RangerX
I am justice!
- Reaction score
- 69
SS
The triggers
Details
-GUI
-MUI
-Check readme trigger for implementation
Tooltip
Update:
The triggers
Trigger:
- Spell Initialization
- Events
- Map initialization
- Conditions
- Actions
- -------- The Dummy unit --------
- Set Dummy = Dummy
- -------- The Swarm Dummy unit --------
- Set SwarmDummy = Swarm[dummy]
- -------- The Spell <MUI> --------
- Set S_mui = MUI
- -------- The Spell <SoulStrike> --------
- Set S_soul_Strike = Soulstrike
- -------- The Spell <Dummy Souls> --------
- Set S_DSouls = Dummy Souls
- -------- The Spell <Forbidden Moves> --------
- Set S_LS = Forbidden Moves
- -------- The Spell <LightSpeed> --------
- Set S_LSB = LightSpeed
- Events
Trigger:
- Lightspeed cast
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to S_LS
- Actions
- Set TriggeringUnit = (Triggering unit)
- Set Owner_of_TU = (Owner of TriggeringUnit)
- Set TU_pos = (Position of TriggeringUnit)
- -------- Add dummy buf to casting unit --------
- Unit - Create 1 Dummy for Owner_of_TU at TU_pos facing Default building facing degrees
- Set LastCreatedunit = (Last created unit)
- Unit - Add a 3.00 second Generic expiration timer to LastCreatedunit
- Unit - Add S_mui to (LastCreatedunit)
- Unit - Set level of S_mui for (LastCreatedunit) to (Level of S_LS for TriggeringUnit)
- Unit - Order LastCreatedunit to Human Priest - Inner Fire TriggeringUnit
- Set LastCreatedunit = No unit
- -------- Assign a new number each time to casting unit --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- FMNumberid Less than or equal to 1000
- Then - Actions
- Unit - Add S_LSB to TriggeringUnit
- Set FMTempPoint = (Center of (Playable map area))
- Unit - Create 1 Dummy for Owner_of_TU at FMTempPoint facing Default building facing degrees
- Set LastCreatedunit = (Last created unit)
- Unit - Add a (10.00 + (5.00 x (Real((Level of S_LS for TriggeringUnit))))) second Generic expiration timer to LastCreatedunit
- Set FMUnita[FMNumberid] = LastCreatedunit
- Set FMUnitc[FMNumberid] = TriggeringUnit
- Set FMNumberid = (FMNumberid + 1)
- Custom script: call RemoveLocation (udg_FMTempPoint)
- Else - Actions
- Set FMNumberid = 1
- If - Conditions
- Custom script: call RemoveLocation (udg_TU_pos)
- Set TriggeringUnit = No unit
- Set LastCreatedunit = No unit
- Events
Trigger:
- Lightspeed buff
- Events
- Unit - A unit Is issued an order targeting a point
- Conditions
- (Issued order) Equal to (Order(smart))
- ((Triggering unit) has buff Blink ) Equal to True
- Actions
- Set TriggeringUnit = (Triggering unit)
- -------- Set point were the caster will be teleported --------
- Set FMTemp_Point = (Target point of issued order)
- -------- Order him to blink to Temp_Point --------
- Unit - Set level of S_LSB for TriggeringUnit to (Level of S_LS for TriggeringUnit)
- Unit - Order TriggeringUnit to Night Elf Warden - Blink FMTemp_Point
- Custom script: call RemoveLocation (udg_FMTemp_Point)
- Set TriggeringUnit = No unit
- Events
Trigger:
- Lightspeed buff attack
- Events
- Unit - A unit Is issued an order targeting an object
- Conditions
- ((Target unit of issued order) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
- (Issued order) Equal to (Order(smart))
- ((Triggering unit) has buff Blink ) Equal to True
- Actions
- Set TriggeringUnit = (Triggering unit)
- Set Target_Uof_IO = (Target unit of issued order)
- -------- Set point were the caster will be teleported --------
- Set FMTemp_Point = (Position of Target_Uof_IO)
- Set FMTempPoint = (FMTemp_Point offset by 300.00 towards (Facing of TriggeringUnit) degrees)
- -------- Order him to blink to Temp_Point --------
- Unit - Order TriggeringUnit to Move To FMTemp_Point
- Unit - Set level of S_LSB for TriggeringUnit to (Level of S_LSB for TriggeringUnit)
- Unit - Make TriggeringUnit face FMTempPoint over 0.01 seconds
- Unit - Order TriggeringUnit to Night Elf Warden - Blink FMTemp_Point
- Unit - Make TriggeringUnit face FMTempPoint over 0.01 seconds
- -------- Check if the blinking unit is in range of target unit to deal dmg --------
