The base spell is Channel which provides the ability icon and targeting function.
Source //Gyrocopter
[A1SO] //Rocket Barrage [A1SP] //Phoenix Fire
Condition 1 If the spell which went into effect was [A1SO] ...
The [A1SP] ability has the following (important) stats:Static Fields; Cooldown - 0.1 second, Area of Effect - 400, Targets Allowed - air, ground, enemy, Damage per Second - 0, Missile Speed - 900 Level 1; Initial Damage - 10 Level 2; Initial Damage - 13 Level 3; Initial Damage - 16 Level 4; Initial Damage - 19The missile art of the [A1SP] ability is the following: "war3mapImported\TinkerRocketMissile_2.mdx"
Static Fields; Cooldown - 0.1 second, Area of Effect - 400, Targets Allowed - air, ground, enemy, Damage per Second - 0, Missile Speed - 900 Level 1; Initial Damage - 10 Level 2; Initial Damage - 13 Level 3; Initial Damage - 16 Level 4; Initial Damage - 19
Call Function 2
Call Function 3 when the timer runs out
Call Function 3
The base spell is Chain Lightning which provides the ability icon and the targeting function.
Source //Gyrocopter Target //The spell target unit Angle1 //The angle at which the spell was cast Angle2 //The angle at which the homing missile will travel Level //The level of the Homing Missile ability Indicator //A string containing the path of the FX IndicatorFX //The indicator-like special effect Projectile //The dummy unit representing the homing missile EvalCount //The amount of times Function 3 has been called Distance //The distance used to determine the damage Modifier //A value used to modify the damage depending on the distance Damage //The amount of damage to be dealt DummyUnit //The [e00E] dummy unit used to cast the Storm Bolt Sx //The x-coordinate of Gyro at the moment H. Missile goes into effect Sy //The y-coordinate of Gyro at the moment H. Missile goes into effect Cx //The x-coordinate at which the missile will be created Cy //The y-coordinate at which the missile will be created Px //The x-coordinate of the homing missile Py //The y-coordinate of the homing missile Mx //The x-coordinate to which the homing missile will be moved My //The y-coordinate to which the homing missile will be moved
[A1SQ] //Homing Missile [A0X6] //Storm Bolt
Condition 1 If the spell which went into effect was [A1SQ] and the spell target unit did not have the Linken's Sphere buff ... Condition 2 Does not have any of the abilities or buffs that provide invisibility ...
[B068] - The buff of Gondar's Wind Walk [B07T] - The buff of Lothar's Edge's Wind Walk [B076] - The buff of Clinkz's Wind Walk [BOwk] - The buff of Borrowed Time's, Leap's, Shadow Dance's and Storm's Wind Walks [B04R] - The buff of Sand Storm's Invisibility [B0A5] - Not used [B01Q] - The buff of the Invisibility Rune [B006] - Not used (at least not as a buff) [Binv] - The buff of Smoke of Deceit's and Rikimaru's Permanent Invisibilities [Apiv] - Stasis Trap's, Sentinel's, Psionic Trap and Remove Mine's Permanent Invisibility [A021] - Spin Web's Permanent Invisibility [A0K4] - Not used [A0XB] - Not used [A0Z2] - Not used [A1GA] - Nature's Guise's Permanent Invisibility (when cast on Roof himself) [A1HW] - Shadow Dance's Permanent Invisibility [A1HX] - Shadow Dance's Permanent Invisibility [A00J] - Rikimaru's Permanent Invisibility [B08K] - The buff of Meld's Wind Walk [B08X] - The buff of Ghost Walk's Wind Walk [B039] - The buff of Doppelwalk's Wind Walk [B00K] - The buff of Vendetta's Wind Walk [BHfs] - The buff of Shukuchi's Wind Walk [A140] - Not used [B021] - The buff of Nature's Guise's Invisibility [A0ZD] - Lycanthropy Wolf's Permanent Invisibility The 13th level of the [A0X6] ability stuns for 2.5 seconds. The dummy units used as the missile have the following model path: war3mapImported\CleanerV5
Set Indicator to ""
Create a [h0CG] dummy unit for the owner of Source at (Cx, Cy) facing Angle1 and store it as Projectile
Create a [h0C1] dummy unit for the owner of Source at (Cx, Cy) facing Angle1 and store it as Projectile
Create a [h0CF] dummy unit for the owner of Source at (Cx, Cy) facing Angle1 and store it as Projectile
Create a [h0CH] dummy unit for the owner of Source at (Cx, Cy) facing Angle1 and store it as Projectile
Call Function 3 for each interval
Unshare the vision of Projectile to the owning player of Target Destroy the IndicatorFX special effect Destroy this trigger If [the unit which died was not Projectile] thenKill Projectile
Kill Projectile
Remove the positive and negative buffs from Projectile
Make Projectile face Angle2
