WoW 3.3.5a DBCs

Contents

long_0 | str_1 | str_2 | None_3 | long_4
13 | Parabola | local angle = 0 local maxMagnitude = startDistance * .15 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
19 | Spiral Vortex | local 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 | 0 | 7
20 | Drunken Missiles | local maxMagnitude = 1.5 local minSpeedScalar = .7 local maxSpeedScalar = 1.5 local magnitude = (progress * 1.9) - 1 magnitude = 1 - (magnitude * magnitude * 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) | 0 | 5
22 | Metawheel | local 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)) end | 0 | 4
23 | Forward Spin | local spinRate = 720 modelPitch = time * spinRate | 0 | 1
24 | Boomerang | local angle = 90 local maxMagnitude = startDistance * .2 local spinRate = 720 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRate | 0 | 1
25 | Spinning Wave | local startAngle = 0 local finalAngle = 720 local wavesPerSec = 2 local maxMagnitude = 3 transAngle = startAngle + ((finalAngle - startAngle) * progress) transMag = sin(time * wavesPerSec * 360) * maxMagnitude | 0 | 1
26 | Wave Beam | local waveHeight = .8 local wavesPerSec = 4 transUp = waveHeight * sin(time * wavesPerSec * 360) | 0 | 1
35 | Glaive | local 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 | 0 | 1
36 | Meteor Strike | local magnitude = totalDistance * .5 transUp = magnitude * ( 1 - progress ) | 0 | 1
37 | Orbital Strike | local magnitude = totalDistance * 2 transUp = magnitude * ( 1 - progress ) transFront = distanceToImpactPos | 0 | 1
38 | Forward Spin + Parabola | local angle = 0 local maxMagnitude = startDistance * .15 local spinRate = 360 modelPitch = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
39 | Spirit 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 * totalDistance | 0 | 1
40 | Fountain | local angle = 0 local maxMagnitude = startDistance * .75 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude transFront = -distanceToFirePos * (1 - progress) | 0 | 1
41 | Rocket Spiral | local 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) | 0 | 7
61 | Shrink | scale = 1 - progress | 0 | 1
62 | Grow | scale = progress | 0 | 1
81 | Spiral Vortex (3 Missiles) | local 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 | 0 | 3
101 | Roll (Clockwise) | local spinRate = 720 modelRoll = time * spinRate | 0 | 1
121 | Snake | local waveHeight = .8 local wavesPerSec = 2 transRight = waveHeight * sin(time * wavesPerSec * 360) * ( 1 - progress ) * 2 | 0 | 1
122 | Snake (half frequency) | local waveHeight = .8 local wavesPerSec = 1 transRight = waveHeight * sin(time * wavesPerSec * 360) * ( 1 - progress ) * 2 | 0 | 1
123 | Spiral Vortex (2 Missiles) | local 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 | 0 | 2
124 | Parabola (-90 Pitch) | local angle = 0 local maxMagnitude = startDistance * .15 modelPitch = -90 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
125 | Parabola (-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)) * maxMagnitude | 0 | 1
141 | Grow (x3) | scale = 3 * progress | 0 | 1
142 | Booterang | local angle = 90 local maxMagnitude = startDistance * .2 local spinRate = 720 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRate modelPitch = 90 | 0 | 1
161 | Spin Around Caster | local 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 = -distanceToFirePos | 0 | 1
162 | Spin 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 = -distanceToFirePos | 0 | 3
163 | Spin 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 = -distanceToFirePos | 0 | 3
181 | Spiral (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 ) | 0 | 3
182 | 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 | 0 | 3
201 | Axe Boomerang | local 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 | 0 | 1
202 | Axe Boomerang Return | local 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 - distanceToFirePos | 0 | 1
221 | Black Temple - Glaive Throw (Illidan) | modelRoll = time * 90 | 0 | 1
222 | Black Temple - Glaives Return (Illidan) | modelRoll = time * 90 | 0 | 1
223 | Rotation Test | local 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 * 500 | 0 | 1
224 | Parabola (High) | local angle = 0 local maxMagnitude = startDistance * .30 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
225 | Spiral | local spinRate = 720 modelRoll = time * spinRate | 0 | 1
226 | Soul 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 - distanceToFirePos | 0 | 3
227 | Black 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) | 0 | 3
241 | 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 * progress | 0 | 8
261 | Grow (1 -> 3) | scale = 1 + 2 * progress | 0 | 1
321 | Grow (1 -> 3) - Model Reversed | scale = 1 + 2 * progress modelYaw = 180 | 0 | 1
341 | Forward 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)) * maxMagnitude | 0 | 1
361 | Parabola (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 | 0 | 1
362 | Parabola (Pitch Spin) | local angle = 0 local maxMagnitude = startDistance * .15 local spinRate = 720 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate | 0 | 1
381 | Test Missile - LAB | local startAngle = 0 local degreesPerSec = 720 local maxMagnitude = 1 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 | 0 | 1
382 | Possessed Knives | speedScalar = 0.1 + 35 * progress * progress transUp = (1.4 - 2 * rand1) * (1 - progress) transRight = (1 - 2 * rand2) * (1 - progress) | 0 | 1
383 | Twin Wave - Horizontal | local waveHeight = 1.5 local wavesPerSec = 0.7 if (missileIndex == 0) then transRight = waveHeight * sin(time * wavesPerSec * 360) end if (missileIndex == 1) then transRight = - waveHeight * sin(time * wavesPerSec * 360) end | 0 | 2
384 | Twin Waves - Double | local waveHeight = 1.5 local wavesPerSec = 0.7 if (missileIndex == 0) then transRight = waveHeight * sin(time * wavesPerSec * 360) end if (missileIndex == 1) then transRight = - waveHeight * sin(time * wavesPerSec * 360) end --[[ if (missileIndex == 2) then transUp = waveHeight * sin(time * wavesPerSec * 360) /2 end if (missileIndex == 3) then transUp = - waveHeight * sin(time * wavesPerSec * 360) /2 end ]] | 0 | 4
385 | Split Four Ways | local spread = 1.2 local distanceToFireMin = 5 local distanceToFireMax = 7 local spreadSpeed = 0.1 local finalSpeed = 1.5 if ( distanceToFirePos > distanceToFireMin and distanceToFirePos < distanceToFireMax ) then speedScalar = spreadSpeed if (missileIndex == 0) then transUp = spread * ( distanceToFirePos - distanceToFireMin ) / ( distanceToFireMax - distanceToFireMin ) end if (missileIndex == 1) then transUp = -spread * ( distanceToFirePos - distanceToFireMin ) / ( distanceToFireMax - distanceToFireMin ) end if (missileIndex == 2) then transRight = spread * ( distanceToFirePos - distanceToFireMin ) / ( distanceToFireMax - distanceToFireMin ) end if (missileIndex == 3) then transRight = -spread * ( distanceToFirePos - distanceToFireMin ) / ( distanceToFireMax - distanceToFireMin ) end end if ( distanceToFirePos > distanceToFireMax ) then speedScalar = finalSpeed if (missileIndex == 0) then transUp = spread end if (missileIndex == 1) then transUp = -spread end if (missileIndex == 2) then transRight = spread end if (missileIndex == 3) then transRight = -spread end end | 0 | 4
386 | Possessed Knives x8 | speedScalar = 0.1 + 35 * progress * progress transUp = (1.4 - 2 * rand1) * (1 - progress) transRight = (1 - 2 * rand2) * (1 - progress) | 0 | 8
401 | Spin (Roll) - 1080 | local spinRate = 1080 modelRoll = time * spinRate | 0 | 1
421 | Zul'Aman - Skull Throw | local angle = 0 local maxMagnitude = startDistance * .15 local spinRate = 720 modelPitch = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
