green 1-100 of dummy
    set udg_DS_ModelColoring[2] = 45.00
    // Blue 1-100 of dummy
    set udg_DS_ModelColoring[3] = 100.00
    // Transparency 1-100 of dummy
    set udg_DS_ModelColoring[4] = 0.00
    // Distance every iteration
    set udg_DS_DashSpeed = 25.00
    set udg_DS_TornadoSpeed = 18.00
    // Make sure to change cast range respectively in the object editor
    // to the same as TornadoTravelDist
    set udg_DS_TornadoTravelDist = 875.00
    set udg_DS_MaxDashDistance = 395.00
    // --------------------
    set udg_DS_Animation = "attack"
    set udg_DS_EndAnimationSpeed = 200.00
    // --------------------
    set udg_DS_CasterEffect = "Abilities\\Spells\\Undead\\ReplenishMana\\SpiritTouchTarget.mdl"
    set udg_DS_TargetEffect = "Abilities\\Spells\\Items\\SpellShieldAmulet\\SpellShieldCaster.mdl"
    set udg_DS_DashEffect = "Abilities\\Weapons\\DragonHawkMissile\\DragonHawkMissile.mdl"
    set udg_DS_CasterEffectAttachment = "overhead"
    set udg_DS_TargetEffectAttachment = "origin"
    // Damage per level
    set udg_DS_Damage[1] = 55.00
    set udg_DS_Damage[2] = 75.00
    set udg_DS_Damage[3] = 95.00
    // How much damage the tornado does per level, 1 = same damage as dash.
    set udg_DS_TornadoMultiplier[1] = 2.00
    set udg_DS_TornadoMultiplier[2] = 2.00
    set udg_DS_TornadoMultiplier[3] = 2.00
    // Damage and Attack types
    set udg_DS_AttackType = ATTACK_TYPE_HERO
    set udg_DS_DamageType = DAMAGE_TYPE_NORMAL
    // ---Damage Range-----
    set udg_DS_DRange = 225.00
    set udg_DS_NadoKnockupRange = 155.00
    //Determines how many dashes until you get a tornado
    set udg_DS_DashCountMax[1] = 2
    set udg_DS_DashCountMax[2] = 2
    set udg_DS_DashCountMax[3] = 2
    // --EndConfig---------
 
