polo2005
Wana start playing LoL? http://tinyurl.com/369as27
- Reaction score
- 97
Hello 
Last year before I quite making maps of some personal reasons, I was working on a Fully working MUI spellpack of Phantom Lancer from dotA. However now that I no longer play dotA nor being active at map making (dont really know how popular wc3 still are) i decided to just release Doppelwalk.
Anyway here is the map:
and the code:
Last year before I quite making maps of some personal reasons, I was working on a Fully working MUI spellpack of Phantom Lancer from dotA. However now that I no longer play dotA nor being active at map making (dont really know how popular wc3 still are) i decided to just release Doppelwalk.
Anyway here is the map:
and the code:
Code:
Phantom Lancer Initialization
Events
Map initialization
Conditions
Actions
-------- set counter to the number of "YourHero" your using --------
Set Counter[1] = 1
Set YourHero[1] = Phantom Lancer
-------- set "DummyUnit" to your dummy unit your using --------
Set DummyUnit = Dummy
-------- set buff as your wand of illusion buff --------
Set buff = Illusion Doppel
-------- set spellf[0] as your doppelwalk spell --------
Set spell[0] = Doppelwalk
-------- set spellf[1] as your wand of illusion spell --------
Set spell[1] = Copy (L1: dop L2: jux L3: pe)
Code:
PL Setup step 1
Events
Map initialization
Conditions
Actions
Set Counter[0] = 1
Custom script: set bj_wantDestroyGroup=true
For each (Integer A) from 1 to Counter[1], do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units of type YourHero[(Integer A)]) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Temp_UnitGroup[2]
Unit Group - Add (Picked unit) to Storage_Group[Counter[0]]
Set Counter[0] = (Counter[0] + 1)
Code:
PL Setup step 2
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is in Temp_UnitGroup[2]) Equal to False
((Triggering unit) is an illusion) Equal to False
Actions
Set Temp_integer = 0
For each (Integer A) from 1 to Counter[1], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to YourHero[(Integer A)]
Then - Actions
Set Temp_integer = 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Temp_integer Equal to 0
Then - Actions
Skip remaining actions
Else - Actions
Unit Group - Add (Triggering unit) to Temp_UnitGroup[2]
Unit Group - Add (Triggering unit) to Storage_Group[Counter[0]]
Set Counter[0] = (Counter[0] + 1)
Code:
Set illu group
Events
Unit - A unit Spawns a summoned unit
Conditions
((Summoned unit) is an illusion) Equal to True
((Summoned unit) has buff Illusion Doppel ) Equal to True
Actions
Unit Group - Add (Summoned unit) to Storage_Group[(Custom value of (Summoning unit))]
Code:
Dopplewalk
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to spell[0]
Actions
Set Temp_point[0] = (Position of (Triggering unit))
Unit - Create 1 DummyUnit for (Owner of (Triggering unit)) at Temp_point[0] facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Add spell[1] to (Last created unit)
Unit - Set level of spell[1] for (Last created unit) to 1
For each (Integer A) from 1 to Counter[0], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is in Storage_Group[(Integer A)]) Equal to True
Then - Actions
Unit - Set the custom value of (Last created unit) to (Integer A)
Else - Actions
Custom script: call IssueTargetOrderById(bj_lastCreatedUnit, 852274, GetTriggerUnit())
Custom script: call RemoveLocation(udg_Temp_point[0])
Code:
Dopplewalk Set illu position
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is an illusion) Equal to True
((Triggering unit) has buff buff) Equal to True
Actions
For each (Integer A) from 1 to Counter[0], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is in Storage_Group[(Integer A)]) Equal to True
Then - Actions
Unit Group - Pick every unit in Storage_Group[(Integer A)] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to True
Then - Actions
Set Temp_point[0] = (Position of (Picked unit))
Unit - Move (Triggering unit) instantly to Temp_point[0], facing (Facing of (Picked unit)) degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Current order of (Picked unit)) Equal to (Order(move))
(Current order of (Picked unit)) Equal to (Order(smart))
(Current order of (Picked unit)) Not equal to (Order(attack))
Then - Actions
Set Temp_point[1] = (Temp_point[0] offset by 450.00 towards (Facing of (Picked unit)) degrees)
Unit - Order (Triggering unit) to Move To Temp_point[1]
Custom script: call RemoveLocation(udg_Temp_point[1])
Else - Actions
Custom script: call RemoveLocation(udg_Temp_point[0])
Else - Actions
Else - Actions
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