SouLEDGE
Damn you advanced calculus
- Reaction score
- 75
Ok, well I just wanted some help checking if everything here looks alright, these spells aren't MUI, It's for my Single Player RPG.
Sonic Rush
Hell Fire
Echo Thunder
Sonic Rush
Trigger:
- Sonic Rush
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Sonic Rush (Dummy Spell)
- Actions
- Set Sonic_Target = (Target unit of ability being cast)
- Set Sonic_Caster = (Triggering unit)
- Set Temp_Int = ((Agility of Sonic_Caster (Include bonuses)) x 2)
- Set Sonic_level = ((Level of Sonic Rush (Dummy Spell) for Sonic_Caster) + 1)
- Unit - Pause Sonic_Target
- Set Sonic_Target_Loc = (Position of Sonic_Target)
- Set Sonic_Caster_Loc = (Position of (Triggering unit))
- Set Sonic_Range = (Integer((Distance between (Position of Sonic_Caster) and (Position of Sonic_Target))))
- Unit - Pause Sonic_Caster
- Unit - Make Sonic_Caster Invulnerable
- Special Effect - Create a special effect attached to the (left + hand) of Sonic_Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
- Set Special_Effect[1] = (Last created special effect)
- Special Effect - Create a special effect attached to the (right + hand) of Sonic_Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
- Set Special_Effect[2] = (Last created special effect)
- Animation - Play Sonic_Caster's attack animation
- Animation - Change Sonic_Caster's animation speed to 25.00% of its original speed
- Wait 1.80 seconds
- Animation - Change Sonic_Caster's animation speed to 0.00% of its original speed
- Unit - Turn collision for Sonic_Caster Off
- Animation - Change Sonic_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency
- For each (Integer A) from 1 to (Sonic_level x 3), do (Actions)
- Loop - Actions
- Unit - Move Sonic_Caster instantly to (Sonic_Target_Loc offset by (Real(Sonic_Range)) towards ((Angle from Sonic_Target_Loc to Sonic_Caster_Loc) + (Real(((Integer A) x 60)))) degrees), facing Sonic_Target_Loc
- Special Effect - Create a special effect at Sonic_Target_Loc using Abilities\Spells\Orc\MirrorImage\MirrorImageCaster.mdl
- Wait 0.03 seconds
- Unit - Move Sonic_Caster instantly to Sonic_Target_Loc
- Special Effect - Create a special effect attached to the origin of Sonic_Target using Objects\Spawnmodels\Human\HumanBlood\HumanBloodPeasant.mdl
- Wait 0.03 seconds
- Unit - Move Sonic_Caster instantly to (Sonic_Target_Loc offset by (Real(Sonic_Range)) towards (((Angle from Sonic_Target_Loc to Sonic_Caster_Loc) + 180.00) + (Real(((Integer A) x 60)))) degrees), facing Sonic_Target_Loc
- Unit - Cause Sonic_Caster to damage Sonic_Target, dealing ((Max life of Sonic_Target) x 0.03) damage of attack type Hero and damage type Normal
- Sound - Play Sonic_Attack_Sound[1] at 100.00% volume, attached to Sonic_Caster
- Set Sonic_Rush_crit = (Random integer number between 1 and 100)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Sonic_Rush_crit Less than or equal to (Sonic_level x 10)
- Then - Actions
- Unit - Cause Sonic_Caster to damage Sonic_Target, dealing (Real(Temp_Int)) damage of attack type Chaos and damage type Normal
- Floating Text - Create floating text that reads ((String(Temp_Int)) + !) above Sonic_Target with Z offset 0.00, using font size 10.00, color (10.00%, 100.00%, 10.00%), and 5.00% transparency
- Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
- Floating Text - Set the velocity of (Last created floating text) to 150.00 towards 0.00 degrees
- Else - Actions
- Do nothing
- If - Conditions
- Floating Text - Create floating text that reads (DAMAGE NO.: + (String((Integer A)))) above Sonic_Target with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 120.00 towards 45.00 degrees
- Wait 0.03 seconds
- Special Effect - Destroy (Last created special effect)
- If ((Life of Sonic_Target) Less than or equal to 0.00) then do (Custom script: exitwhen true) else do (Do nothing)
- Loop - Actions
- Animation - Change Sonic_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Unit - Make Sonic_Caster Vulnerable
- Animation - Change Sonic_Caster's animation speed to 100.00% of its original speed
- Unit - Unpause Sonic_Caster
- Animation - Play Sonic_Caster's slam animation
- Special Effect - Destroy Special_Effect[1]
- Special Effect - Destroy Special_Effect[2]
- Unit - Turn collision for Sonic_Caster On
- Unit - Move (Triggering unit) instantly to Sonic_Target_Loc, facing Sonic_Target_Loc
- Unit - Unpause Sonic_Target
- Custom script: call RemoveLocation(udg_Sonic_Target_Loc)
- Custom script: call RemoveLocation(udg_Sonic_Caster_Loc)
- Events
Trigger:
- Hell Fire
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Flame Strike (Dummy)
- Actions
- Set Temp_Point = (Target point of ability being cast)
- Set Temp_Int = (Level of Flame Strike (Dummy) for (Casting unit))
- Unit - Create 1 Flame Strike Dummy for Player 1 (Red) at Temp_Point facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Add Flame Strike to (Last created unit)
- Unit - Set level of Flame Strike for (Last created unit) to (Temp_Int + 3)
- Unit - Order (Last created unit) to Human Blood Mage - Flame Strike Temp_Point
- Wait 0.10 seconds
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- Unit - Create 1 Flame Strike Dummy for Player 1 (Red) at (Temp_Point offset by (((Real(Temp_Int)) + 2.00) x 50.00) towards ((((Real((Integer A))) + (Real((Integer A)))) - 1.00) x 45.00) degrees) facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Add Flame Strike to (Last created unit)
- Unit - Set level of Flame Strike for (Last created unit) to Temp_Int
- Unit - Order (Last created unit) to Human Blood Mage - Flame Strike (Temp_Point offset by (((Real(Temp_Int)) + 2.00) x 50.00) towards ((((Real((Integer A))) + (Real((Integer A)))) - 1.00) x 45.00) degrees)
- Loop - Actions
- Custom script: call RemoveLocation(udg_Temp_Point)
- Events
Trigger:
- Echo Thunder
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Thunder Echo
- Actions
- Set Temp_Int = (Level of Thunder Echo for (Triggering unit))
- For each (Integer A) from 1 to (Temp_Int + 3), do (Actions)
- Loop - Actions
- Set Temp_Point = (Position of (Triggering unit))
- Unit - Create 1 Flame Strike Dummy for (Triggering player) at Temp_Point facing Default building facing degrees
- Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
- Unit - Add Thunder Clap to (Last created unit)
- Unit - Set level of Thunder Clap for (Last created unit) to Temp_Int
- Unit - Move (Last created unit) instantly to Temp_Point
- Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
- Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
- Special Effect - Destroy (Last created special effect)
- Wait (2.00 - ((Real(Temp_Int)) / 2.00)) seconds
- Custom script: call RemoveLocation(udg_Temp_Point)
- Loop - Actions
- Events