Trigger:
- Initializaton
- Events
- Map initialization
- Conditions
- Actions
- Hashtable - Create a hashtable
- Set Powerslahs_Hash = (Last created hashtable)
- -------- -------------------- --------
- Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
- Events
Trigger:
- Powerslash
- Events
- Unit - A unit Begins casting an ability
- Conditions
- (Ability being cast) Equal to Powerslash111111111
- Actions
- -------- -------------------- --------
- -------- Set caster and target --------
- -------- -------------------- --------
- Set Powerslahs_Caster = (Casting unit)
- Set Powerslahs_Target = (Target unit of ability being cast)
- -------- -------------------- --------
- -------- Animation thingies --------
- -------- -------------------- --------
- Animation - Change Powerslahs_Caster's animation speed to 210.00% of its original speed
- Animation - Play Powerslahs_Caster's attack slam animation
- -------- -------------------- --------
- -------- Add unit to unit group --------
- -------- -------------------- --------
- Unit Group - Add Powerslahs_Caster to Powerslash_Group
- -------- -------------------- --------
- -------- Create and store effects --------
- -------- -------------------- --------
- Special Effect - Create a special effect attached to the weapon of Powerslahs_Caster using Abilities\Weapons\ZigguratMissile\ZigguratMissile.mdl
- Hashtable - Save Handle Of(Last created special effect) as (Key effect_1) of (Key (Triggering unit)) in Powerslahs_Hash
- Special Effect - Create a special effect attached to the weapon of Powerslahs_Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
- Hashtable - Save Handle Of(Last created special effect) as (Key effect_2) of (Key (Triggering unit)) in Powerslahs_Hash
- -------- -------------------- --------
- -------- Save other things to hashtable --------
- -------- -------------------- --------
- Hashtable - Save (0.80 + 3.50) as (Key timer) of (Key (Triggering unit)) in Powerslahs_Hash
- Hashtable - Save Handle Of(Target unit of ability being cast) as (Key target) of (Key (Triggering unit)) in Powerslahs_Hash
- Hashtable - Save (10.00 x (Real((Level of Powerslash111111111 for Powerslahs_Caster)))) as (Key damage) of (Key (Triggering unit)) in Powerslahs_Hash
- -------- -------------------- --------
- -------- Turn on loop --------
- -------- -------------------- --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Powerslash Loop <gen> is on) Equal to False
- Then - Actions
- Trigger - Turn on Powerslash Loop <gen>
- Else - Actions
- If - Conditions
- Events
Trigger:
- Powerslash Loop
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in Powerslash_Group and do (Actions)
- Loop - Actions
- Set Powerslahs_Caster = (Picked unit)
- Set Powerslahs_Target = (Load (Key target) of (Key (Picked unit)) in Powerslahs_Hash)
- Set Temp_Real_1 = (Load (Key timer) of (Key (Picked unit)) from Powerslahs_Hash)
- -------- -------------------- --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Powerslahs_Caster is alive) Equal to True
- (Powerslahs_Target is alive) Equal to True
- Temp_Real_1 Greater than -0.06
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Temp_Real_1 Less than 3.54
- Temp_Real_1 Greater than 3.50
- Then - Actions
- Set Temp_Loc_1 = (Position of Powerslahs_Target)
- -------- -------------------- --------
- Unit - Move Powerslahs_Caster instantly to (Temp_Loc_1 offset by 90.00 towards (Facing of Powerslahs_Target) degrees)
- -------- -------------------- --------
- Animation - Change Powerslahs_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 60.00% transparency
- -------- -------------------- --------
- Custom script: call RemoveLocation(udg_Temp_Loc_1)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- Temp_Real_1 Equal to 3.25
- Temp_Real_1 Equal to 2.89
- Temp_Real_1 Equal to 2.53
- Temp_Real_1 Equal to 2.17
- Temp_Real_1 Equal to 1.81
- Temp_Real_1 Equal to 1.45
- Temp_Real_1 Equal to 1.09
- Temp_Real_1 Equal to 0.73
- Temp_Real_1 Equal to 0.37
- Temp_Real_1 Equal to 0.01
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Set Temp_Loc_1 = (Position of Powerslahs_Target)
- Set Temp_Loc_2 = (Random point in (Region centered at Temp_Loc_1 with size (320.00, 320.00)))
- -------- -------------------- --------
- Unit - Move Powerslahs_Caster instantly to Temp_Loc_2
- -------- -------------------- --------
- Animation - Play Powerslahs_Target's death animation
- Animation - Play Powerslahs_Caster's attack slam animation
- -------- -------------------- --------
- Unit - Make Powerslahs_Caster face Powerslahs_Target over 0.00 seconds
- -------- -------------------- --------
- Unit - Cause Powerslahs_Caster to damage Powerslahs_Target, dealing (Load (Key damage) of (Key (Picked unit)) from Powerslahs_Hash) damage of attack type Hero and damage type Normal
- -------- -------------------- --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Powerslahs_Target is in Powerslash_Knockback_Group) Equal to False