    set udg_DS_DashCount = 0
 
 
endfunction

//===========================================================================
function InitTrig_DashingSteelInit takes nothing returns nothing
    set gg_trg_DashingSteelInit = CreateTrigger(  )
    call TriggerAddAction( gg_trg_DashingSteelInit, function DashingSteelInit )
endfunction
  • DashingSteel
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to DS_Ability
    • Actions
      • Set DS_Caster = (Triggering unit)
      • Custom script: set udg_DS_CasterKey = GetHandleId(udg_DS_Caster)
      • Set DS_Owner = (Triggering player)
      • Set DS_CasterLoc = (Position of DS_Caster)
      • Set DS_TargetLoc = (Target point of ability being cast)
      • Set DS_Level = (Level of DS_Ability for DS_Caster)
      • Set DS_CurrentAngle = (Angle from DS_CasterLoc to DS_TargetLoc)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Distance between DS_CasterLoc and DS_TargetLoc) Less than DS_MaxDashDistance
        • Then - Actions
          • Set DS_CurrentDistance = (Distance between DS_CasterLoc and DS_TargetLoc)
        • Else - Actions
          • Set DS_CurrentDistance = DS_MaxDashDistance
      • Set DS_DashCount = (Load (Key dashcount) of DS_UnitKey from DS_Hash)
      • Hashtable - Save DS_Level as (Key level) of DS_CasterKey in DS_Hash
      • Hashtable - Save DS_CurrentAngle as (Key angle) of DS_CasterKey in DS_Hash
      • Hashtable - Save DS_DashCount as (Key dashcount) of DS_UnitKey in DS_Hash
      • Hashtable - Save DS_CurrentDistance as (Key distance) of DS_CasterKey in DS_Hash
      • Unit Group - Add DS_Caster to DS_LoopGroup
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DashingSteelLoop <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on DashingSteelLoop <gen>
        • Else - Actions
      • Custom script: call RemoveLocation(udg_DS_CasterLoc)
      • Custom script: call RemoveLocation(udg_DS_TargetLoc)
  • DashingSteelLoop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in DS_LoopGroup and do (Actions)
        • Loop - Actions
          • Set DS_Unit = (Picked unit)
          • Custom script: set udg_DS_UnitKey = GetHandleId(udg_DS_Unit)
          • Set DS_Owner = (Owner of DS_Unit)
          • Unit - Turn collision for DS_Unit Off
          • Set DS_CurrentDistance = (Load (Key distance) of DS_UnitKey from DS_Hash)
          • Set DS_CurrentAngle = (Load (Key angle) of DS_UnitKey from DS_Hash)
          • Set DS_Level = (Load (Key level) of DS_UnitKey from DS_Hash)
          • Set DS_DashCount = (Load (Key dashcount) of DS_UnitKey from DS_Hash)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DS_DashCount Equal to DS_DashCountMax[DS_Level]
            • Then - Actions
              • Unit Group - Remove DS_Unit from DS_LoopGroup
              • Unit - Turn collision for DS_Unit On
              • Animation - Play DS_Unit's DS_Animation animation
              • Set DS_UnitLoc = (Position of DS_Unit)
              • Set DS_Level = (Level of DS_Ability for DS_Unit)
              • Hashtable - Clear all child hashtables of child DS_UnitKey in DS_Hash
              • Unit - Create 1 DS_Dummy for DS_Owner at DS_UnitLoc facing DS_CurrentAngle degrees
              • Set DS_Unit = (Last created unit)
              • Custom script: set udg_DS_UnitKey = GetHandleId(udg_DS_Unit)
              • Custom script: call RemoveLocation(udg_DS_UnitLoc)
              • Special Effect - Create a special effect attached to the DS_DummyAttachment of DS_Unit using DS_MissileModel
              • Set DS_Effect = (Last created special effect)
              • Animation - Change DS_Unit's size to (DS_ModelSize%, DS_ModelSize%, DS_ModelSize%) of its original size
              • Animation - Change DS_Unit's vertex coloring to (DS_ModelColoring[1]%, DS_ModelColoring[2]%, DS_ModelColoring[3]%) with DS_ModelColoring[4]% transparency
              • Set DS_Speed = DS_TornadoSpeed
              • Set DS_CurrentDistance = DS_TornadoTravelDist
              • Set DS_DashCount = 0
              • Set DS_CurrentAngle = DS_CurrentAngle
              • Hashtable - Save Handle OfDS_Effect as (Key effect) of DS_UnitKey in DS_Hash
              • Hashtable - Save DS_Level as (Key level) of DS_UnitKey in DS_Hash
              • Hashtable - Save DS_CurrentAngle as (Key angle) of DS_UnitKey in DS_Hash
              • Hashtable - Save DS_CurrentDistance as (Key distance) of DS_UnitKey in DS_Hash
              • Hashtable - Save DS_DashCount as (Key dashcount) of DS_UnitKey in DS_Hash
              • Unit Group - Add DS_Unit to DS_LoopGroup
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DS_CurrentDistance Greater than 0.00
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (DS_Unit is alive) Equal to True
                • Then - Actions
                  • Set DS_UnitLoc = (Position of DS_Unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Unit-type of DS_Unit) Equal to DS_Dummy
                    • Then - Actions
                      • Set DS_Offset = (DS_UnitLoc offset by DS_TornadoSpeed towards DS_CurrentAngle degrees)
                      • Unit - Move DS_Unit instantly to DS_Offset
                      • Special Effect - Create a special effect at DS_Offset using DS_DashEffect
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: set bj_wantDestroyGroup = true
                      • Unit Group - Pick every unit in (Units within DS_NadoKnockupRange of DS_UnitLoc) and do (Actions)
                        • Loop - Actions
                          • Set DS_Picked = (Picked unit)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (DS_Picked is in DS_NadoGroup) Equal to False
                              • (DS_Picked is A structure) Equal to False
                              • (DS_Picked is alive) Equal to True
                              • (DS_Picked belongs to an enemy of DS_Owner) Equal to True
                            • Then - Actions
                              • Unit Group - Add DS_Picked to DS_NadoGroup
                              • Unit - Cause DS_Unit to damage DS_Picked, dealing (DS_Damage[DS_Level] x DS_TornadoMultiplier[DS_Level]) damage of attack type DS_AttackType and damage type DS_DamageType
                              • Special Effect - Create a special effect attached to the DS_TargetEffectAttachment of DS_Picked using DS_TargetEffect
                              • Special Effect - Destroy (Last created special effect)
                              • Set KUS_target = DS_Picked
                              • Trigger - Run prepare <gen> (checking conditions)
                            • Else - Actions
                      • Set DS_CurrentDistance = (DS_CurrentDistance - DS_TornadoSpeed)
                    • Else - Actions
                      • Set DS_Offset = (DS_UnitLoc offset by DS_DashSpeed towards DS_CurrentAngle degrees)
                      • Unit - Move DS_Unit instantly to DS_Offset