- Set Region = (Region centered at FMTemp_Point with size (300.00, 300.00))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Region contains TriggeringUnit) Equal to True
- Then - Actions
- Unit - Make TriggeringUnit face FMTempPoint over 0.01 seconds
- Special Effect - Create a special effect attached to the origin of Target_Uof_IO using Objects\Spawnmodels\Undead\UCancelDeath\UCancelDeath.mdl
- Unit - Cause TriggeringUnit to damage Target_Uof_IO, dealing (((Real((Level of S_LS for (Triggering unit)))) x 2.50) + 24.20) damage of attack type Chaos and damage type Normal
- Unit - Cause TriggeringUnit to damage TriggeringUnit, dealing (((Real((Level of S_LS for (Triggering unit)))) x 1.50) + 1.10) damage of attack type Chaos and damage type Normal
- Special Effect - Destroy (Last created special effect)
- Else - Actions
- If - Conditions
- Custom script: call RemoveRect(udg_Region)
- Custom script: call RemoveLocation (udg_FMTemp_Point)
- -------- Order him to Blink away from target --------
- Unit - Make TriggeringUnit face FMTempPoint over 0.00 seconds
- Unit - Make TriggeringUnit face FMTempPoint over 0.01 seconds
- Unit - Set level of LightSpeed for TriggeringUnit to (Level of Forbidden Moves for TriggeringUnit)
- Unit - Move TriggeringUnit instantly to FMTempPoint, facing (FMTempPoint offset by 50.00 towards (-180.00 + (Facing of TriggeringUnit)) degrees)
- Custom script: call RemoveLocation (udg_FMTempPoint)
- Set TriggeringUnit = No unit
- Set Target_Uof_IO = No unit
- Events
Trigger:
- Lowhp
- Events
- Unit - A unit Is attacked
- Conditions
- (Random integer number between 1 and 100) Less than or equal to ((5 x (Level of S_LS for (Triggering unit))) + 5)
- (Percentage life of (Triggering unit)) Less than or equal to ((Real((Level of S_LS for (Triggering unit)))) + 20.50)
- ((Attacked unit) has buff Blink ) Equal to True
- Actions
- Set TriggeringUnit = (Triggering unit)
- Set LastCreatedunit = (Last created unit)
- Set Owner_of_TU = (Owner of TriggeringUnit)
- Set TU_pos = (Position of TriggeringUnit)
- Set Target_Uof_IO = (Attacked unit)
- -------- This loop will spawn Flame strike type spel at random points --------
- For each (Integer A) from 1 to (((Level of S_LS for (Triggering unit)) x 1) - 1), do (Actions)
- Loop - Actions
- Set FMInt[(Integer A)] = ((Integer A) + 1)
- Set Region = (Region centered at TU_pos with size (600.00, 600.00))
- Set FMTempPoint = (Random point in Region)
- Unit - Create 1 Dummy for Owner_of_TU at TU_pos facing Default building facing degrees
- Unit - Add a 3.00 second Generic expiration timer to LastCreatedunit
- Unit - Add S_soul_Strike to LastCreatedunit
- Unit - Set level of S_soul_Strike for LastCreatedunit to 1
- Unit - Order LastCreatedunit to Human Blood Mage - Flame Strike FMTempPoint
- Custom script: call RemoveLocation (udg_FMTempPoint)
- Custom script: call RemoveRect(udg_Region)
- Loop - Actions
- -------- This loop will spawn spawn unit that cast Locut Swarm type spell --------
- -------- Every unit will spawn 21 souls so be careful --------
- For each (Integer A) from 1 to ((Level of S_LS for (Triggering unit)) - 2), do (Actions)
- Loop - Actions
- Set FMInt[(Integer A)] = ((Integer A) + 1)
- Set Region = (Region centered at TU_pos with size (600.00, 600.00))
- Set FMTempPoint = (Random point in Region)
- Unit - Create 1 SwarmDummy for Owner_of_TU at TU_pos facing Default building facing degrees
- Unit - Add a 15.00 second Generic expiration timer to LastCreatedunit
- Unit - Add S_DSouls to LastCreatedunit
- Unit - Set level of S_DSouls for LastCreatedunit to 1
- Unit - Order LastCreatedunit to Undead Crypt Lord - Locust Swarm
- Custom script: call RemoveLocation (udg_FMTempPoint)
- Custom script: call RemoveRect(udg_Region)
- Loop - Actions
- -------- This will give some life to Casting unit ... change the "+0.50" to change the amount of hp that caster will recive --------
- For each (Integer A) from 1 to ((15 x (Level of S_LS for (Triggering unit))) + 15), do (Actions)
- Loop - Actions
- Set FMInt[(Integer A)] = ((Integer A) + 1)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Random integer number between 1 and 100) Less than or equal to 50
