- Reaction score
- 91
> I've started grading now.
Good, good. I hope Mr.Panda starts with it soon as well. Wish you luck everyone.
Good, good. I hope Mr.Panda starts with it soon as well. Wish you luck everyone.
Good, good. I hope Mr.Panda starts with it soon as well.
FireCall_DamageDealed Real
FireCall_Location Point (Array)
FireCall_LoopNumber Integer
FireCall_Radius Real
FireCall_RandomAngle Real
FireCall_TargetLocation Point
function Trig_FireCall_Conditions takes nothing returns boolean
if ( not ( GetSpellAbilityId() == 039;A005039; ) ) then
return false
endif
return true
endfunction
function Trig_FireCall_Func004001 takes nothing returns boolean
return ( GetUnitAbilityLevelSwapped(039;A005039;, GetTriggerUnit()) == 1 )
endfunction
function Trig_FireCall_Func005001 takes nothing returns boolean
return ( GetUnitAbilityLevelSwapped(039;A005039;, GetTriggerUnit()) == 2 )
endfunction
function Trig_FireCall_Func006001 takes nothing returns boolean
return ( GetUnitAbilityLevelSwapped(039;A005039;, GetTriggerUnit()) == 3 )
endfunction
function Trig_FireCall_Func007001 takes nothing returns boolean
return ( GetUnitAbilityLevelSwapped(039;A005039;, GetTriggerUnit()) == 4 )
endfunction
function Trig_FireCall_Func008001 takes nothing returns boolean
return ( GetUnitAbilityLevelSwapped(039;A005039;, GetTriggerUnit()) == 5 )
endfunction
function Trig_FireCall_Actions takes nothing returns nothing
set udg_FireCall_DamageDealed = ( 75.00 * I2R(GetUnitAbilityLevelSwapped(039;A005039;, GetTriggerUnit())) )
set udg_FireCall_TargetPoint = GetSpellTargetLoc()
set udg_FireCall_LoopNumber = ( 2 * GetUnitAbilityLevelSwapped(039;A005039;, GetTriggerUnit()) )
if ( Trig_FireCall_Func004001() ) then
set udg_FireCall_Radius = 125.00
else
call DoNothing( )
endif
if ( Trig_FireCall_Func005001() ) then
set udg_FireCall_Radius = 100.00
else
call DoNothing( )
endif
if ( Trig_FireCall_Func006001() ) then
set udg_FireCall_Radius = 80.00
else
call DoNothing( )
endif
if ( Trig_FireCall_Func007001() ) then
set udg_FireCall_Radius = 60.00
else
call DoNothing( )
endif
if ( Trig_FireCall_Func008001() ) then
set udg_FireCall_Radius = 40.00
else
call DoNothing( )
endif
set bj_forLoopAIndex = 1
set bj_forLoopAIndexEnd = udg_FireCall_LoopNumber
loop
exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
set udg_FireCall_RandomAngle = GetRandomReal(0.01, 360.00)
set udg_FireCall_Location[GetForLoopIndexA()] = PolarProjectionBJ(udg_FireCall_TargetPoint, GetRandomReal(-200.00, 200.00), udg_FireCall_RandomAngle)
set bj_forLoopAIndex = bj_forLoopAIndex + 1
endloop
set bj_forLoopAIndex = 1
set bj_forLoopAIndexEnd = udg_FireCall_LoopNumber
loop
exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
call AddSpecialEffectLocBJ( udg_FireCall_Location[GetForLoopIndexA()], "Abilities\\Spells\\Human\\MarkOfChaos\\MarkOfChaosTarget.mdl" )
call UnitDamagePointLoc( GetTriggerUnit(), 0, udg_FireCall_Radius, udg_FireCall_Location[GetForLoopIndexA()], udg_FireCall_DamageDealed, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
set bj_forLoopAIndex = bj_forLoopAIndex + 1
endloop
set bj_forLoopAIndex = 1
set bj_forLoopAIndexEnd = udg_FireCall_LoopNumber
loop
exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
call RemoveLocation(udg_FireCall_Location[GetForLoopIndexA()])
set bj_forLoopAIndex = bj_forLoopAIndex + 1
endloop
call RemoveLocation(udg_FireCall_TargetPoint)
endfunction
//===========================================================================
function InitTrig_FireCall takes nothing returns nothing
set gg_trg_FireCall = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_FireCall, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_FireCall, Condition( function Trig_FireCall_Conditions ) )
call TriggerAddAction( gg_trg_FireCall, function Trig_FireCall_Actions )
endfunction
<3Stay tuned!
Now I've got a full 2 weeks to grade these.