                      • Special Effect - Create a special effect at DS_Offset using DS_DashEffect
                      • Special Effect - Destroy (Last created special effect)
                      • Set DS_CurrentDistance = (DS_CurrentDistance - DS_DashSpeed)
                  • Custom script: call RemoveLocation(udg_DS_Offset)
                  • Custom script: call RemoveLocation(udg_DS_UnitLoc)
                  • Hashtable - Save DS_CurrentDistance as (Key distance) of DS_UnitKey in DS_Hash
                • Else - Actions
                  • Hashtable - Clear all child hashtables of child DS_UnitKey in DS_Hash
                  • Unit Group - Remove DS_Unit from DS_LoopGroup
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (DS_LoopGroup is empty) Equal to True
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
            • Else - Actions
              • Set DS_UnitLoc = (Position of DS_Unit)
              • Unit - Turn collision for DS_Unit On
              • Animation - Change DS_Unit's animation speed to DS_EndAnimationSpeed% of its original speed
              • Animation - Play DS_Unit's DS_Animation animation
              • Special Effect - Create a special effect attached to the DS_CasterEffectAttachment of DS_Unit using DS_CasterEffect
              • Special Effect - Destroy (Last created special effect)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of DS_Unit) Equal to DS_Dummy
                • Then - Actions
                  • Animation - Change DS_Unit's animation speed to 100.00% of its original speed
                  • Unit - Add a 1.00 second Generic expiration timer to DS_Unit
                  • Unit Group - Remove all units from DS_NadoGroup
                  • Set DS_Effect = (Load (Key effect) of DS_UnitKey in DS_Hash)
                  • Special Effect - Destroy DS_Effect
                  • Hashtable - Clear all child hashtables of child DS_UnitKey in DS_Hash
                  • Set DS_Hit = True
                • Else - Actions
                  • Custom script: set bj_wantDestroyGroup = true
                  • Unit Group - Pick every unit in (Units within DS_DRange of DS_UnitLoc) and do (Actions)
                    • Loop - Actions
                      • Set DS_Picked = (Picked unit)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (DS_Picked is A structure) Equal to False
                          • (DS_Picked is alive) Equal to True
                          • (DS_Picked belongs to an enemy of DS_Owner) Equal to True
                        • Then - Actions
                          • Set DS_Hit = True
                          • Unit - Make DS_Unit face DS_Picked over 0.00 seconds
                          • Unit - Cause DS_Unit to damage DS_Picked, dealing DS_Damage[DS_Level] damage of attack type DS_AttackType and damage type DS_DamageType
                          • Special Effect - Create a special effect attached to the DS_TargetEffectAttachment of DS_Picked using DS_TargetEffect
                          • Special Effect - Destroy (Last created special effect)
                        • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DS_Hit Equal to True
                • Then - Actions
                  • Set DS_DashCount = (DS_DashCount + 1)
                • Else - Actions
              • Set DS_Hit = False
              • Hashtable - Save DS_DashCount as (Key dashcount) of DS_UnitKey in DS_Hash
              • Custom script: call RemoveLocation(udg_DS_UnitLoc)
              • Unit Group - Remove DS_Unit from DS_LoopGroup
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (DS_LoopGroup is empty) Equal to True
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
Tempest [W]- *Character* draws his blade and creates a whirlwind, damaging all enemies within 300 yards for 50/65/80 per second. During this time he will counters spells and will not be able to benefit from Wind Technique. After 3 seconds of gathering, he will unleash a thunder strike that deals 10/20/30 extra damage and knocks all enemies up. 25/20/15 second cooldown.
JASS:
function GSInit takes nothing returns nothing
    set udg_TMP_Hash = InitHashtable()
    // -------Configs--------
    // How fast is the loop trigger?
    set udg_TMP_LoopTimer = 0.03
    // The Ability's ID, in this case it's A004
    // To find it, go to the object editor click View > Display Values as Raw Data
    set udg_TMP_Ability = 'A004'
    // Dummy, the dummy's ID in this case it's h003
    // To find it, go to the object editor click View > Display Values as Raw Data
    set udg_TMP_Dummy = 'h003'
    // Model of the spinning units
    set udg_TMP_SpinModel = "Abilities\\Spells\\Other\\Tornado\\TornadoElementalSmall.mdl"
    // End effect
    set udg_TMP_EndEffect = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl"
    // Attachment point to the dummy.
    set udg_TMP_DummyAttachment = "origin"
    // Size of ^ above, in percentage of original size of the effect.
    set udg_TMP_ModelSize = 60.00
    // Red 1-100 of dummy
    set udg_TMP_ModelColoring[1] = 45.00
    // Green 1-100 of dummy
    set udg_TMP_ModelColoring[2] = 45.00
    // Blue 1-100 of dummy
    set udg_TMP_ModelColoring[3] = 100.00
    // Transparency 1-100 of dummy
    set udg_TMP_ModelColoring[4] = 0.00
    // Number of Tornadoes spinning
    set udg_TMP_WindNumber = 12
    // Degrees will be 360 divided by WindNumber so that it is evenly distributed
    // However you may change it to anything you'd like
    set udg_TMP_WindDegrees = ( 360.00 / I2R(udg_TMP_WindNumber) )
    // The Starting Distance from the caster
    set udg_TMP_WindDistance = 1.00
    // End damage, for the damage during spinning go to the object editor spell
    set udg_TMP_Damage[1] = 10.00
    set udg_TMP_Damage[2] = 20.00
    set udg_TMP_Damage[3] = 30.00
    // ----------------
    set udg_TMP_DamageType = DAMAGE_TYPE_NORMAL
    set udg_TMP_AttackType = ATTACK_TYPE_HERO
    // Range of knockup/end damage, the range of spin damage in the object editor
    set udg_TMP_Range = 312.00
    // --------------------
    set udg_TMP_MinDistance = 150.00
    // How far out the tornadoes will go
    set udg_TMP_MaxDistance = 300.00
    // Speed per iteration of the tornadoes going outward
    set udg_TMP_WindBaseSpeed = 120.00
    set udg_TMP_WindSpeed = ( udg_TMP_WindBaseSpeed * 0.04 )
    // Spin speed per iteration of each tornado
    set udg_TMP_SpinSpeed = ( 300.00 * 0.02 )
    // Max time allowed for tornadoes to be going outward before they are forced
    // to be at max distance
    set udg_TMP_MaxWindTime = 2000.00
    // Duration, also a duration in object editor
    set udg_TMP_Duration[1] = 3.00
    set udg_TMP_Duration[2] = 3.00
    set udg_TMP_Duration[3] = 3.00
    // Special Effect on each Wind, I wouldnt recommend using any at all it might lag a bit
    set udg_TMP_WindSFX = ""
endfunction

//===========================================================================
function InitTrig_TempestInit takes nothing returns nothing
    set gg_trg_TempestInit = CreateTrigger(  )
    call TriggerAddAction( gg_trg_TempestInit, function GSInit)
endfunction
  • Tempest
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to TMP_Ability
    • Actions
      • Set TMP_Caster = (Triggering unit)
      • Custom script: set udg_TMP_CasterKey = GetHandleId(udg_TMP_Caster)
      • Set TMP_CasterLoc = (Position of TMP_Caster)
      • Set TMP_Level = (Level of TMP_Ability for TMP_Caster)
      • Set TMP_Owner = (Triggering player)
      • For each (Integer TMP_TotalWinds) from 1 to TMP_WindNumber, do (Actions)
        • Loop - Actions
          • Set TMP_LastWinds[TMP_TotalWinds] = (Load TMP_TotalWinds of DS_CasterKey in TMP_Hash)
          • Unit - Kill TMP_LastWinds[TMP_TotalWinds]
          • Set TMP_CasterOffset = (TMP_CasterLoc offset by TMP_WindDistance towards ((Real(TMP_TotalWinds)) x TMP_WindDegrees) degrees)
          • Unit - Create 1 TMP_Dummy for TMP_Owner at TMP_CasterOffset facing Default building facing degrees
          • Set TMP_LastWinds[TMP_TotalWinds] = (Last created unit)
          • Unit - Add a TMP_Duration[TMP_Level] second Generic expiration timer to TMP_LastWinds[TMP_TotalWinds]
          • Special Effect - Create a special effect attached to the TMP_DummyAttachment of TMP_LastWinds[TMP_TotalWinds] using TMP_SpinModel
          • Set TMP_SpinEffect[TMP_TotalWinds] = (Last created special effect)
          • Animation - Change TMP_LastWinds[TMP_TotalWinds]'s size to (TMP_ModelSize%, TMP_ModelSize%, TMP_ModelSize%) of its original size
          • Animation - Change TMP_LastWinds[TMP_TotalWinds]'s vertex coloring to (TMP_ModelColoring[1]%, TMP_ModelColoring[2]%, TMP_ModelColoring[3]%) with TMP_ModelColoring[4]% transparency
          • Hashtable - Save Handle OfTMP_SpinEffect[TMP_TotalWinds] as (TMP_TotalWinds + TMP_WindNumber) of TMP_CasterKey in TMP_Hash
          • Hashtable - Save Handle OfTMP_LastWinds[TMP_TotalWinds] as TMP_TotalWinds of TMP_CasterKey in TMP_Hash
          • Custom script: call RemoveLocation(udg_TMP_CasterOffset)
      • Set TMP_CurrentDuration = 0.00
      • Set TMP_CurrentDistance = TMP_WindDistance
      • Hashtable - Save TMP_CurrentDuration as (Key duration) of TMP_CasterKey in TMP_Hash
      • Hashtable - Save TMP_Level as (Key level) of TMP_CasterKey in TMP_Hash
      • Hashtable - Save TMP_CurrentDistance as (Key distance]) of TMP_CasterKey in TMP_Hash
      • Unit Group - Add TMP_Caster to TMP_LoopGroup
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (TempestLoop <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on TempestLoop <gen>
        • Else - Actions
      • Custom script: call RemoveLocation(udg_TMP_CasterLoc)
  • TempestLoop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in TMP_LoopGroup and do (Actions)
        • Loop - Actions
          • Set TMP_Unit = (Picked unit)
          • Custom script: set udg_TMP_UnitKey = GetHandleId(udg_TMP_Unit)
          • Set TMP_Owner = (Owner of TMP_Unit)
          • Set TMP_CurrentDuration = (Load (Key duration) of TMP_UnitKey from TMP_Hash)
          • Set TMP_Level = (Load (Key level) of TMP_UnitKey from TMP_Hash)
          • For each (Integer TMP_TotalWinds) from 1 to TMP_WindNumber, do (Actions)
            • Loop - Actions
              • Set TMP_LastWinds[TMP_TotalWinds] = (Load TMP_TotalWinds of TMP_UnitKey in TMP_Hash)
          • Set TMP_CurrentDegrees = (Load (Key degrees) of TMP_UnitKey from TMP_Hash)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TMP_CurrentDistance Less than TMP_MaxWindTime
            • Then - Actions
              • Set TMP_CurrentDistance = (Load (Key distance) of TMP_UnitKey from TMP_Hash)
            • Else - Actions
              • Set TMP_CurrentDistance = TMP_MaxDistance
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TMP_CurrentDuration Less than TMP_Duration[TMP_Level]
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (TMP_Unit is alive) Equal to True
                • Then - Actions
                  • Set TMP_UnitLoc = (Position of TMP_Unit)
                  • For each (Integer TMP_TotalWinds) from 1 to TMP_WindNumber, do (Actions)
                    • Loop - Actions
                      • Set TMP_WindOffset = (TMP_UnitLoc offset by TMP_CurrentDistance towards (((Real(TMP_TotalWinds)) x TMP_WindDegrees) + TMP_CurrentDegrees) degrees)
                      • Unit - Move TMP_LastWinds[TMP_TotalWinds] instantly to TMP_WindOffset
                      • Special Effect - Create a special effect at TMP_WindOffset using TMP_WindSFX
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation(udg_TMP_WindOffset)
                  • Hashtable - Save (TMP_CurrentDegrees + TMP_SpinSpeed) as (Key degrees) of TMP_UnitKey in TMP_Hash
                  • Hashtable - Save (TMP_CurrentDuration + TMP_LoopTimer) as (Key duration) of TMP_UnitKey in TMP_Hash
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • TMP_CurrentDistance Less than TMP_MaxDistance
                    • Then - Actions
                      • Hashtable - Save (TMP_CurrentDistance + TMP_WindSpeed) as (Key distance) of TMP_UnitKey in TMP_Hash
                    • Else - Actions
                      • Hashtable - Save TMP_MaxDistance as (Key distance) of TMP_UnitKey in TMP_Hash
                  • Custom script: call RemoveLocation(udg_TMP_UnitLoc)
                • Else - Actions
                  • Hashtable - Clear all child hashtables of child TMP_UnitKey in TMP_Hash
                  • Unit Group - Remove TMP_Unit from TMP_LoopGroup
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (TMP_LoopGroup is empty) Equal to True
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
            • Else - Actions
              • Set TMP_UnitLoc = (Position of TMP_Unit)
              • For each (Integer TMP_TotalWinds) from 1 to TMP_WindNumber, do (Actions)
                • Loop - Actions
                  • Set TMP_SpinEffect[TMP_TotalWinds] = (Load (TMP_TotalWinds + TMP_WindNumber) of TMP_UnitKey in TMP_Hash)
                  • Special Effect - Destroy TMP_SpinEffect[TMP_TotalWinds]
              • Unit - Create 1 TMP_Dummy for TMP_Owner at TMP_UnitLoc facing TMP_UnitLoc
              • Set TMP_Effect = (Last created unit)
              • Unit - Add a 1.00 second Generic expiration timer to TMP_Effect
              • Special Effect - Create a special effect attached to the TMP_DummyAttachment of TMP_Effect using TMP_EndEffect
              • Special Effect - Destroy (Last created special effect)
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in (Units within TMP_Range of TMP_UnitLoc) and do (Actions)
                • Loop - Actions
                  • Set TMP_Picked = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (TMP_Picked is A structure) Equal to False
                      • (TMP_Picked is alive) Equal to True
                      • (TMP_Picked belongs to an enemy of TMP_Owner) Equal to True
                    • Then - Actions
                      • Unit - Cause TMP_Unit to damage TMP_Picked, dealing TMP_Damage[TMP_Level] damage of attack type TMP_AttackType and damage type TMP_DamageType
                      • Set KUS_target = TMP_Picked
                      • Trigger - Run prepare <gen> (checking conditions)
                    • Else - Actions
              • Custom script: call RemoveLocation(udg_TMP_UnitLoc)
              • Hashtable - Clear all child hashtables of child TMP_UnitKey in TMP_Hash
              • Unit Group - Remove TMP_Unit from TMP_LoopGroup
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (TMP_LoopGroup is empty) Equal to True
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
Wind Technique [Passive] - *Character*'s mastery of the wind gives him 10%/18%/25% attack speed, and allows him to have a 7%/9%/11% chance to counter attacks dealing 100/150/200 damage in a 250 radius in addition he will have a 15%/20%/25% chance to strike an extra time also dealing 15/25/35 bonus damage.
JASS:
function WTinit takes nothing returns nothing
    // The Ability's ID, in this case its A005
    // To find it, go to the object editor click View > Display Values as Raw Data
    set udg_WT_Ability = 'A005'
    // ----Counter proc chance per level--------
    set udg_WT_Chance[1] = 7
    set udg_WT_Chance[2] = 9
    set udg_WT_Chance[3] = 11
    // -----Double strike proc chance per level-------
    set udg_WT_ChanceStrike[1] = 15
    set udg_WT_ChanceStrike[2] = 20
    set udg_WT_ChanceStrike[3] = 25
    // -----Counter damage per level-------
    set udg_WT_Damage[1] = 100.00
    set udg_WT_Damage[2] = 150.00
    set udg_WT_Damage[3] = 200.00
    // Counter's Animation
    set udg_WT_CounterAnimation = "spin"
    // -----Double Strike damage per level-------
    set udg_WT_DamageStrike[1] = 15.00
    set udg_WT_DamageStrike[2] = 25.00
    set udg_WT_DamageStrike[3] = 35.00
    // Attack and Damage type
    set udg_WT_AttackType = ATTACK_TYPE_HERO
    set udg_WT_DamageType = DAMAGE_TYPE_NORMAL
    // Double Strike's Animation
    set udg_WT_StrikeAnimation = "attack slam"
    // -Counter Damage Range-------
    set udg_WT_Radius = 250.00
    // -----Counter Effects-------
    // Caster effect
    set udg_WT_EffectCaster = "Abilities\\Spells\\NightElf\\Taunt\\TauntCaster.mdl"
    // Target Effect
    set udg_WT_EffectTarget = "Abilities\\Spells\\Other\\Stampede\\StampedeMissileDeath.mdl"
    // ------Double Strike Effects------
    // Caster Effect
    set udg_WT_SEffectCaster = "Abilities\\Spells\\Other\\Charm\\CharmTarget.mdl"
    // Target Effect
    set udg_WT_SEffectTarget = "Abilities\\Spells\\Human\\Feedback\\ArcaneTowerAttack.mdl"
    // Caster Effect Attachment Point
    set udg_WT_EffectCasterAttachment = "origin"
    // Target Effect Attachment Point
    set udg_WT_EffectTargetAttachment = "origin"
  