- Then - Actions
- Special Effect - Create a special effect attached to the hand,right of TriggeringUnit using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Set life of Target_Uof_IO to ((Life of Target_Uof_IO) + 0.50)
- Else - Actions
- If - Conditions
- Loop - Actions
- Custom script: call RemoveLocation (udg_TU_pos)
- Set TriggeringUnit = No unit
- Set LastCreatedunit = No unit
- Set Target_Uof_IO = No unit
- Events
Trigger:
- RepeatMUI
- Events
- Time - Every 0.50 seconds of game time
- Conditions
- Actions
- -------- This triger is to make the spell MUI .... --------
- For each (Integer A) from 1 to 1000, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- And - All (Conditions) are true
- Conditions
- (FMUnitc[(Integer A)] has buff Mui ) Equal to True
- (FMUnita[(Integer A)] is alive) Equal to False
- Conditions
- (FMUnitc[(Integer A)] is dead) Equal to True
- And - All (Conditions) are true
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Set TriggeringUnit = FMUnitc[(Integer A)]
- Set Owner_of_TU = (Owner of FMUnitc[(Integer A)])
- Set TU_pos = (Position of FMUnitc[(Integer A)])
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of S_LS for TriggeringUnit) Less than or equal to 2
- Then - Actions
- Set Region = (Region centered at TU_pos with size (600.00, 600.00))
- Set FMTempPoint = (Random point in Region)
- -------- Soulstrike --------
- Unit - Create 1 Dummy for Owner_of_TU at TU_pos facing Default building facing degrees
- Set LastCreatedunit = (Last created unit)
- Unit - Add a 3.00 second Generic expiration timer to LastCreatedunit
- Unit - Add S_soul_Strike to LastCreatedunit
- Unit - Set level of S_soul_Strike for LastCreatedunit to 1
- Unit - Order LastCreatedunit to Human Blood Mage - Flame Strike FMTempPoint
- Set LastCreatedunit = No unit
- Custom script: call RemoveLocation (udg_FMTempPoint)
- Custom script: call RemoveRect(udg_Region)
- Else - Actions
- Set Region = (Region centered at TU_pos with size (600.00, 600.00))
- Set FMTempPoint = (Random point in Region)
- -------- Dummy Souls --------
- Unit - Create 1 SwarmDummy for Owner_of_TU at TU_pos facing Default building facing degrees
- Set LastCreatedunit = (Last created unit)
- Unit - Add a 15.00 second Generic expiration timer to LastCreatedunit
- Unit - Add S_DSouls to LastCreatedunit
- Unit - Set level of S_DSouls for LastCreatedunit to 1
- Unit - Order LastCreatedunit to Undead Crypt Lord - Locust Swarm
- Set LastCreatedunit = No unit
- Custom script: call RemoveLocation (udg_FMTempPoint)
- Custom script: call RemoveRect(udg_Region)
- If - Conditions
- -------- LeakRemove --------
- Unit - Remove S_LSB from TriggeringUnit
- Set FMUnita[(Integer A)] = No unit
- Set FMUnitc[(Integer A)] = No unit
- Set TriggeringUnit = No unit
- Set Owner_of_TU = (Owner of No unit)
- Custom script: call RemoveLocation (udg_TU_pos)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Events
Details
-GUI
-MUI
-Check readme trigger for implementation
Tooltip
Code:
Ability Type: Instant/Buff/Finalbuff
Target: Enemy/AoE/Point
Effect: Blink/Damage on target/AoE damage
Cool down: 40/45/50 seconds
Hero will receive for 15/20/25 seconds lighting speed, he can move so fast that only
a green light will remain behind him, and if the hero target an enemy, he will use super
fast attacks, taking the enemy by surprise, to cause damage to enemy target.
The blink it will automatically cast when you want to move ant right-click somewhere .
If you right-click on a enemy unit you will blink to that target ant deal damage to the target but also to you.
If your life is to low it will cast some cool soul strike at random point around you and
the death souls that will do some chain damage to targets.
Update:
Added some trigger for easier implementation,and cleanup the useless things
The Spell now is leekless i don't think that are any more leeks ...
Last Update : All problems Solved
v2.2 final release . the last 2 mistakes solved
The Spell now is leekless i don't think that are any more leeks ...
Last Update : All problems Solved
v2.2 final release . the last 2 mistakes solved