441 | 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)) * maxMagnitude | 0 | 1
482 | Soul Vortex (3 Missiles - No Kickback) | local startAngle = 0 local degreesPerSec = 180 local maxMagnitude = 2.5 local maxKickBack = 0 --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 - distanceToFirePos | 0 | 3
501 | Parabola (Low) | local angle = 0 local maxMagnitude = startDistance * .10 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
521 | Parabola (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 * spinRate | 0 | 1
541 | Crazy 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 ) | 0 | 1
542 | Parabola (Very High) | local angle = 0 local maxMagnitude = startDistance * .60 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
561 | 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 | 0 | 1
581 | 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 | 0 | 1
601 | Time-Warped Shot | local slowProgressStart = 0.4 local slowProgressEnd = 0.65 local slowSpeed = 0.3 local finalSpeed = 6 speedScalar = finalSpeed if ( progress > slowProgressStart and progress < slowProgressEnd ) then speedScalar = slowSpeed end | 0 | 1
621 | Parabola (Pitch and Yaw Spin, High Altitude) | local angle = 0 local maxMagnitude = startDistance * 1 local spinRateP = 180 local spinRateY = 45 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRateP modelYaw = time * spinRateY | 0 | 1
641 | Multi-Shot (3 Missiles) | -- spread out as the missiles travel local outerWheelMag = 1.5 * progress local missileAngle if (missileIndex > 0) then local anglePerMissile = 360 / (missileCount) transAngle = anglePerMissile * missileIndex end transMag = outerWheelMag | 0 | 3
661 | Big to Small to Big Scale | local m1x=0.4 --the first progress point where the missile is smallest local m1y=0.4 --the scale of the missile at the point above local m2x=0.6 --the first progress opint where the missile begins growing again local m2y=0.4 --the scale of the missile at the point above local slope local intercept if (progress <m1x) then slope=(1-m1y)/(0-m1x) intercept=1 elseif (progress<m2x) then slope=(m1y-m2y)/(m1x-m2x) intercept=m1y-slope*m1x else slope=(m2y-1)/(m2x-1) intercept=1-slope end scale=slope*progress+intercept | 0 | 1
681 | Creature - Drain Power Effect (Malacrass) | local startAngle = 0 local degreesPerSec = 720 local maxMagnitude = 1 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 | 0 | 5
701 | Forward Spin (Fast) | local spinRate = 1440 modelPitch = time * spinRate | 0 | 1
721 | Triple Parabola (Low) | local angle = 0 local maxMagnitude = startDistance * .10 transAngle = angle progress = math.fmod(progress * 3, 1) transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
722 | Triple Parabola (Low, Falloff) | local angle = 0 local maxMagnitude = startDistance * .10 transAngle = angle progress = math.fmod(progress * 3, 1) transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude transMag = transMag * (1 - progress) | 0 | 1
741 | Grow (1 -> 10) | scale = 10 * progress | 0 | 1
761 | Paper Airlplane, Flying Machine | local minSpeedScalar = 1.0 local maxSpeedScalar = 1.0 local randscalar = 100 local timescalar = 50 local angle = 0 local maxMagnitude = startDistance * .20 local magnitude = (progress * 1.9) - 1 local Xmagnitude = 4 local Ymagnitude = 2 local modProgress = 4*(-1*(progress*progress) + progress) transRight = (sin((rand1 * randscalar * modProgress)+ (time * randscalar * modProgress)) + sin((rand2 * randscalar * modProgress))) * Xmagnitude transUp = (sin((rand2 * randscalar * modProgress) + (time * randscalar)) + sin((rand1 * randscalar * modProgress) + (time * timescalar))) * Ymagnitude transUp = transUp - 0 speedScalar = minSpeedScalar + ((maxSpeedScalar - minSpeedScalar) * rand3) transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
