function Trig_KrovaviyShip_Uslov takes nothing returns boolean return GetSpellAbilityId() == 'A000' endfunction function Trig_KrovaviyShip_Blood_C1 takes nothing returns boolean local unit Juk=GetSpellAbilityUnit() return ( IsUnitEnemy(GetE

2 подписчиков
function Trig_KrovaviyShip_Uslov takes nothing returns boolean return GetSpellAbilityId() == 'A000' endfunction function Trig_KrovaviyShip_Blood_C1 takes nothing returns boolean local unit Juk=GetSpellAbilityUnit() return ( IsUnitEnemy(GetEnumUnit(), GetOwningPlayer(Juk)) == true ) endfunction function Trig_KrovaviyShip_Blood1 takes nothing returns nothing if ( Trig_KrovaviyShip_Blood_C1() ) then call AddSpecialEffectTargetUnitBJ( "origin", GetEnumUnit(), "Objects\\Spawnmodels\\Human\\HumanLargeDeathExplode\\HumanLargeDeathExplode.mdl" ) else call DoNothing( ) endif endfunction function Trig_KrovaviyShip_Damage_C1 takes nothing returns boolean local unit Juk=GetSpellAbilityUnit() return ( IsUnitEnemy(GetEnumUnit(), GetOwningPlayer(Juk)) == true ) endfunction function Trig_KrovaviyShip_Damage1 takes nothing returns nothing if ( Trig_KrovaviyShip_Damage_C1() ) then call UnitDamageTargetBJ( GetTriggerUnit(), GetEnumUnit(), 80.00, ATTACK_TYPE_MELEE, DAMAGE_TYPE_NORMAL ) else call DoNothing( ) endif endfunction function Trig_KrovaviyShip_Blood_C2 takes nothing returns boolean local unit Juk=GetSpellAbilityUnit() return ( IsUnitEnemy(GetEnumUnit(), GetOwningPlayer(Juk)) == true ) endfunction function Trig_KrovaviyShip_Blood2 takes nothing returns nothing if ( Trig_KrovaviyShip_Blood_C2() ) then call AddSpecialEffectTargetUnitBJ( "origin", GetEnumUnit(), "Objects\\Spawnmodels\\Human\\HumanLargeDeathExplode\\HumanLargeDeathExplode.mdl" ) else call DoNothing( ) endif endfunction function Trig_KrovaviyShip_Damage_C2 takes nothing returns boolean local unit Juk=GetSpellAbilityUnit() return ( IsUnitEnemy(GetEnumUnit(), GetOwningPlayer(Juk)) == true ) endfunction function Trig_KrovaviyShip_Damage2 takes nothing returns nothing if ( Trig_KrovaviyShip_Damage_C2() ) then call UnitDamageTargetBJ( GetTriggerUnit(), GetEnumUnit(), 80.00, ATTACK_TYPE_MELEE, DAMAGE_TYPE_NORMAL ) else call DoNothing( ) endif endfunction function Trig_KrovaviyShip_Osnova takes nothing returns nothing local unit Juk=GetSpellAbilityUnit() local integer I=1 local integer U=1 local real ForI=100.00 local real ForU = 100.00 local real UgolI = 0.00 local real UgolU = 180.00 local effect array Effect local location TI local location TU set bj_forLoopAIndex = 1 set bj_forLoopAIndexEnd = 80 loop exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd set ForI = ( ForI + 5.00 ) set ForU = ( ForU + 5.00 ) set UgolI = ( UgolI + 5.00 ) set UgolU = ( UgolU + 5.00 ) set TI = PolarProjectionBJ(GetUnitLoc(Juk), ForI, UgolI) set TU = PolarProjectionBJ(GetUnitLoc(Juk), ForU, UgolU) call AddSpecialEffectLocBJ( TI, "Abilities\\Spells\\Undead\\Impale\\ImpaleHitTarget.mdl" ) call AddSpecialEffectLocBJ( TU, "Abilities\\Spells\\Undead\
Название
function Trig_KrovaviyShip_Uslov takes nothing returns boolean return GetSpellAbilityId() == 'A000' endfunction function Trig_KrovaviyShip_Blood_C1 takes nothing returns boolean local unit Juk=GetSpellAbilityUnit() return ( IsUnitEnemy(GetE
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