If [EvalCount = 4/0.02] thenShare the vision of Projectile to the owning player of TargetMake Projectile face Angle2 Set Mx to Px + (280 + 20*EvalCount*0.02)*0.02 in Angle2 direction Set My to Py + (280 + 20*EvalCount*0.02)*0.02 in Angle2 direction Set the position of Projectile to (Mx, My) Set Px to Mx Set Py to My If [the distance between (Mx, My) and the current position of Target is less than 20] thenStore the level of the [A1SQ] ability on Source as Level Calculate the distance between (Mx, My) and (Sx, Sy) and store it as Distance Set Modifier to Min(Distance, 2000) Set Damage to Modifier/2000*(100*Level) Set Damage to Max(Damage, 50) Kill Projectile Destroy the IndicatorFX special effect Destroy this trigger If [Target satisfies Condition 2Does not have any of the abilities or buffs that provide invisibility ...] or [Target is visible to the owning player of Source] then //Look at the notes to see which abilities/buffs the condition checks forMake Source damage Target for Damage magic damage //ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE Create an [e00E] dummy unit for the owner of Target at the position of Target and store it as DummyUnit Add the [A0X6] ability to DummyUnit Set the level of the [A0X6] ability on DummyUnit to 13 Order DummyUnit to use the [A0X6] ability on Target
Share the vision of Projectile to the owning player of Target
Store the level of the [A1SQ] ability on Source as Level Calculate the distance between (Mx, My) and (Sx, Sy) and store it as Distance Set Modifier to Min(Distance, 2000) Set Damage to Modifier/2000*(100*Level) Set Damage to Max(Damage, 50) Kill Projectile Destroy the IndicatorFX special effect Destroy this trigger If [Target satisfies Condition 2Does not have any of the abilities or buffs that provide invisibility ...] or [Target is visible to the owning player of Source] then //Look at the notes to see which abilities/buffs the condition checks forMake Source damage Target for Damage magic damage //ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE Create an [e00E] dummy unit for the owner of Target at the position of Target and store it as DummyUnit Add the [A0X6] ability to DummyUnit Set the level of the [A0X6] ability on DummyUnit to 13 Order DummyUnit to use the [A0X6] ability on Target
Make Source damage Target for Damage magic damage //ATTACK_TYPE_NORMAL,DAMAGE_TYPE_FIRE Create an [e00E] dummy unit for the owner of Target at the position of Target and store it as DummyUnit Add the [A0X6] ability to DummyUnit Set the level of the [A0X6] ability on DummyUnit to 13 Order DummyUnit to use the [A0X6] ability on Target
The base spell is Chemical Rage which provides everything except for the limited number of attacks.
Source //Gyrocopter Count //The number of attacks that have been done Level //The level of the Flak Cannon ability
[A1TX] //Flak Cannon [A1TW] //Barrage
Condition 1 If the spell which went into effect was [A1TX] and the unit ID of the triggering unit was [E02N] ...
The [A1TW] ability has the following (important) stats:Level 1; Area of Effect - 800, Missile Speed - 800, Damage per Target - 1, Maximum Number of Targets - 100, Maximum Total Damage - 99999, Allowed Targets - air, enemies, ground
Level 1; Area of Effect - 800, Missile Speed - 800, Damage per Target - 1, Maximum Number of Targets - 100, Maximum Total Damage - 99999, Allowed Targets - air, enemies, ground
Remove the [A1TW] ability from the entering unit
Call Function 4 when the timer runs out
Call Function 4
If [the attacker was an illusion and the attacker had the [A1TW] ability] thenRemove the [A1TW] ability from the attackerIf [Source was the attacker] thenIf [Count + 1 > 3 + Level] thenRemove the [A1TW] ability from Source Remove the [B0DJ] buff from Source //This is the buff of the Chemical Rage Destroy this triggerElseIf [the attacked unit was damaged] thenCall Function 5Create a timer which runs out after 2 secondsCall Function 5 when the timer runs out
Remove the [A1TW] ability from the attacker
If [Count + 1 > 3 + Level] thenRemove the [A1TW] ability from Source Remove the [B0DJ] buff from Source //This is the buff of the Chemical Rage Destroy this triggerElseIf [the attacked unit was damaged] thenCall Function 5Create a timer which runs out after 2 secondsCall Function 5 when the timer runs out
Remove the [A1TW] ability from Source Remove the [B0DJ] buff from Source //This is the buff of the Chemical Rage Destroy this trigger
If [the attacked unit was damaged] thenCall Function 5Create a timer which runs out after 2 secondsCall Function 5 when the timer runs out
Call Function 5
Call Function 5 when the timer runs out
Destroy this trigger
If [Source was the damage source] and [the amount of damage dealt was greater than 20 or the damaged unit was a structure] thenIf [Count > 0] thenSet Count to Count + 1Destroy this trigger
If [Count > 0] thenSet Count to Count + 1Destroy this trigger
Set Count to Count + 1
The base spell is Blizzard which provides the ability icon and the targeting function.