- Then - Actions
- Unit Group - Add Powerslahs_Target to Powerslash_Knockback_Group
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Powerslash Knockback <gen> is on) Equal to False
- Then - Actions
- Trigger - Turn on Powerslash Knockback <gen>
- Else - Actions
- If - Conditions
- -------- -------------------- --------
- Special Effect - Create a special effect at (Position of Powerslahs_Caster) using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
- Hashtable - Save Handle Of(Last created special effect) as (Key effect_3) of (Key (Triggering unit)) in Powerslahs_Hash
- Special Effect - Create a special effect attached to the origin of Powerslahs_Target using Objects\Spawnmodels\Human\HumanBlood\HumanBloodRifleman.mdl
- Hashtable - Save Handle Of(Last created special effect) as (Key effect_4) of (Key (Triggering unit)) in Powerslahs_Hash
- Special Effect - Create a special effect attached to the origin of Powerslahs_Target using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
- Hashtable - Save Handle Of(Last created special effect) as (Key effect_5) of (Key (Triggering unit)) in Powerslahs_Hash
- -------- -------------------- --------
- Hashtable - Save Handle Of(Picked unit) as (Key caster) of (Key (Load (Key target) of (Key (Picked unit)) in Powerslahs_Hash)) in Powerslahs_Hash
- -------- -------------------- --------
- Sound - Play MetalHeavySliceFlesh3 <gen> at 100.00% volume, attached to Powerslahs_Target
- Sound - Destroy (Last played sound)
- -------- -------------------- --------
- Custom script: call RemoveLocation(udg_Temp_Loc_1)
- Custom script: call RemoveLocation(udg_Temp_Loc_2)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Or - Any (Conditions) are true
- Conditions
- Temp_Real_1 Equal to 3.19
- Temp_Real_1 Equal to 2.83
- Temp_Real_1 Equal to 2.47
- Temp_Real_1 Equal to 2.11
- Temp_Real_1 Equal to 1.75
- Temp_Real_1 Equal to 1.39
- Temp_Real_1 Equal to 1.03
- Temp_Real_1 Equal to 0.67
- Temp_Real_1 Equal to 0.31
- Temp_Real_1 Equal to -0.05
- Conditions
- Or - Any (Conditions) are true
- Then - Actions
- Special Effect - Destroy (Load (Key effect_3) of (Key (Picked unit)) in Powerslahs_Hash)
- Special Effect - Destroy (Load (Key effect_4) of (Key (Picked unit)) in Powerslahs_Hash)
- Special Effect - Destroy (Load (Key effect_5) of (Key (Picked unit)) in Powerslahs_Hash)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- -------- -------------------- --------
- Hashtable - Save (Temp_Real_1 - 0.03) as (Key timer) of (Key (Picked unit)) in Powerslahs_Hash
- -------- -------------------- --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- Animation - Change Powerslahs_Caster's animation speed to 100.00% of its original speed
- Animation - Change Powerslahs_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Animation - Reset Powerslahs_Caster's animation
- Animation - Reset Powerslahs_Target's animation
- -------- -------------------- --------
- Special Effect - Destroy (Load (Key effect_1) of (Key (Picked unit)) in Powerslahs_Hash)
- Special Effect - Destroy (Load (Key effect_2) of (Key (Picked unit)) in Powerslahs_Hash)
- -------- -------------------- --------
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Powerslahs_Hash
- -------- -------------------- --------
- Unit Group - Remove Powerslahs_Caster from Powerslash_Group
- Unit Group - Remove Powerslahs_Target from Powerslash_Knockback_Group
- -------- -------------------- --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Powerslash_Group is empty) Equal to True
- Then - Actions
- Trigger - Turn off (This trigger)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Powerslash_Knockback_Group is empty) Equal to True
- Then - Actions
- Trigger - Turn off Powerslash Knockback <gen>
- Else - Actions
- If - Conditions
- If - Conditions
- Loop - Actions
- Unit Group - Pick every unit in Powerslash_Group and do (Actions)
- Events
Trigger:
- Powerslash Knockback
- Events
- Time - Every 0.03 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in Powerslash_Knockback_Group and do (Actions)
- Loop - Actions
- Set Powerslahs_Target = (Picked unit)
- Set Powerslahs_Caster = (Load (Key caster) of (Key (Picked unit)) in Powerslahs_Hash)
- -------- -------------------- --------
- Unit - Make Powerslahs_Caster face Powerslahs_Target over 0.00 seconds
- Unit - Make Powerslahs_Target face Powerslahs_Caster over 0.00 seconds
- -------- -------------------- --------
- Set Temp_Loc_1 = (Position of Powerslahs_Target)
- Set Temp_Loc_2 = (Temp_Loc_1 offset by -18.00 towards (Facing of Powerslahs_Target) degrees)
- -------- -------------------- --------
- Unit - Move Powerslahs_Target instantly to Temp_Loc_2
- -------- -------------------- --------
- Custom script: call RemoveLocation(udg_Temp_Loc_1)
- Custom script: call RemoveLocation(udg_Temp_Loc_2)
- Loop - Actions
- Unit Group - Pick every unit in Powerslash_Knockback_Group and do (Actions)
- Events