781 | Paper Airlplane, Zeppelin | local randscalar = 100 local timescalar = 100 local wavefreqscalar = 50 local yawlimit = 60 local rolllimit = 25 local minSpeedScalar = 1.0 local maxSpeedScalar = 1.0 local angle = 0 local maxMagnitude = startDistance * .10 local Ymagnitude = 1 local Xmagnitude = 3 local modProgress = 4*(-1*(progress*progress) + progress) modelYaw = sin(time*timescalar*rand1) * yawlimit * rand2 modelRoll = sin(time*timescalar*rand2) * rolllimit * rand1 speedScalar = minSpeedScalar + ((maxSpeedScalar - minSpeedScalar) * rand3) transUp = (sin((rand3 * randscalar * modProgress) + (time * randscalar)) + sin((rand1 * randscalar * modProgress) + (time * wavefreqscalar))) * Ymagnitude transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
801 | Always Miss | transRight = progress * 2 transUp = progress * 4 transFront = progress * 20 | 0 | 1
821 | Orbital Strike (Reverse) | local magnitude = totalDistance * 2.0 transUp = totalDistance + -magnitude * ( progress ) transFront = distanceFromImpactPos -- speedScalar = 0.8 | 0 | 1
841 | Drunken Missiles Slow | local maxMagnitude = 0.5 local minSpeedScalar = .9 local maxSpeedScalar = 1.1 local angle = 0 local maxArcMagnitude = startDistance * .75 local magnitude = (progress * 1.9) - 1 magnitude = (1 - (magnitude * magnitude * magnitude * magnitude)) * maxMagnitude transRight = (sin((rand1 * 1000) + (time * 700)) + cos((rand2 * 1000) + (time * 100))) * magnitude transUp = (sin((rand2 * 1000) + (time * 700)) + cos((rand1 * 1000) + (time * 300))) * magnitude speedScalar = minSpeedScalar + ((maxSpeedScalar - minSpeedScalar) * rand3) transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxArcMagnitude | 0 | 5
861 | Multi-shot Parabola (4 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 * progress | 0 | 4
881 | Forward Spin (med) + Parabola (Random low) | local angle = 0 local randomMagnitudeScalar = rand1 if (randomMagnitudeScalar <= 0.33)then randomMagnitudeScalar = 0.20 elseif (randomMagnitudeScalar <= 0.66)then randomMagnitudeScalar = 0.30 elseif (randomMagnitudeScalar <= 0.99)then randomMagnitudeScalar = 0.40 end local maxMagnitude = startDistance * randomMagnitudeScalar local spinRate = 540 modelPitch = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
901 | Midsummer - Juggle Torch, Self | local missileSpeed = 0.42 local startSpeed = 20 local p0 = 0.5 local travelTime = (startDistance / missileSpeed) - 2.5 local v0 = startSpeed local acc = (v0*travelTime + p0) / (travelTime*travelTime) transUp = -acc*time*time + v0*time + p0 local spinRate = 1080 modelPitch = time * spinRate | 0 | 1
921 | Midsummer - Juggle Torch (Quest) | local angle = 0 local maxMagnitude = (distanceToImpactPos) * 2 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude local spinRate = 1080 modelPitch = time * spinRate speedScalar = 1 | 0 | 1
922 | Creature - Encapsulate (Felblaze) | scale = 0.10 + 1 * progress * progress --speedScalar = 3 * progress | 0 | 1
941 | Midsummer - Juggle Torch, Slow | local missileSpeed = 3.9 local startSpeed = 20 local p0 = 0 local travelTime = (startDistance / missileSpeed) local v0 = startSpeed local acc = (v0*travelTime + p0) / (travelTime*travelTime) transUp = -acc*time*time + v0*time + p0 --transFront = -distanceToFirePos local spinRate = 1420 modelPitch = time * spinRate | 0 | 1
942 | Midsummer - Juggle Torch, Medium | local missileSpeed = 6 local startSpeed = 15 local p0 = 0 local travelTime = (startDistance / missileSpeed) local v0 = startSpeed local acc = (v0*travelTime + p0) / (travelTime*travelTime) transUp = -acc*time*time + v0*time + p0 --transFront = -distanceToFirePos local spinRate = 1500 modelPitch = time * spinRate | 0 | 1
943 | Midsummer - Juggle Torch, Fast | local missileSpeed = 9 local startSpeed = 20 local p0 = 0 local travelTime = (startDistance / missileSpeed) local v0 = startSpeed local acc = (v0*travelTime + p0) / (travelTime*travelTime) transUp = -acc*time*time + v0*time + p0 --transFront = -distanceToFirePos local spinRate = 1600 modelPitch = time * spinRate | 0 | 1
961 | Creature - Summon Void Sentinel (M'uru) | local degreesPerSec = 720 local maxMagnitude = 4 transAngle = (missileIndex / missileCount) * 360 + (time * degreesPerSec) transMag = 1- progress transMag = transMag * maxMagnitude transUp = 5 * progress | 0 | 5
981 | Creature - Transform Visual Missile (M'uru) | local sideMagnitude = startDistance * .3 local frontMagnitude = startDistance local minAngle = -135 local maxAngle = -45 local collapseAngle = -90 speedScalar = .4 + (progress * 1.2) transAngle = minAngle + (rand1 * (maxAngle - minAngle)) transAngle = (transAngle * (1 - progress)) + (collapseAngle * progress) transMag = sin(progress * 480) * (1 - progress) * sideMagnitude transUp = (rand2 - 0.5) * (15 * progress) - 2 transFront = sin(progress * 240) * (1 - progress) * frontMagnitude | 0 | 1
1001 | Parabola (Very VERY High) | local angle = 0 local maxMagnitude = startDistance * .90 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
1041 | Drunken Missiles (High Parabolic) | local maxMagnitude = 1.5 local minSpeedScalar = .7 local maxSpeedScalar = 1.5 local magnitude = (progress * 1.9) - 1 magnitude = 1 - (magnitude * magnitude * 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) local angle = 0 local maxMagnitude = startDistance * .30 local spinRate = 360 modelPitch = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 5
1061 | Parabola - Tree Tumble | local angle = 0 local maxMagnitude = startDistance * .15 local spinRate = 120 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRate modelRoll = time * spinRate/2 modelPitch = time * spinRate/4 | 0 | 1
1101 | Spiral + Parabola (Low, Random) | local angle = 0 local maxMagnitude = startDistance * .05 local spinRate = 720 if ( rand1 > 0.5 ) then spinRate = spinRate * -1 end modelRoll = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
1141 | Parabola (Pitch Spin, High) | local angle = 0 local maxMagnitude = startDistance * .30 local spinRate = 720 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate | 0 | 1
1161 | Parabola (Spin, High) | local angle = 0 local maxMagnitude = startDistance * .30 local spinRate = 720 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate | 0 | 1
1181 | Parabola (Top Spin, Very High) | local angle = 0 local maxMagnitude = startDistance * .60 local spinRate = 360 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRate | 0 | 1
1183 | Big to Small to Big Scale (shifted upwards) | local m1x=0.4 --the first progress point where the missile is smallest local m1y=0.4 --the scale of the missile at the point above local m2x=0.6 --the first progress opint where the missile begins growing again local m2y=0.4 --the scale of the missile at the point above local slope local intercept if (progress <m1x) then slope=(1-m1y)/(0-m1x) intercept=1 elseif (progress<m2x) then slope=(m1y-m2y)/(m1x-m2x) intercept=m1y-slope*m1x else slope=(m2y-1)/(m2x-1) intercept=1-slope end scale=slope*progress+intercept transUp=1.6 | 0 | 1
1201 | Creature - Summon Telestra Clone (Telestra) | local angle = 0 local maxMagnitude = startDistance * .90 transAngle = angle transMag = (progress * 2) - 1 transMag = 2*(1 - (transMag * transMag)) * maxMagnitude | 0 | 1
1221 | Spiral Cyclone (Slow) | local numSpirals = 5 local radius = 5 * progress * (rand1 + .5) local curAngle = numSpirals * progress * 360 transFront = (sin(curAngle) * radius) - distanceToFirePos transRight = (cos(curAngle) * radius) transUp = 1.5 * progress speedScalar = .2 | 0 | 1