endfunction

function InitTrig_WindTechniqueInit takes nothing returns nothing
    set gg_trg_WindTechniqueInit = CreateTrigger(  )
    call TriggerAddAction( gg_trg_WindTechniqueInit, function WTinit )
endfunction
  • WindTechnique
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
    • Actions
      • -------- ---- --------
      • -------- Double Strike Portion --------
      • -------- ---- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of WT_Ability for DamageEventSource) Greater than 0
          • (DamageEventSource is in TMP_LoopGroup) Equal to False
          • (DamageEventSource is in WT_CantProcTwice) Equal to False
        • Then - Actions
          • Set WT_Unit = DamageEventSource
          • Unit Group - Add WT_Unit to WT_CantProcTwice
          • Set WT_Striked = DamageEventTarget
          • Set WT_Level = (Level of WT_Ability for WT_Unit)
          • Set WT_Rand = (Random integer number between 1 and 100)
          • Set WT_DamageStrike2[WT_Level] = (DamageEventAmount + WT_DamageStrike[WT_Level])
          • -------- --------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • WT_Rand Less than or equal to WT_ChanceStrike[WT_Level]
            • Then - Actions
              • Animation - Play WT_Unit's WT_StrikeAnimation animation
              • Special Effect - Create a special effect attached to the WT_EffectCasterAttachment of WT_Unit using WT_SEffectCaster
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause WT_Unit to damage WT_Striked, dealing WT_DamageStrike2[WT_Level] damage of attack type WT_AttackType and damage type WT_DamageType
              • Special Effect - Create a special effect attached to the WT_EffectTargetAttachment of WT_Striked using WT_SEffectTarget
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
          • Unit Group - Remove all units from WT_CantProcTwice
        • Else - Actions
      • -------- ---- --------
      • -------- Counter Portion --------
      • -------- ---- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of WT_Ability for DamageEventTarget) Greater than 0
          • (DamageEventTarget is in TMP_LoopGroup) Equal to False
          • (DamageEventTarget is in WT_CantProcTwice) Equal to False
          • (DamageEventSource is alive) Equal to True
        • Then - Actions
          • Set WT_Unit = DamageEventTarget
          • Set WT_Striked = DamageEventSource
          • Set WT_Owner = (Owner of WT_Unit)
          • Set WT_CLoc = (Position of WT_Unit)
          • Set WT_Level = (Level of WT_Ability for WT_Unit)
          • Set WT_Rand = (Random integer number between 1 and 100)
          • Unit Group - Add WT_Unit to WT_CantProcTwice
          • -------- --------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • WT_Rand Less than or equal to WT_Chance[WT_Level]
            • Then - Actions
              • Animation - Play WT_Unit's WT_CounterAnimation animation
              • Special Effect - Create a special effect attached to the WT_EffectCasterAttachment of WT_Unit using WT_EffectCaster
              • Special Effect - Destroy (Last created special effect)
              • Set WT_Group = (Units within WT_Radius of WT_CLoc)
              • Unit Group - Pick every unit in WT_Group and do (Actions)
                • Loop - Actions
                  • Set WT_Picked = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (WT_Picked is A structure) Equal to False
                      • (WT_Picked is alive) Equal to True
                      • (WT_Picked belongs to an enemy of WT_Owner) Equal to True
                    • Then - Actions
                      • Unit - Cause WT_Unit to damage WT_Picked, dealing WT_Damage[WT_Level] damage of attack type WT_AttackType and damage type WT_DamageType
                      • Special Effect - Create a special effect attached to the WT_EffectTargetAttachment of WT_Picked using WT_EffectTarget
                      • Special Effect - Destroy (Last created special effect)
                    • Else - Actions
              • Custom script: call DestroyGroup ( udg_WT_Group )
            • Else - Actions
          • Unit Group - Remove all units from WT_CantProcTwice
          • Custom script: call RemoveLocation( udg_WT_CLoc )
        • Else - Actions
Last Breath [R] - *Character* Blinks to all knocked up enemies and keeps them in the air for an extra second. During this time he slashes and then slams them back to the ground dealing 290/365 damage. Afterwards he gains 50% attack speed and 20%/30% movement speed for 5 seconds. 45/30 second cooldown.
Can only be cast when there are knocked up enemies
JASS:
function LastBreathInit takes nothing returns nothing

    set udg_LB_Hash = InitHashtable()
    // How fast is the LastBreathLoop trigger?
    set udg_LB_LoopSpeed = 0.03
    // The Ability's ID, in this case its A001
    // To find it, go to the object editor click View > Display Values as Raw Data
    set udg_LB_Ability = 'A001'
    //-------per level------------
    set udg_LB_Damage[1] = 290.00
    set udg_LB_Damage[2] = 365.00
    // Damage and Attack type
    set udg_LB_DamageType = DAMAGE_TYPE_NORMAL
    set udg_LB_AttackType = ATTACK_TYPE_HERO
    //----per level---------------
    set udg_LB_Range[1] = 800.00
    set udg_LB_Range[2] = 800.00
    // How far away from the target during the 3 slashes, and the degree around the target
    set udg_LB_DistanceFromTarget = 195.00
    set udg_LB_Degrees = 0
    // If you want degrees to be a random number set to true, if you want degrees to
    // be one value, set to false when you change LB_Degrees
    set udg_LB_Randomize = true
    //During Last Breath the unit strikes 3 times, this is the animations.
    set udg_LB_Animation[1] = "attack"
    set udg_LB_Animation[2] = "attack"
    set udg_LB_Animation[3] = "attack slam"
    //--------------------
    set udg_LB_CasterHeight = 300.00
    //--------------------
    //Teleport effect from original location
    set udg_LB_EffectCaster = "Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl"
    //Teleport effect at new location
    set udg_LB_EffectCaster2 = "Abilities\\Spells\\NightElf\\Blink\\BlinkTarget.mdl"
    // Attachment for the above effect
    set udg_LB_CasterEffectAttachment ="origin"
    // First impact effect
    set udg_LB_TargetEffect[1] = "Abilities\\Spells\\Other\\Stampede\\StampedeMissileDeath.mdl"
     // Attachment for the above effect
    set udg_LB_TargetEffectAttachment[1] = "origin"
    // Second impact effect
    set udg_LB_TargetEffect[2] = "Abilities\\Spells\\Other\\Stampede\\StampedeMissileDeath.mdl"
     // Attachment for the above effect
    set udg_LB_TargetEffectAttachment[2] = "origin"
    // Third impact effect
    set udg_LB_TargetEffect[3] = "Objects\\Spawnmodels\\Human\\HumanLargeDeathExplode\\HumanLargeDeathExplode.mdl"
     // Attachment for the above effect
    set udg_LB_TargetEffectAttachment[3] = "origin"
    // Slam ending impact effect
    set udg_LB_EffectTargetSlam = "Abilities\\Spells\\Human\\Thunderclap\\ThunderClapCaster.mdl"
    // Attachment for the above effect
    set udg_LB_TargetEffectAttachment[4] = "origin"
    //Time suspended in air per level.
    set udg_LB_KnockDuration[1] = 1.00
    set udg_LB_KnockDuration[2] = 1.00
    //--------------------
    set udg_LB_TargetHeight = 300.00
    //How fast the units go back to the ground.
    set udg_LB_SlamSpeedTarget = 600.00
    set udg_LB_SlamSpeedCaster = 985.00
  
