WDBC34  1B# $  %h w &  ' ( )= >).Q?eZkyz$;{|}Vn (\w#11S y  y  !!"k""n$$&#&:'H'a's'AL(k(U((i))}** {++o,,1..E01Parabolalocal angle = 0 local maxMagnitude = startDistance * .15 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitudeSpiral Vortexlocal startAngle = 0 local degreesPerSec = 180 local maxMagnitude = 3 local maxKickBack = 10 transAngle = startAngle + ((missileIndex / missileCount) * 360) + (time * degreesPerSec) transMag = 1 - progress transMag = (transMag * transMag * 2) - 1 transMag = (1 - (transMag * transMag)) transFront = transMag * -maxKickBack transMag = transMag * maxMagnitude Drunken Missileslocal maxMagnitude = 1.5 local minSpeedScalar = .7 local maxSpeedScalar = 1.5 local magnitude = (progress * 1.9) - 1 magnitude = 1 - (magnitude * magnitude) transRight = (sin((rand1 * 1000) + (time * 1000)) + cos((rand2 * 1000) + (time * 200))) * magnitude transUp = (sin((rand2 * 1000) + (time * 700)) + cos((rand1 * 1000) + (time * 300))) * magnitude speedScalar = minSpeedScalar + ((maxSpeedScalar - minSpeedScalar) * rand3)Metawheellocal outerWheelSpinRate = 600 local outerWheelMag = 1.5 local innerWheelSpinRate = 800 local innerWheelMagBase = .75 local innerWheelMagVariance = .25 local innerWheelOscillateRate = 300 transAngle = time * outerWheelSpinRate transMag = outerWheelMag * (1 - progress) local innerMag = innerWheelMagBase + (innerWheelMagVariance * sin(time * innerWheelOscillateRate)) if (missileIndex > 0) then local anglePerMissile = 360 / (missileCount - 1) transRight = innerMag * cos((time * innerWheelSpinRate) + (missileIndex * anglePerMissile)) transUp = innerMag * sin((time * innerWheelSpinRate ) + (missileIndex * anglePerMissile)) endForward Spinlocal spinRate = 720 modelPitch = time * spinRateBoomeranglocal angle = 90 local maxMagnitude = startDistance * .2 local spinRate = 720 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRateSpinning Wavelocal startAngle = 0 local finalAngle = 720 local wavesPerSec = 2 local maxMagnitude = 3 transAngle = startAngle + ((finalAngle - startAngle) * progress) transMag = sin(time * wavesPerSec * 360) * maxMagnitudeWave Beamlocal waveHeight = .8 local wavesPerSec = 4 transUp = waveHeight * sin(time * wavesPerSec * 360)Glaivelocal spinRate = 360 local angle = 90 local maxMagnitude = startDistance * .1 modelYaw = 90 modelRoll = time * spinRate modelPitch = 90 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude Meteor Strikelocal magnitude = totalDistance * .5 transUp = magnitude * ( 1 - progress ) Orbital Strikelocal magnitude = totalDistance * 2 transUp = magnitude * ( 1 - progress ) transFront = distanceToImpactPos Forward Spin + Parabolalocal angle = 0 local maxMagnitude = startDistance * .15 local spinRate = 360 modelPitch = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitudeSpirit Fountain-- -- This is actually more like a heat-seeking missile -- That always misses. -- However, if you use it with a Nearby-Circumference (Dest) -- It looks awesome! -- Check out 37099 for an example. -- local angle = 0 local maxMagnitude = startDistance*.75 transAngle = angle if ( progress > .5 ) then transFront = (progress) / 2 else transFront = ((progress) * 1.5 - 0.5 ) end transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude transFront = transFront * totalDistanceFountainlocal angle = 0 local maxMagnitude = startDistance * .75 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude transFront = -distanceToFirePos * (1 - progress)Rocket Spirallocal startAngle = 0 local degreesPerSec = 180 local maxMagnitude = 3 local maxKickBack = 10 transAngle = startAngle + ((missileIndex / missileCount) * 360) + (time * degreesPerSec) transMag = 1 - progress transMag = (transMag * transMag * 2) - 1 transMag = (1 - (transMag * transMag)) transFront = transMag * -maxKickBack transMag = transMag * maxMagnitude -- Add Upward Arc transUp = (progress * 2) - 1 transUp = (1 - (transUp * transUp)) * startDistance * .15 transFront = transFront + -distanceToFirePos * (1 - progress)Shrinkscale = 1 - progressGrowscale = progressSpiral Vortex (3 Missiles)Roll (Clockwise)local spinRate = 720 modelRoll = time * spinRateSnakelocal waveHeight = .8 local wavesPerSec = 2 transRight = waveHeight * sin(time * wavesPerSec * 360) * ( 1 - progress ) * 2Snake (half frequency)local waveHeight = .8 local wavesPerSec = 1 transRight = waveHeight * sin(time * wavesPerSec * 360) * ( 1 - progress ) * 2Spiral Vortex (2 Missiles)Parabola (-90 Pitch)local angle = 0 local maxMagnitude = startDistance * .15 modelPitch = -90 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitudeParabola (-90 to -45) (Flag Throw)local angle = 0 local maxMagnitude = startDistance * .15 modelPitch = -90 + 45 * progress transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitudeGrow (x3)scale = 3 * progressBooteranglocal angle = 90 local maxMagnitude = startDistance * .2 local spinRate = 720 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRate modelPitch = 90Spin Around Casterlocal outerWheelSpinRate = 360 -- 1 spin / sec local outerWheelMag = 2 -- 1 yard local missileAngle = outerWheelSpinRate * time if (missileIndex > 0) then --local anglePerMissile = 360 / (missileCount - 1) --missileAngle = missileAngle + anglePerMissile * missileIndex end transFront = outerWheelMag * cos ( missileAngle ) transRight = outerWheelMag * sin ( missileAngle ) transUp = -distanceToFirePosSpin Around Caster (3)local outerWheelSpinRate = 360 -- 1 spin / sec local outerWheelMag = 2.5 -- 1 yard local missileAngle = outerWheelSpinRate * time if (missileIndex > 0) then local anglePerMissile = 360 / (missileCount) missileAngle = missileAngle + anglePerMissile * missileIndex end transFront = outerWheelMag * cos ( missileAngle ) transRight = outerWheelMag * sin ( missileAngle ) transUp = -distanceToFirePosSpin Around Caster Slow (3)local outerWheelSpinRate = 180 -- 1 spin / sec local outerWheelMag = 2.5 -- 1 yard local missileAngle = outerWheelSpinRate * time if (missileIndex > 0) then local anglePerMissile = 360 / (missileCount) missileAngle = missileAngle + anglePerMissile * missileIndex end transFront = outerWheelMag * cos ( missileAngle ) transRight = outerWheelMag * sin ( missileAngle ) transUp = -distanceToFirePosSpiral (3 Missiles)local outerWheelSpinRate = 180 -- 1 spin / sec local outerWheelMag = 2.5 -- 1 yard local missileAngle = outerWheelSpinRate * time if (missileIndex > 0) then local anglePerMissile = 360 / (missileCount) missileAngle = missileAngle + anglePerMissile * missileIndex end transFront = outerWheelMag * cos ( missileAngle ) transRight = outerWheelMag * sin ( missileAngle ) Spiral Inward (3 Missiles)local outerWheelSpinRate = 180 -- 1 spin / sec local outerWheelMag = 2.5 -- 1 yard local missileAngle = outerWheelSpinRate * time if (missileIndex > 0) then local anglePerMissile = 360 / (missileCount) missileAngle = missileAngle + anglePerMissile * missileIndex end transFront = outerWheelMag * cos ( missileAngle ) * (1 - progress) * 2 transRight = outerWheelMag * sin ( missileAngle ) * (1 - progress) * 2 Axe Boomeranglocal angle = -90 local maxMagnitude = startDistance * .2 local spinRate = 720 modelRoll = 90 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRateAxe Boomerang Returnlocal angle = 90 local maxMagnitude = startDistance * .2 local spinRate = 720 modelRoll = 90 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRate transFront = distanceToImpactPos - distanceToFirePosBlack Temple - Glaive Throw (Illidan)modelRoll = time * 90Black Temple - Glaives Return (Illidan)Rotation Testlocal angle = 90 local maxMagnitude = startDistance * .2 local yawSpin = 1080 transAngle = angle --transMag = (progress * 2) - 1 --transMag = (1 - (transMag * transMag)) * maxMagnitude --modelYaw = time * yawSpin --modelRoll = progress * 90 modelRoll = time * 500Parabola (High)local angle = 0 local maxMagnitude = startDistance * .30 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitudeSpiralSoul Vortex (3 Missiles)local startAngle = 0 local degreesPerSec = 180 local maxMagnitude = 3 local maxKickBack = 10 --progress = 1 - progress transAngle = startAngle + ((missileIndex / missileCount) * 360) + (time * degreesPerSec) transMag = progress transMag = (transMag * transMag * 2) - 1 transMag = (1 - (transMag * transMag)) transFront = transMag * -maxKickBack transMag = transMag * maxMagnitude --transUp = distanceToImpactPos - distanceToFirePosBlack Temple - Akama Soul Retrieve (Do Not Reuse)local startAngle = 0 local degreesPerSec = 180 local maxMagnitude = 3 local maxKickBack = 10 transAngle = startAngle + ((missileIndex / missileCount) * 360) + (time * degreesPerSec) transUp = distanceToImpactPos - distanceToFirePos transMag = 10 * (1-progress) * (1-progress) transFront = distanceToImpactPos * (1 - progress) * (1 - progress)Multi-shot Parabola (8 Missiles)local angle = 0 local maxMagnitude = startDistance * .50 local spread = 5 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude transRight = (rand1 - 0.5) * spread * progress transUp = (rand2 - 0.5) * spread * progressGrow (1 -> 3)scale = 1 + 2 * progressSpiral + Parabolalocal angle = 0 local maxMagnitude = startDistance * .15 local spinRate = 720 modelRoll = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitudeGrow (1 -> 3) - Model Reversedscale = 1 + 2 * progress modelYaw = 180Forward Spin + Parabola (High)local angle = 0 local maxMagnitude = startDistance * .30 local spinRate = 360 modelPitch = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitudeParabola (Top Spin)local angle = 0 local maxMagnitude = startDistance * .15 local spinRate = 720 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRate Forward Spin + Parabola (Very High)local angle = 0 local maxMagnitude = startDistance * .90 local spinRate = 360 modelPitch = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitudeParabola (Top Spin, High)local angle = 0 local maxMagnitude = startDistance * .30 local spinRate = 720 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRateCrazy Launch (1 Missile)local outerWheelSpinRate = 1 -- 180 = 1 spin / sec local outerWheelMag = 1 local missileAngle = 1 outerWheelSpinRate = 360 - 400 * (progress) speedScalar = sin(100 * progress) + 0.1 missileAngle = outerWheelSpinRate * time outerWheelMag = 10 * sin (500 * progress) transFront = outerWheelMag * cos ( missileAngle ) transRight = outerWheelMag * sin ( missileAngle ) Meandering Missile (1)local maxMagnitude = 1.0 local minSpeedScalar = 1.0 local maxSpeedScalar = 1.0 local randscalar = 100 local timescalar = 50 local angle = 0 local maxArcMagnitude = startDistance * .35 local magnitude = (progress * 1.9) - 1 magnitude = 1 transRight = (sin((rand1 * randscalar * progress) + (time * randscalar)) + sin((rand2 * randscalar * progress) + (time * timescalar))) * magnitude transUp = (sin((rand2 * randscalar * progress) + (time * randscalar)) + sin((rand1 * randscalar * progress) + (time * timescalar))) * magnitude speedScalar = minSpeedScalar + ((maxSpeedScalar - minSpeedScalar) * rand3) transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxArcMagnitude Meandering Missile Soul (1)local maxMagnitude = 1.0 local minSpeedScalar = 1.0 local maxSpeedScalar = 1.0 local randscalar = 100 local timescalar = 50 local angle = 0 local maxMagnitude = startDistance * .35 local magnitude = (progress * 1.9) - 1 local Xmagnitude = 4 local Ymagnitude = 2 transRight = (sin((rand1 * randscalar * progress)+ (time * randscalar)) + sin((rand2 * randscalar * progress))) * Xmagnitude transUp = (sin((rand2 * randscalar * progress) + (time * randscalar)) + sin((rand1 * randscalar * progress) + (time * timescalar))) * Ymagnitude transUp = transUp - 0 speedScalar = minSpeedScalar + ((maxSpeedScalar - minSpeedScalar) * rand3) transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude