THE_X
New Member
- Reaction score
- 49
yep hes the lumberjack, loves them flapjacks and chopping down trees in his past time. He also enjoys scary movies and long walks on the beach.
MUI/MPI? - MUI
Jass/GUI? - GUI
Leakless - Think so
Lagless - Most of the time, 2 sliding triggers if you get more than 20 units out at a time sliding then yea but hardly done, unless you can constantly cast,
giving there is no cooldown, for this test there is NO cooldowns
Importing:
- Import the custom model of the fire axe
and i suggest if your map allready has a variable with the same ones as mine you should probably change the names to LJ_Point instead of Point so it does not innerfear with your map, so you dont have to go back and fix every little detail :thup:
just import all the axe models and your good to go as well as spells, buffs, triggers, variables, ect.
Abilitys
Revolving Axes
Creates 3 axes that revolve around the casting unit killing trees, and slicing enemies that come into contact with them dealing damage.
giving there is no cooldown, for this test there is NO cooldowns
Flaming Axe
Tosses an axe that slices through units on the way to a targeted point cutting them causing them to bleed for an amount of time loosing hit points, after the axe has stopped it will sit for 8 seconds burning the ground around it dealing 10 damage a second to units in the fire, and then explode dealing damage to units near it.
Image of the axe moving
Image of the axe sitting
Sharpend Blades
Sharpens the lumberjacks blades making his axes more deadly dealing damage and giving a chance to do more damage on an attack.
Passive ability no screeny
Code is also hard coded into the other axe abilitys
Ultimate
Axe Slash
The lumberjacks axes thrist for action so the lumberjack knocks out a unit and goes into a frenzy, just wailing on a poor soul, dealing massive damage to the enemy unit multipal times, making the unit stunned until the lumberjack stops
These spells in order to be MUI need my GUI - MUI system
Comments greatly appreciated
IF used in a map (any of the spells) creds would be nice :thup: and maby pm me and say so just so when ur done i can play it :thup:
Edit: haha forgot to post the map
Lumberjack
MUI/MPI? - MUI
Jass/GUI? - GUI
Leakless - Think so
Lagless - Most of the time, 2 sliding triggers if you get more than 20 units out at a time sliding then yea but hardly done, unless you can constantly cast,
giving there is no cooldown, for this test there is NO cooldowns
Importing:
- Import the custom model of the fire axe
and i suggest if your map allready has a variable with the same ones as mine you should probably change the names to LJ_Point instead of Point so it does not innerfear with your map, so you dont have to go back and fix every little detail :thup:
just import all the axe models and your good to go as well as spells, buffs, triggers, variables, ect.
Abilitys
Revolving Axes
Creates 3 axes that revolve around the casting unit killing trees, and slicing enemies that come into contact with them dealing damage.
Code:
Revolving Axes Create
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Revolving Axes
Actions
For each (Integer A) from 1 to 3, do (Actions)
Loop - Actions
Set Point[1] = (Position of (Triggering unit))
Unit - Create 1 Axe Dummy for (Owner of (Triggering unit)) at Point[1] facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Last created unit)) Less than 1
Then - Actions
Set MUI_Integer = (MUI_Integer + 1)
Unit - Set the custom value of (Last created unit) to MUI_Integer
Set Axe_Unit[(Custom value of (Last created unit))] = (Triggering unit)
Else - Actions
Unit - Add a (10.00 + (5.00 x (Real((Level of Revolving Axes for (Triggering unit)))))) second Generic expiration timer to (Last created unit)
Trigger - Add to Revolving Axes Damage <gen> the event (Unit - A unit comes within 85.00 of (Last created unit))
Animation - Change (Last created unit)'s animation speed to 250.00% of its original speed
Set Revolving_Axe_Angle[(Custom value of (Last created unit))] = (120.00 x (Real((Integer A))))
Custom script: call RemoveLocation (udg_Point[1])
Code:
Revolving Axes Move
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Set Group = (Units of type Axe Dummy)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Set Revolving_Axe_Angle[(Custom value of (Picked unit))] = (Revolving_Axe_Angle[(Custom value of (Picked unit))] + 6.00)
Set Point[1] = (Position of Axe_Unit[(Custom value of (Picked unit))])
Set Point[2] = (Point[1] offset by 150.00 towards Revolving_Axe_Angle[(Custom value of (Picked unit))] degrees)
Destructible - Pick every destructible within 100.00 of Point[2] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
(Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall
(Destructible-type of (Picked destructible)) Equal to Ashenvale Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Barrens Tree Wall
(Destructible-type of (Picked destructible)) Equal to Barrens Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Black Citadel Tree Wall
(Destructible-type of (Picked destructible)) Equal to Cityscape Fall Tree Wall
(Destructible-type of (Picked destructible)) Equal to Cityscape Snowy Tree Wall
(Destructible-type of (Picked destructible)) Equal to Cityscape Summer Tree Wall
(Destructible-type of (Picked destructible)) Equal to Cityscape Winter Tree Wall
(Destructible-type of (Picked destructible)) Equal to Cityscape Ruined Tree Wall
(Destructible-type of (Picked destructible)) Equal to Dalaran Ruins Tree Wall
(Destructible-type of (Picked destructible)) Equal to Dungeon Tree Wall
(Destructible-type of (Picked destructible)) Equal to Felwood Tree Wall
(Destructible-type of (Picked destructible)) Equal to Felwood Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Icecrown Tree Wall
(Destructible-type of (Picked destructible)) Equal to Icecrown Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Northrend Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Fall Tree Wall
(Destructible-type of (Picked destructible)) Equal to Northrend Tree Wall
(Destructible-type of (Picked destructible)) Equal to Snowy Tree Wall
(Destructible-type of (Picked destructible)) Equal to Outland Tree Wall
(Destructible-type of (Picked destructible)) Equal to Ruins Tree Wall
(Destructible-type of (Picked destructible)) Equal to Ruins Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Underground Tree Wall
(Destructible-type of (Picked destructible)) Equal to Village Tree Wall
(Destructible-type of (Picked destructible)) Equal to Village Tree Wall
Then - Actions
Destructible - Kill (Picked destructible)
Else - Actions
Unit - Move (Picked unit) instantly to Point[2]
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call RemoveLocation (udg_Point[2])
Custom script: call DestroyGroup (udg_Group)
Code:
Revolving Axes Damage
Events
Conditions
Actions
Set Point[1] = (Position of (Triggering unit))
Set Group = (Units within 86.00 of Point[1] matching ((Unit-type of (Matching unit)) Equal to Axe Dummy))
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True
Then - Actions
Special Effect - Create a special effect attached to the chest of (Triggering unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause Axe_Unit[(Custom value of (Picked unit))] to damage (Triggering unit), dealing (5.00 x (Real((Level of Revolving Axes for Axe_Unit[(Custom value of (Picked unit))])))) damage of attack type Normal and damage type Normal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Sharpend Blades for Axe_Unit[(Custom value of (Picked unit))]) Greater than or equal to 1
Then - Actions
Unit - Cause Axe_Unit[(Custom value of (Picked unit))] to damage (Triggering unit), dealing ((10.00 + 5.00) x (Real((Level of Sharpend Blades for Axe_Unit[(Custom value of (Picked unit))])))) damage of attack type Normal and damage type Normal
Else - Actions
Else - Actions
Custom script: call DestroyGroup (udg_Group)
Custom script: call RemoveLocation (udg_Point[1])
giving there is no cooldown, for this test there is NO cooldowns
Flaming Axe
Tosses an axe that slices through units on the way to a targeted point cutting them causing them to bleed for an amount of time loosing hit points, after the axe has stopped it will sit for 8 seconds burning the ground around it dealing 10 damage a second to units in the fire, and then explode dealing damage to units near it.
Image of the axe moving
Image of the axe sitting
Code:
Set Axes
Events
Map initialization
Conditions
Actions
Set Flaming_Axe_Unit_Type[1] = Flaming Axe Dummy 1
Set Flaming_Axe_Unit_Type[2] = Flaming Axe Dummy 2
Set Flaming_Axe_Unit_Type[3] = Flaming Axe Dummy 3
Set Flaming_Axe_Unit_Type[4] = Flaming Axe Dummy 4
Code:
Create Axe
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Flaming Axe Toss
Actions
Set Point[1] = (Position of (Triggering unit))
Set Point[2] = (Target point of ability being cast)
Unit - Create 1 Flaming_Axe_Unit_Type[(Level of Flaming Axe Toss for (Triggering unit))] for (Owner of (Triggering unit)) at Point[1] facing (Angle from Point[1] to Point[2]) degrees
Unit - Set the custom value of (Last created unit) to (Integer((Distance between Point[1] and Point[2])))
Unit - Set level of Flaming Axe DpS for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call RemoveLocation (udg_Point[2])
Code:
Move Flaming Axe
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 4, do (Actions)
Loop - Actions
Set Group = (Units of type Flaming_Axe_Unit_Type[(Integer A)])
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is in Flaming_Axes_Stoped) Equal to False
Then - Actions
Set Point[1] = (Position of (Picked unit))
Set Point[2] = (Point[1] offset by 15.00 towards (Facing of (Picked unit)) degrees)
Destructible - Pick every destructible within 100.00 of Point[2] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Picked destructible)) Equal to Summer Tree Wall
(Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall
(Destructible-type of (Picked destructible)) Equal to Ashenvale Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Barrens Tree Wall
(Destructible-type of (Picked destructible)) Equal to Barrens Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Black Citadel Tree Wall
(Destructible-type of (Picked destructible)) Equal to Cityscape Fall Tree Wall
(Destructible-type of (Picked destructible)) Equal to Cityscape Snowy Tree Wall
(Destructible-type of (Picked destructible)) Equal to Cityscape Summer Tree Wall
(Destructible-type of (Picked destructible)) Equal to Cityscape Winter Tree Wall
(Destructible-type of (Picked destructible)) Equal to Cityscape Ruined Tree Wall
(Destructible-type of (Picked destructible)) Equal to Dalaran Ruins Tree Wall
(Destructible-type of (Picked destructible)) Equal to Dungeon Tree Wall
(Destructible-type of (Picked destructible)) Equal to Felwood Tree Wall
(Destructible-type of (Picked destructible)) Equal to Felwood Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Icecrown Tree Wall
(Destructible-type of (Picked destructible)) Equal to Icecrown Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Northrend Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Fall Tree Wall
(Destructible-type of (Picked destructible)) Equal to Northrend Tree Wall
(Destructible-type of (Picked destructible)) Equal to Snowy Tree Wall
(Destructible-type of (Picked destructible)) Equal to Outland Tree Wall
(Destructible-type of (Picked destructible)) Equal to Ruins Tree Wall
(Destructible-type of (Picked destructible)) Equal to Ruins Canopy Tree
(Destructible-type of (Picked destructible)) Equal to Underground Tree Wall
(Destructible-type of (Picked destructible)) Equal to Village Tree Wall
(Destructible-type of (Picked destructible)) Equal to Village Tree Wall
Then - Actions
Destructible - Kill (Picked destructible)
Else - Actions
Unit - Move (Picked unit) instantly to Point[2]
Special Effect - Create a special effect at Point[2] using Environment\LargeBuildingFire\LargeBuildingFire1.mdl
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Picked unit)) Less than or equal to 2
Then - Actions
Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
Unit Group - Add (Picked unit) to Flaming_Axes_Stoped
Unit - Add a 8.00 second Generic expiration timer to (Picked unit)
Unit - Create 1 Dummy for (Owner of (Picked unit)) at Point[2] facing Default building facing degrees
Unit - Add Flaming Axe Toss Fire Stop to (Last created unit)
Unit - Order (Last created unit) to Human Blood Mage - Flame Strike Point[2]
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call RemoveLocation (udg_Point[2])
Else - Actions
Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) - 15)
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call RemoveLocation (udg_Point[2])
Else - Actions
Custom script: call DestroyGroup (udg_Group)
Code:
Flaming Axe Death
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Flaming Axe Dummy 1
(Unit-type of (Triggering unit)) Equal to Flaming Axe Dummy 2
(Unit-type of (Triggering unit)) Equal to Flaming Axe Dummy 3
(Unit-type of (Triggering unit)) Equal to Flaming Axe Dummy 4
Actions
Set Point[1] = (Position of (Triggering unit))
Set Group = (Units within 350.00 of Point[1] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
Special Effect - Create a special effect at Point[1] using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in Group and do (Actions)
Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (30.00 + (30.00 x (Real((Point-value of (Triggering unit)))))) damage of attack type Spells and damage type Normal
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Orc\FeralSpirit\feralspirittarget.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call RemoveLocation (udg_Point[1])
Custom script: call DestroyGroup (udg_Group)
Sharpend Blades
Sharpens the lumberjacks blades making his axes more deadly dealing damage and giving a chance to do more damage on an attack.