endfunction

//===========================================================================
function InitTrig_LastBreathInit takes nothing returns nothing
    set gg_trg_LastBreathInit = CreateTrigger(  )
    call TriggerAddAction( gg_trg_LastBreathInit, function LastBreathInit )
endfunction
  • LastBreath
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to LB_Ability
    • Actions
      • Set LB_Caster = (Triggering unit)
      • Custom script: set udg_LB_CasterKey = GetHandleId( udg_LB_Caster )
      • Set LB_CasterLoc = (Position of LB_Caster)
      • Set LB_Owner = (Triggering player)
      • Set LB_Level = (Level of LB_Ability for LB_Caster)
      • Set LB_CurrentDuration = LB_KnockDuration[LB_Level]
      • -------- Prevents more than 1 "No units in range" text --------
      • Set LB_Check = False
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Crow Form for LB_Caster) Equal to 0
        • Then - Actions
          • Unit - Add Crow Form to LB_Caster
          • Unit - Remove Crow Form from LB_Caster
        • Else - Actions
      • Special Effect - Create a special effect at LB_CasterLoc using LB_EffectCaster
      • Special Effect - Destroy (Last created special effect)
      • Hashtable - Save LB_Level as (Key level) of LB_CasterKey in LB_Hash
      • Hashtable - Save LB_CurrentDuration as (Key duration) of LB_CasterKey in LB_Hash
      • Set LB_isKnockedUp = (Units within LB_Range[LB_Level] of LB_CasterLoc)
      • Unit Group - Pick every unit in LB_isKnockedUp and do (Actions)
        • Loop - Actions
          • Set LB_Picked = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (LB_Picked is in KUS_group) Equal to True
              • (LB_Picked is A structure) Equal to False
              • (LB_Picked is alive) Equal to True
              • (LB_Picked belongs to an enemy of LB_Owner) Equal to True
            • Then - Actions
              • Set LB_Check = True
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • LB_Check Equal to True
        • Then - Actions
          • Unit - Pause LB_Caster
          • Unit Group - Add LB_Caster to LB_LoopGroup
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (LastBreathLoop <gen> is on) Equal to False
            • Then - Actions
              • Trigger - Turn on LastBreathLoop <gen>
            • Else - Actions
        • Else - Actions
          • Set LB_Player = (Player group(LB_Owner))
          • Game - Display to LB_Player for 3.00 seconds the text: |cff00ff00No knocke...
          • Custom script: call DestroyForce( udg_LB_Player )
          • Unit - Remove LB_Ability from LB_Caster
          • Unit - Add LB_Ability to LB_Caster
          • Unit - Set level of LB_Ability for LB_Caster to LB_Level
      • Custom script: call RemoveLocation( udg_LB_CasterLoc )
      • Custom script: call DestroyGroup( udg_LB_isKnockedUp )
  • LastBreathLoop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in LB_LoopGroup and do (Actions)
        • Loop - Actions
          • Set LB_Unit = (Picked unit)
          • Custom script: set udg_LB_UnitKey = GetHandleId(udg_LB_Unit)
          • Set LB_Level = (Load (Key level) of LB_UnitKey from LB_Hash)
          • Set LB_CurrentDuration = (Load (Key duration) of LB_UnitKey from LB_Hash)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • LB_CurrentDuration Greater than 0.00
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (LB_Unit is alive) Equal to True
                • Then - Actions
                  • Set LB_UnitLoc = (Position of LB_Unit)
                  • Set LB_isKnockedUp = (Units within LB_Range[LB_Level] of LB_UnitLoc)
                  • Unit Group - Pick every unit in LB_isKnockedUp and do (Actions)
                    • Loop - Actions
                      • Set LB_Picked = (Picked unit)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (LB_Picked is in KUS_group) Equal to True
                          • (LB_Picked is A structure) Equal to False
                          • (LB_Picked is alive) Equal to True
                          • (LB_Picked belongs to an enemy of LB_Owner) Equal to True
                        • Then - Actions
                          • Set LB_PickedLoc = (Position of LB_Picked)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • LB_CurrentDuration Equal to LB_KnockDuration[LB_Level]
                            • Then - Actions
                              • Animation - Change LB_Unit flying height to LB_CasterHeight at 0.00
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • LB_Randomize Equal to True
                                • Then - Actions
                                  • Set LB_Degrees = (Random real number between 0.00 and 360.00)
                                • Else - Actions
                              • Unit - Move LB_Unit instantly to (LB_PickedLoc offset by LB_DistanceFromTarget towards LB_Degrees degrees)
                              • Unit - Make LB_Unit face LB_Picked over 0.00 seconds
                              • Special Effect - Create a special effect attached to the LB_CasterEffectAttachment of LB_Unit using LB_EffectCaster2
                              • Special Effect - Destroy (Last created special effect)
                              • Special Effect - Create a special effect attached to the LB_TargetEffectAttachment[1] of LB_Picked using LB_TargetEffect[1]
                              • Special Effect - Destroy (Last created special effect)
                              • Animation - Reset LB_Unit's animation
                              • Animation - Play LB_Unit's LB_Animation[1] animation
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • LB_CurrentDuration Equal to (LB_KnockDuration[LB_Level] - (LB_LoopSpeed x (LB_KnockDuration[LB_Level] x 16.00)))
                            • Then - Actions
                              • Special Effect - Create a special effect attached to the LB_TargetEffectAttachment[2] of LB_Picked using LB_TargetEffect[2]
                              • Special Effect - Destroy (Last created special effect)
                              • Animation - Reset LB_Unit's animation
                              • Animation - Play LB_Unit's LB_Animation[2] animation
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • LB_CurrentDuration Equal to (LB_KnockDuration[LB_Level] - (LB_LoopSpeed x (LB_KnockDuration[LB_Level] x 29.00)))
                            • Then - Actions
                              • Special Effect - Create a special effect attached to the LB_TargetEffectAttachment[3] of LB_Picked using LB_TargetEffect[3]
                              • Special Effect - Destroy (Last created special effect)
                              • Animation - Reset LB_Unit's animation
                              • Animation - Play LB_Unit's LB_Animation[3] animation
                            • Else - Actions
                          • Animation - Change LB_Picked flying height to LB_TargetHeight at 0.00
                          • Custom script: call RemoveLocation ( udg_LB_PickedLoc )
                        • Else - Actions
                  • Custom script: call RemoveLocation ( udg_LB_UnitLoc )
                  • Custom script: call DestroyGroup( udg_LB_isKnockedUp )
                  • Set LB_CurrentDuration = (LB_CurrentDuration - LB_LoopSpeed)
                  • Hashtable - Save LB_CurrentDuration as (Key duration) of LB_UnitKey in LB_Hash
                • Else - Actions
                  • Unit - Unpause LB_Unit
                  • Hashtable - Clear all child hashtables of child LB_UnitKey in LB_Hash
                  • Unit Group - Remove LB_Unit from LB_LoopGroup
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (LB_LoopGroup is empty) Equal to True
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
            • Else - Actions
              • Set LB_UnitLoc = (Position of LB_Unit)
              • Unit - Unpause LB_Unit
              • Animation - Change LB_Unit flying height to (Default flying height of LB_Unit) at LB_SlamSpeedCaster
              • Set LB_isKnockedUp = (Units within LB_Range[LB_Level] of LB_UnitLoc)
              • Unit Group - Pick every unit in LB_isKnockedUp and do (Actions)
                • Loop - Actions
                  • Set LB_Picked = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (LB_Picked is in KUS_group) Equal to True
                      • (LB_Picked is A structure) Equal to False
                      • (LB_Picked is alive) Equal to True
                      • (LB_Picked belongs to an enemy of LB_Owner) Equal to True
                    • Then - Actions
                      • Unit - Cause LB_Unit to damage LB_Picked, dealing LB_Damage[LB_Level] damage of attack type LB_AttackType and damage type LB_DamageType
                      • -------- Setting to 100 helps with MUI and lets the KUS put it back to default --------
                      • Animation - Change LB_Picked flying height to 100.00 at LB_SlamSpeedTarget
                      • Special Effect - Create a special effect attached to the LB_TargetEffectAttachment[4] of LB_Picked using LB_EffectTargetSlam
                      • Special Effect - Destroy (Last created special effect)
                    • Else - Actions
              • Custom script: call RemoveLocation ( udg_LB_UnitLoc )
              • Custom script: call DestroyGroup( udg_LB_isKnockedUp )
              • Hashtable - Clear all child hashtables of child LB_UnitKey in LB_Hash
              • Unit Group - Remove LB_Unit from LB_LoopGroup
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (LB_LoopGroup is empty) Equal to True
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions

Thanks to Chaosy for his knockup system - http://www.hiveworkshop.com/threads/knockup-system-gui.229329/
Thanks to bribe for his indexer and damage engine
Model credits to the legendary Black_Stan
Contents

Wind Dude V2.0 (Map)

Are all the imports really necessary? :p on a side note, you have the wrong paths for all of the disabled icons. To get back on topic, you have a lot to work on:
  • That is way too many dummy units for a spell. Two of them also look really random (Heal dummy and "the file id b**tch). Please look into using Vexorian's dummy. You can literally just use one dummy for all these spells
  • Who is credited for the knockup system? Do you have a link of where you got it?

  • Dashing Steel
    • Is DS_DashSpeed over a second or every loop iteration? I would add a comment about it
    • I would add extra configurables for the attachment points of the effects. Some effects look good on overhead, some look good in origin, etc
    • The ability should not be hardcoded
    • Storing DS_DashSpeed into DS_Speed looks really useless. You can just reference DS_DashSpeed from the get-go
    • Use Multiple action If/Then/Else
    • You should only be turning on the loop when you have to
    • Almost all the variables are way too generic. Add some sort of prefix (ex: DS_Caster, DS_Unit) to avoid clashing with people's map
    • All of your dummy units are hardcoded
    • You leak a location here:
      • Unit - Create 1 DTNado Dummy for (Owner of Unit) at (Position of Unit) facing CurrentAngle degrees
    • I would avoid using (Matching unit) to filter out units. Instead, use an If/Then/Else inside the loop. You can read more about it here
    • Store data you will reference multiple times so you do not have to keep calling the function (ex: Owner of caster, picked unit)
    • You leak a location here:
      • Unit Group - Pick every unit in (Units within DS_DRange of (Position of Unit) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of Unit)) Equal to True) and (((Matching unit) is in and do (Actions)
    • Attack type & Damage type should be configurable
    • You should only check to turn off the loop when you flush the hashtable, not every single loop iteration

  • Tempest
    • Please add descriptions to your configurables. Not everyone has played League of Legends and or know who Yasuo is
    • The ability should not be hardcoded
    • All of your dummy units are hardcoded
    • Almost all the variables are way too generic. Add some sort of prefix (ex: TMP_Caster, TMP_Unit) to avoid clashing with people's map
    • You should only be turning on the loop when you have to
    • What is 300 for? You should avoid using hardcoded values. If you have to, at least add a comment for what they are meant for
      • Hashtable - Save 300.00 as (Key distance) of UnitKey in GS_Hash
    • ^ same thing applies to this:
      • Set Counts = 9
    • I would add a configurable for the loop timer since you use it in a few arithmetic operators. If someone were to change just the event, the spell will break
    • You leak two locations here:
      • Unit - Create 1 GT Dummy2 for (Owner of Unit) at (Position of Unit) facing (Position of Unit)
    • Moore hardcoded values. You also leak a location here:
      • Unit Group - Pick every unit in (Units within 312.00 of (Position of Unit) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) belongs to an enemy of (Owner of Unit)) Equal to True) and (((Matching unit) is dead) Equal to False)))) and do (Actions)
    • I would avoid using (Matching unit) to filter out units. Instead, use an If/Then/Else inside the loop. You can read more about it here
    • Store data you will reference multiple times so you do not have to keep calling the function (ex: Owner of caster, picked unit)
    • You leak a location here:
      • Environment - Create a 1.00 second Temporary crater deformation at (Position of Unit) with radius 512.00 and depth 264.00
    • ^ In addition, Terrain Deformations leak. I would avoid using them.
    • You should only check to turn off the loop when you flush the hashtable, not every single loop iteration

  • Wind Technique
    • Please add descriptions to your configurables. Not everyone has played League of Legends and or know who Yasuo is
    • I would add extra configurables for the attachment points of the effects. Some effects look good on overhead, some look good in origin, etc
    • The passive ability should not be hardcoded
    • The animation should not be hardcoded:
      • Animation - Play WT_Unit's spin animation
    • Store data you will reference multiple times so you do not have to keep calling the function (ex: Owner of caster, picked unit)
    • I would avoid using (Matching unit) to filter out units. Instead, use an If/Then/Else inside the loop. You can read more about it here
    • Attack type and Damage type should be configurable
    • Remove the Do Nothing function. It's useless and literally does what it sounds like
    • The animation should not be hardcoded:
      • Animation - Play WT_Unit's attack slam animation
  • Last Breath
    • I would add extra configurables for the attachment points of the effects. Some effects look good on overhead, some look good in origin, etc
    • The ability should not be hardcoded
    • I would avoid using (Matching unit) to filter out units. Instead, use an If/Then/Else inside the loop. You can read more about it here
    • You leak a force here:
      • Game - Display to (All players matching ((Owner of Caster) Equal to Owner)) for 3.00 seconds the text: |cff00ff00No knocke...
    • Almost all the variables are way too generic. Add some sort of prefix (ex: LB_Caster, LB_Unit) to avoid clashing with people's map
    • Last Breath loop should not always be on. It should only be on when there is an active instance running
    • Store data you will reference multiple times so you do not have to keep calling the function (ex: Owner of caster, picked unit)
    • A looot of hardcoded values in the isKnockedUp group loop. I know that they have to be very specific, but you just made it so that it will only work for the imported model in the map
    • I would add a configurable for the loop timer since you use it in a few arithmetic operators. If someone were to change just the event, the spell will break
    • Attack type and Damage type should be configurable
    • You leak a location here:
      • Unit - Create 1 LB Effect Dummy for (Owner of Unit) at (Position of Unit) facing Default building facing degrees
    • You should only check to turn off the loop when you flush the hashtable, not every single loop iteration

Set to Awaiting Update
 
Level 4
Joined
Jun 16, 2012
Messages
25
ALRIGHTY

I've updated everything except Last Breath because I have a question

Could you tell me which hardcoded values in the isKnockedUp group I need to change?

