Drunken_God
Hopes to get back into Mapmaking with SC2 :)
- Reaction score
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Eagle Strike

Leakless: Yes
MUI/MPI: MPI
GUI/JASS: GUI
Eagle Strike
Everytime the Dark Ranger attacks an opponent, she has a chance that her pet eagle will follow up with a strike, dealing massive damage and slowing the target.
Level 1 - 10% Chance to strike the opponent dealing .50 x agility in damage, slowing by 20% for 2 seconds.
Level 2 - 15% Chance to strike the opponent dealing .75 x agility in damage, slowing by 30% for 3 seconds.
Level 3 - 20% Chance to strike the opponent dealing 1 x agility in damage, slowing by 40% for 4 seconds.
Note: To learn this skill, she must have to learn a skill that's passive called 'Pet Hawk' which grants extra vision by 200/300/400/500, and summons the hawk.
Code:
Code:
Pet Learn
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Hawk
Actions
Player - Set the current research level of Vision to ((Current research level of Vision for (Owner of (Triggering unit))) + 1) for Player 1 (Red)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Hawk for (Triggering unit)) Equal to 1
Then - Actions
Set temppoint = (Position of (Triggering unit))
Unit - Create 1 Hawk for (Owner of (Triggering unit)) at temppoint facing Default building facing degrees
Set Hawk[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
Set Hero[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
Custom script: call RemoveLocation(udg_temppoint)
Trigger - Add to Die <gen> the event (Unit - Hero[(Player number of (Owner of (Triggering unit)))] Dies)
Else - Actions
Code:
Move Hawk to Hero
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Hero[(Integer A)] Not equal to No unit
Then - Actions
Set temppoint = (Position of Hero[(Integer A)])
Unit - Move Hawk[(Integer A)] instantly to temppoint, facing (Facing of Hero[(Integer A)]) degrees
Custom script: call RemoveLocation(udg_temppoint)
Else - Actions
Code:
Attack
Events
Unit - A unit Is attacked
Conditions
(Level of Eagle Strike for (Attacking unit)) Greater than 0
(Random integer number between 1 and 100) Less than or equal to (5 + (5 x (Level of Eagle Strike for (Attacking unit))))
Actions
Special Effect - Create a special effect attached to the hand, left of Hawk[(Player number of (Owner of (Attacking unit)))] using Abilities\Spells\Items\AIlb\AIlbSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the hand, right of Hawk[(Player number of (Owner of (Attacking unit)))] using Abilities\Spells\Items\AIlb\AIlbSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the weapon of Hawk[(Player number of (Owner of (Attacking unit)))] using Abilities\Spells\Items\AIlb\AIlbSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Set temppoint = (Position of (Triggering unit))
Unit - Create 1 dummy for (Owner of (Attacking unit)) at temppoint facing Default building facing degrees
Unit - Add Slow to (Last created unit)
Unit - Set level of Slow for (Last created unit) to (Level of Eagle Strike for (Attacking unit))
Unit - Order (Last created unit) to Human Sorceress - Slow (Triggering unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_temppoint)
Set temppoint = (Position of (Attacking unit))
Unit - Create 1 dummy for (Owner of (Attacking unit)) at temppoint facing Default building facing degrees
Unit - Add Lightning Effect to (Last created unit)
Unit - Order (Last created unit) to Special Archimonde - Finger Of Death (Triggering unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_temppoint)
Unit - Cause (Attacking unit) to damage (Triggering unit), dealing ((Real((Agility of (Attacking unit) (Include bonuses)))) x ((0.25 x (Real((Level of Eagle Strike for (Attacking unit))))) + 0.25)) damage of attack type Spells and damage type Normal
Code:
Forbit Learn
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Eagle Strike
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Hawk for (Triggering unit)) Equal to 0
Then - Actions
Unit - Remove Eagle Strike from (Triggering unit)
Quest - Display to (Player group((Owner of (Triggering unit)))) the Warning message: You first have to l...
Hero - Modify unspent skill points of (Triggering unit): Add 1 points
Else - Actions
Code:
Die
Events
Conditions
Actions
Unit - Kill Hawk[(Player number of (Owner of (Triggering unit)))]
EDIT: added implemantation instructions to the map
Attachments
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