Passive ability no screeny
Code is also hard coded into the other axe abilitys
Ultimate
Axe Slash
The lumberjacks axes thrist for action so the lumberjack knocks out a unit and goes into a frenzy, just wailing on a poor soul, dealing massive damage to the enemy unit multipal times, making the unit stunned until the lumberjack stops
Code:
Axe Slash
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Axe Slash
Actions
Set Axe_Slash_T_F[(Custom value of (Triggering unit))] = False
Set Axe_Slash_T[(Custom value of (Triggering unit))] = (Target unit of ability being cast)
Set Point[1] = (Position of (Target unit of ability being cast))
Unit - Create 1 Attacking Dummy for (Owner of (Triggering unit)) at Point[1] facing Default building facing degrees
Unit - Add Axe Slash Bash to (Last created unit)
Unit - Order (Last created unit) to Attack Axe_Slash_T[(Custom value of (Triggering unit))]
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_Point[1])
Set Axe_Slash_T_F[(Custom value of (Triggering unit))] = True
For each (Integer Axe_Slash_Integer[(Custom value of (Triggering unit))]) from 1 to (5 + (3 x (Level of (Ability being cast) for (Triggering unit)))), do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
Axe_Slash_T_F[(Custom value of (Triggering unit))] Equal to True
((Target unit of ability being cast) is alive) Equal to True
(Current order of (Triggering unit)) Equal to (Order(absorb))
Then - Actions
Animation - Change (Triggering unit)'s animation speed to 300.00% of its original speed
Animation - Play (Triggering unit)'s Spell Slam animation
Special Effect - Create a special effect attached to the chest of (Target unit of ability being cast) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.10 game-time seconds
Unit - Cause (Triggering unit) to damage Axe_Slash_T[(Custom value of (Triggering unit))], dealing (25.00 + (25.00 x (Real((Level of (Ability being cast) for (Triggering unit)))))) damage of attack type Normal and damage type Normal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Sharpend Blades for (Triggering unit)) Greater than or equal to 1
Then - Actions
Unit - Cause (Triggering unit) to damage Axe_Slash_T[(Custom value of (Picked unit))], dealing ((10.00 + 5.00) x (Real((Level of Sharpend Blades for Axe_Unit[(Custom value of (Picked unit))])))) damage of attack type Normal and damage type Normal
Else - Actions
Wait 0.30 game-time seconds
Animation - Change (Triggering unit)'s animation speed to 100.00% of its original speed
Else - Actions
Unit - Order (Triggering unit) to Stop
Unit - Remove Axe Slash buff from Axe_Slash_T[(Custom value of (Triggering unit))]
Animation - Change (Triggering unit)'s animation speed to 100.00% of its original speed
Skip remaining actions
These spells in order to be MUI need my GUI - MUI system
Code:
Set MUI
Events
Unit - A unit Learns a skill
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Triggering unit)) Less than 1
Then - Actions
Set MUI_Integer = (MUI_Integer + 1)
Unit - Set the custom value of (Triggering unit) to MUI_Integer
Else - Actions
Comments greatly appreciated
IF used in a map (any of the spells) creds would be nice :thup: and maby pm me and say so just so when ur done i can play it :thup:
Edit: haha forgot to post the map