waaaks!
Zinctified
- Reaction score
- 255
GUI
LEAKLESS
MEDIUM IMPORT DIFFICULTY
LAGLESS
Future Goblin
A Goblin Engineer that came from the future. Uses future gadgets and techniques to eliminate enemy units. His objective is to change the destructive future that is full of war and fear. Can learn Rocket Shock, Detpack, Engineering Aura and Ion Beam Cannon.
Rocket Shock
Releases lightning bolts to each enemy units nearby, followed by shock seeking rockets, that follows units that was hit by lightning bolts, dealing 50 damage for each rockets released, increasing each rockets released for each enemy unit nearby.
Level 1 - 60 damage per target.
Level 2 - 120 damage per target.
Level 3 - 180 damage per target.
Level 4 - 240 damage per target.
Detpack
Drops a Detpack at a target location, that can be detonated, dealing area damage on detonation.
This skill can't level up if Detpack is not detonated.
Level 1 - 200 damage per unit.
Level 2 - 300 damage per unit.
Level 3 - 400 damage per unit.
Level 4 - 500 damage per unit.
Engineering Aura
Increases nearby allied units' move speed. Each time the Future Goblin is attacked, he has a 20% chance to upgrade nearby allied unit's damage and armor.
Level 1 - 2% movement and attack, 2 armor.
Level 2 - 4% movement and attack, 4 armor.
Level 3 - 6% movement and attack, 6 armor.
Level 4 - 8% movement and attack, 8 armor.
Ion Beam Cannon (Non-Triggered)
Channels an Ion Beam to the target location that deals damage overtime to each enemy units near it. The Ion Beam slowly moves.|n
Lasts 30 seconds.
Level 1 - 100 damage per second.
Level 2 - 150 damage per second.
Level 3 - 200 damage per second.
Credits to Illidan(Evil)X for the Ion Beam Cannon Model and Tinki3 for the Spell Test map template
LEAKLESS
MEDIUM IMPORT DIFFICULTY
LAGLESS
Future Goblin
A Goblin Engineer that came from the future. Uses future gadgets and techniques to eliminate enemy units. His objective is to change the destructive future that is full of war and fear. Can learn Rocket Shock, Detpack, Engineering Aura and Ion Beam Cannon.
Rocket Shock
Releases lightning bolts to each enemy units nearby, followed by shock seeking rockets, that follows units that was hit by lightning bolts, dealing 50 damage for each rockets released, increasing each rockets released for each enemy unit nearby.
Level 1 - 60 damage per target.
Level 2 - 120 damage per target.
Level 3 - 180 damage per target.
Level 4 - 240 damage per target.
Code:
RocketShock
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Rocket Shock
Actions
Set RS_unit = (Triggering unit)
Set RS_loc = (Position of RS_unit)
Set RS_group = (Units within 400.00 of RS_loc matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is dead) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of RS_unit)) Equal to True))))
Unit Group - Pick every unit in RS_group and do (Actions)
Loop - Actions
Unit - Create 1 Dummy Unit for (Owner of RS_unit) at RS_loc facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Add Rocket Shock Rockets to (Last created unit)
Unit - Order (Last created unit) to Night Elf Warden - Fan Of Knives
Custom script: call DestroyGroup(udg_RS_group)
Custom script: call RemoveLocation(udg_RS_loc)
Detpack
Drops a Detpack at a target location, that can be detonated, dealing area damage on detonation.
This skill can't level up if Detpack is not detonated.
Level 1 - 200 damage per unit.
Level 2 - 300 damage per unit.
Level 3 - 400 damage per unit.
Level 4 - 500 damage per unit.
Code:
Detpack
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Detpack
Actions
Set DP_unit = (Triggering unit)
Set DP_dummy = (Last created unit)
Set DP_loc = (Target point of ability being cast)
Unit - Create 1 Detpack for (Owner of DP_unit) at DP_loc facing Default building facing degrees
Player - Disable Detpack for (Owner of DP_unit)
Unit - Add Detonate to DP_unit
Code:
Detonate
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Detonate
Actions
Set DP_unit = (Triggering unit)
Set DP_group = (Units owned by (Owner of DP_unit) of type Detpack)
Set DP_dmggroup = (Units within 300.00 of DP_loc matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is dead) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of DP_unit)) Equal to True))))
Special Effect - Create a special effect at DP_loc using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in DP_group and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit Group - Pick every unit in DP_dmggroup and do (Actions)
Loop - Actions
Unit - Cause DP_unit to damage (Picked unit), dealing (100.00 + (100.00 x (Real((Level of Detpack for DP_unit))))) damage of attack type Spells and damage type Normal
Player - Enable Detpack for (Owner of DP_unit)
Unit - Remove Detonate from DP_unit
Custom script: call DestroyGroup(udg_DP_group)
Custom script: call DestroyGroup(udg_DP_dmggroup)
Custom script: call RemoveLocation(udg_DP_loc)
Engineering Aura
Increases nearby allied units' move speed. Each time the Future Goblin is attacked, he has a 20% chance to upgrade nearby allied unit's damage and armor.
Level 1 - 2% movement and attack, 2 armor.
Level 2 - 4% movement and attack, 4 armor.
Level 3 - 6% movement and attack, 6 armor.
Level 4 - 8% movement and attack, 8 armor.
Code:
Engineering
Events
Unit - A unit Is attacked
Conditions
(Level of Engineering Aura for (Triggering unit)) Greater than 0
Actions
Set E_unit = (Triggering unit)
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 20
Then - Actions
Set E_loc = (Position of E_unit)
Set E_group = (Units within 500.00 of E_loc matching (((Matching unit) has buff Engineering Aura ) Equal to True))
Unit Group - Pick every unit in E_group and do (Actions)
Loop - Actions
Unit - Create 1 Dummy Unit for (Owner of E_unit) at E_loc facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Add Engineering Aura Bonus to (Last created unit)
Unit - Set level of Engineering Aura Bonus for (Last created unit) to (Level of Engineering Aura for E_unit)
Unit - Order (Last created unit) to Human Priest - Inner Fire (Picked unit)
Custom script: call DestroyGroup(udg_E_group)
Custom script: call RemoveLocation(udg_E_loc)
Else - Actions
Ion Beam Cannon (Non-Triggered)
Channels an Ion Beam to the target location that deals damage overtime to each enemy units near it. The Ion Beam slowly moves.|n
Lasts 30 seconds.
Level 1 - 100 damage per second.
Level 2 - 150 damage per second.
Level 3 - 200 damage per second.
Code:
Ion Beam
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Ion Beam
Actions
Set IB_unit = (Triggering unit)
Set IB_level = (Level of Ion Beam Cannon for IB_unit)
Unit - Pause (Summoned unit) [I]*this needs to be paused*[/I]
Unit - Unpause (Summoned unit) [I]*and unpaused to set the level of perm immolation correctly*[/I]
Unit - Set level of Ion Beam Damage for (Summoned unit) to IB_level
Credits to Illidan(Evil)X for the Ion Beam Cannon Model and Tinki3 for the Spell Test map template