Source //Gyrocopter FogModifier //The fog modifier that is used Indicator //A string containing the path of the FX IndicatorFX //The indicator-like special effect EvalCount //The amount of times Function 3 has been called Group1 //A group consisting of units to be hit by the first rocket Group2 //A group consisting of units to be hit by the second rocket Level //The level of the Call Down ability EnumUnit //The unit in the group which is currently being processed Tx //The x-coordinate at which the spell was targeted Ty //The y-coordinate at which the spell was targeted
[A1T5] //Call Down [A1SS] //Spellbook which contains the following ability:[A1T3] //Slow Aura (Tornado)[A1T4] //Spellbook which contains the following ability:[A1ST] //Slow Aura (Tornado)
[A1T3] //Slow Aura (Tornado)
[A1ST] //Slow Aura (Tornado)
Condition 1 If the spell which went into effect was [A1T5] ... Condition 2 Is a living enemy non-dummy non-structure non-ancient (except Spirit Bear) unit ... Condition 3 Has a unit ID different than [n027] or [u014] or [u015] or [u016] or [u01D] or [u01E] or [u01F] or [u017] or [u019] or [u018] or [u01A] or [u01B] or [u01C] ...
The [A1T3] ability reduces movement speed by 50% and uses the [B0DG] buff. The [A1ST] ability reduces movement speed by 20% and uses the [B0DE] buff. By reading this and the description, one can see that there's an error with Spellbook and the Slow Aura (Tornado) abilities in the code, but that's a bug (albeit an insignificant one). [n027] - Forged Spirit [u014] - Familiar (Level 1) [u015] - Familiar (Level 2) [u016] - Familiar (Level 3) [u01D] - Familiar (Level 1) [u01E] - Familiar (Level 2) [u01F] - Familiar (Level 1) [u017] - Stone Form (Level 1) [u019] - Stone Form (Level 2) [u018] - Stone Form (Level 3) [u01A] - Stone Form (Level 1) [u01B] - Stone Form (Level 2) [u01C] - Stone Form (Level 3)
Set Indicator to "war3mapImported\\CallDown_4.mdx"
Display the "war3mapImported\\Calldown_FlyUp.mdx" special effect on the "chest" of Source
Display the "war3mapImported\\Calldown_FlyDown.mdx" special effect at (Tx, Ty)
Group all units which satisfy Condition 2Is a living enemy non-dummy non-structure non-ancient (except Spirit Bear) unit ... within a 425 AoE around (Tx, Ty) and store them as Group1 For Group1Call Function 4Display the "Abilities\\Weapons\\DemolisherFireMissile\\Demoli sherFireMissile.mdl" special effect at (Tx, Ty)
Group all units which satisfy Condition 2Is a living enemy non-dummy non-structure non-ancient (except Spirit Bear) unit ... within a 425 AoE around (Tx, Ty) and store them as Group2 For Group2Call Function 6Display the "Abilities\\Weapons\\DemolisherFireMissile\\Demoli sherFireMissile.mdl" special effect at (Tx, Ty) Destroy the IndicatorFX special effect Stop the FogModifier fog modifier Destroy the FogModifier fog modifier Destroy this trigger
Call Function 6
Create a timer which runs out after 2 secondsCall Function 5 when the timer runs outIf [EnumUnit died] thenCall Function 5Set the [A1SS] ability to be unavailable to the owning player of EnumUnit Add the [A1SS] ability to EnumUnit
Create a timer which runs out after 3 secondsCall Function 7 when the timer runs outIf [EnumUnit died] thenCall Function 7Set the [A1T4] ability to be unavailable to the owning player of EnumUnit Add the [A1T4] ability to EnumUnit
Call Function 7 when the timer runs out
Call Function 7