  • Should I change the flying height speeds from 0.00 to a configurable value?
    • Animation - Change LB_Unit flying height to LB_CasterHeight at 0.00
  • Of course I know to change all of the "origin"s on the special effects to a configurable value
  • Should I change the time at which the special effects an animations occur? I did that so it would be evened out over three strikes. Also I will change the "Picked Unit" later
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • LB_CurrentDuration Equal to LB_KnockDuration[LB_Level]
      • Then - Actions
        • Special Effect - Create a special effect attached to the origin of DS_Unit using LB_EffectCaster2
        • Special Effect - Destroy (Last created special effect)
        • Special Effect - Create a special effect attached to the origin of (Picked unit) using LB_TargetEffect[1]
        • Special Effect - Destroy (Last created special effect)
        • Animation - Reset LB_Unit's animation
        • Animation - Play LB_Unit's LB_Animation[1] animation
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • LB_CurrentDuration Equal to (LB_KnockDuration[LB_Level] - (0.03 x (LB_KnockDuration[LB_Level] x 16.00)))
      • Then - Actions
        • Special Effect - Create a special effect attached to the origin of (Picked unit) using LB_TargetEffect[2]
        • Special Effect - Destroy (Last created special effect)
        • Animation - Reset LB_Unit's animation
        • Animation - Play LB_Unit's LB_Animation[2] animation
      • Else - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • LB_CurrentDuration Equal to (LB_KnockDuration[LB_Level] - (0.03 x (LB_KnockDuration[LB_Level] x 29.00)))
      • Then - Actions
        • Special Effect - Create a special effect attached to the origin of (Picked unit) using LB_TargetEffect[3]
        • Special Effect - Destroy (Last created special effect)
        • Animation - Reset LB_Unit's animation
        • Animation - Play LB_Unit's LB_Animation[3] animation
      • Else - Actions
  • I've also already changed the distance and degree at which I move the caster to configurable values as well (Changing picked unit later)
    • Unit - Move LB_Unit instantly to ((Position of (Picked unit)) offset by LB_DistanceFromTarget towards LB_Degrees degrees)
  • Also instead of changing flying heights to zero should I change them to "Flying Height (Default)"?
    • Animation - Change LB_Unit flying height to 0.00 at LB_SlamSpeedCaster
Edit: Also how would I use 1 dummy for all the spells? Could I create a special effect on the dummy, store it, and then remove it later?
 
Last edited:
Could you tell me which hardcoded values in the isKnockedUp group I need to change?
Did you make the knockup system yourself? You are going to want to post that as a seperate resource if you want your spell to be approved.

Should I change the flying height speeds from 0.00 to a configurable value?
That's okay to leave hardcoded. 0.00 makes it so that the change is done instantly.

Should I change the time at which the special effects an animations occur?
I don't understand your question. I made the suggestion because the values you currently have are specific to the model.

Also instead of changing flying heights to zero should I change them to "Flying Height (Default)"?
Yes. Units with Hover and Flying movement type do not have a flying height of 0.

Also how would I use 1 dummy for all the spells? Could I create a special effect on the dummy, store it, and then remove it later?
The dummy.mdx file provided in the link I gave you is an invisible dummy with attachment points. You can attach the special effects to them instead of individually changing the model files of multiple dummies.
 
General
  • Add some documentation to your triggers. It becomes an extreme hassle to figure out what you are trying to do when there are so many functions
  • Using the Trigger - Trigger Is On function is fine, but it would be better to use an integer counter
  • You have configurables for the loop timer in the configuration, yet you still have the event "Every 0.03 seconds of game time" on all of them
Dashing Steel
  • What purpose does DS_Owner serve onCast when you check who owns the caster every loop iteration?
Wind Technique
  • Is Double Strike & Counter supposed to run on the same thread? Or is it only possible for one of these to run on every damage event?
  • I don't see how WT_CantProcTwice is supposed to work. You add the DamageEventSource to it, and then immediately remove them in the same thread.
Last Breath
  • You leak a location here:
    • Unit - Move LB_Unit instantly to (LB_PickedLoc offset by LB_DistanceFromTarget towards LB_Degrees degrees)
  • You still have some hardcoded values in the LB_isKnockedUp loop:
    • LB_CurrentDuration Equal to (LB_KnockDuration[LB_Level] - (LB_LoopSpeed x (LB_KnockDuration[LB_Level] x 16.00)))
    • LB_CurrentDuration Equal to (LB_KnockDuration[LB_Level] - (LB_LoopSpeed x (LB_KnockDuration[LB_Level] x 29.00)))
    I'm still not sure what 16 and 29 even do. Do you mind explaining?

  • Why does setting this to 100 help with "MUI?"
    • Animation - Change LB_Picked flying height to 100.00 at LB_SlamSpeedTarget


Set to Awaiting Update.
 
Level 4
Joined
Jun 16, 2012
Messages
25
You have configurables for the loop timer in the configuration, yet you still have the event "Every 0.03 seconds of game time" on all of them

I don't know what I'm doing wrong but it won't let me put any variables in place of the 0.03
  • Is Double Strike & Counter supposed to run on the same thread? Or is it only possible for one of these to run on every damage event?
  • I don't see how WT_CantProcTwice is supposed to work. You add the DamageEventSource to it, and then immediately remove them in the same thread.

  • I merged them because I figured I didn't need 2 separate triggers for them, it is possible for them to run on every event if you set the chances to 100, or you're just really lucky

  • Every time a unit takes damage the trigger checks to see if it the source has the ability and if the target has the ability. If the source has the ability then the double strike will run, if the target has the ability then the counter will run if they both have the ability then both of them will run, since they both count as damage I don't want double strike to cause another double strike, and that one to cause another one, etc. I also don't want counters to cause a double strike so I add the unit to a unit group before the damage and remove it after the damage so that doesn't happen.
  • You still have some hardcoded values in the LB_isKnockedUp loop:
      • LB_CurrentDuration Equal to (LB_KnockDuration[LB_Level] - (LB_LoopSpeed x (LB_KnockDuration[LB_Level] x 16.00)))
      • LB_CurrentDuration Equal to (LB_KnockDuration[LB_Level] - (LB_LoopSpeed x (LB_KnockDuration[LB_Level] x 29.00)))

    I'm still not sure what 16 and 29 even do. Do you mind explaining?

  • Why does setting this to 100 help with "MUI?"
      • Animation - Change LB_Picked flying height to 100.00 at LB_SlamSpeedTarget

  • The hardcoded values even out the spell over 3 strikes based on the length of the spell.
  • 1 second would be 1 - 0.03 * 1 * 16 and 29 = strike at 1, 0.52, 0.13
  • If it were 4 seconds - 4 * 0.03 * 4 * 16 and 29 = strike at 4, 2.08, 0.52

  • Setting flying height to 100.00 makes it so more than one unit can Last Breath the same target, if it were set back to 0, it would get removed from the knock-up system group meaning it could only be targeted by 1 Last Breath.


I'll make sure I get on everything else.
 
I don't know what I'm doing wrong but it won't let me put any variables in place of the 0.03
TriggerRegisterTimerEvent takes trigger whichTrigger, real timeout, boolean periodic

I also don't want counters to cause a double strike so I add the unit to a unit group and check if it's in that unit group before the damage and remove it after the damage so that doesn't happen.
You can just turn the trigger off and turn it on then, right?
 
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