1241 | REUSEME | local magnitude = totalDistance * 2 local spinRate = 1080 transUp = magnitude * ( 1 - progress ) transFront = distanceToImpactPos modelRoll = time * spinRate | 0 | 1
1242 | Parabola (Pitch Spin, VERY VERY HIGH) | local angle = 0 local maxMagnitude = startDistance * 6 local spinRateP = 60 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRateP | 0 | 1
1261 | Creature - Spirit Burst Extra Visual (Ymiron) | 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 ) * (rand1*30) * time transRight = outerWheelMag * sin ( missileAngle ) * (rand2*30) * time transUp = distanceToFirePos*10 | 0 | 10
1262 | Creature - Spirit Burst (Ymiron) | local angle = 0 local maxMagnitude = startDistance * .60 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
1281 | Creature - Summon Avenging Spirit Visual (Ymiron) | transUp = (1 - progress) * 8 | 0 | 1
1301 | Grizzly Hills - Quest - Burning Oil | local angle = 0 local maxMagnitude = 4 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude local spread = 1 local distanceToFireMin = 5 local distanceToFireMax = 30 local spreadSpeed = 1 local finalSpeed = 1.5 if ( distanceToFirePos > distanceToFireMin and distanceToFirePos < distanceToFireMax ) then speedScalar = spreadSpeed if (missileIndex == 0) then transUp = spread * ( distanceToFirePos - distanceToFireMin ) / ( distanceToFireMax - distanceToFireMin ) end if (missileIndex == 1) then transUp = -spread * ( distanceToFirePos - distanceToFireMin ) / ( distanceToFireMax - distanceToFireMin ) end if (missileIndex == 2) then transRight = spread * ( distanceToFirePos - distanceToFireMin ) / ( distanceToFireMax - distanceToFireMin ) end if (missileIndex == 3) then transRight = -spread * ( distanceToFirePos - distanceToFireMin ) / ( distanceToFireMax - distanceToFireMin ) end end if ( distanceToFirePos > distanceToFireMax ) then speedScalar = finalSpeed if (missileIndex == 0) then transUp = spread end if (missileIndex == 1) then transUp = -spread end if (missileIndex == 2) then transRight = spread end if (missileIndex == 3) then transRight = -spread end end | 0 | 4
1321 | Tumbling Debris (Spin, Very High) | local angle = 0 local maxMagnitude = startDistance * .90 local spinRate = 1440 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate *rand1 modelYaw = time * spinRate | 0 | 1
1322 | Tumbling Debris (Very High) | local angle = 0 local maxMagnitude = startDistance * .90 local spinRate = 1440 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
1341 | Forward Spin (Med) + Grow (1->3) | local spinRate = 540 modelPitch = time * spinRate scale = 1 + 2 * progress | 0 | 1
1361 | Parabola (Grow) | local angle = 0 local maxMagnitude = startDistance * .15 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude scale = progress | 0 | 1
1381 | Upper Deck - Ethereal Pet OnKill Give Essence | local maxHeight = 10 transUp = progress * (1 - progress) * maxHeight --transFront = startDistance - 2 * distanceToFirePos --this would reverse the direction of the missile | 0 | 1
1401 | Scale - 2.00 | scale = 2 | 0 | 1
1421 | Parabola (Top Spin, Very VERY High) | local angle = 0 local maxMagnitude = startDistance * .60 local spinRate = 360 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRate | 0 | 1
1422 | Missile Swarm | local maxMagnitude = 0.5 local minSpeedScalar = 0.7 local maxSpeedScalar = 1.5 local magnitude = (progress * 1.9) - 1 magnitude = 1 - (magnitude * magnitude * magnitude * magnitude) transRight = (sin((rand1 * 1000) + (time * 100)) + cos((rand2 * 1000) + (time * 200))) * magnitude * (1-progress) --transUp = (sin((rand2 * 1000) + (time * 700)) + cos((rand1 * 1000) + (time * 300))) * magnitude speedScalar = minSpeedScalar + ((maxSpeedScalar - minSpeedScalar) * rand3) | 0 | 5
1441 | zzOLDCreature - Glare of the Tribunal (Tribunal) | if missileIndex == 1 then transRight = (1 - progress) * 3 else transRight = (1 - progress) * -3 end | 0 | 2
1461 | Always Miss (Revised, Random) | transRight = 5 * (1 - progress * 2 * rand2) transUp = 2 * (1 - progress * 2 * rand1) transFront = 80 * progress | 0 | 1
1462 | Reverse Direction | transFront = startDistance - 2 * distanceToFirePos --this would reverse the direction of the missile | 0 | 1
1481 | Parabola (Fast Spin, High) | local angle = 0 local maxMagnitude = startDistance * .30 local spinRate = 1440 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRate | 0 | 1
1501 | Accelerated Missile | speedScalar = 0.2 + 2 * progress | 0 | 1
1502 | Soul Vortex (7 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 - distanceToFirePos | 0 | 7
1503 | Soul Vortex (7 Missiles - Resyncced) | local startAngle = 0 local degreesPerSec = 180 local maxMagnitude = 3 local maxKickBack = 10 speedscalar = 0.5 --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 - distanceToFirePos | 0 | 7
1521 | Machine Gun | if (missileIndex > 0) then transFront = progress * (3 - 2 * missileIndex) end | 0 | 3
1522 | Rocket Spiral (x3) | local 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) | 0 | 3
1541 | Parabola (Pitch and Yaw Spin) | local angle = 0 local maxMagnitude = startDistance * 0.5 local spinRateP = 180 local spinRateY = 45 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRateP modelYaw = time * spinRateY | 0 | 1
1542 | Parabola (Pitch and Yaw Spin, Low) | local angle = 0 local maxMagnitude = startDistance * 0.25 local spinRateP = 180 local spinRateY = 45 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRateP modelYaw = time * spinRateY | 0 | 1
1561 | Reverse Test (maybe works?) | transMag = ((1 - progress) * distanceToImpactPos) + (progress * -distanceToFirePos) | 0 | 1
1581 | Parabola (Pitch Spin, slow, low) | local angle = 0 local maxMagnitude = startDistance * .1 local spinRate = 120 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate | 0 | 1
1601 | Creature - Raise Dead Effect (Anub'ar Necromancer) | local maxMagnitude = startDistance * .5 local spinRate = 360 transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = (rand1 * 5) * (time * spinRate) speedScalar = (rand1 + 1)/2.5 transUp = rand1 * progress transFront = rand2 * progress transRight = rand3 * progress | 0 | 5
1621 | Parabola (Yaw Spin) | local angle = 0 local maxMagnitude = startDistance * 0.25 local spinRateY = 360 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRateY | 0 | 1
1641 | Missile Swarm (1 Missile) | local maxMagnitude = 0.5 local minSpeedScalar = 0.7 local maxSpeedScalar = 1.5 local magnitude = (progress * 1.9) - 1 magnitude = 1 - (magnitude * magnitude * magnitude * magnitude) transRight = (sin((rand1 * 1000) + (time * 100)) + cos((rand2 * 1000) + (time * 200))) * magnitude * (1-progress) --transUp = (sin((rand2 * 1000) + (time * 700)) + cos((rand1 * 1000) + (time * 300))) * magnitude speedScalar = minSpeedScalar + ((maxSpeedScalar - minSpeedScalar) * rand3) | 0 | 1
1661 | Multi-Shot (2 Missiles) | -- spread out as the missiles travel local outerWheelMag = 1.5 * progress local missileAngle if (missileIndex > 0) then local anglePerMissile = 360 / (missileCount) transAngle = anglePerMissile * missileIndex end transMag = outerWheelMag | 0 | 2
1662 | Missile - 2 |  | 0 | 2
1663 | Forward Spin (Med, Scale = 2) | scale = 2 local spinRate = 540 modelPitch = time * spinRate | 0 | 1
1664 | Shrink (Less) | scale = 1 - (progress / 2) | 0 | 1
1684 | Creature - Ritual Strike (Svala) | local spinRate = 360 modelRoll = time * spinRate transUp = progress * 3 | 0 | 1
1704 | Drunken Missiles (2 Missiles) | local maxMagnitude = 1.5 local minSpeedScalar = .7 local maxSpeedScalar = 1.5 local magnitude = (progress * 1.9) - 1 magnitude = 1 - (magnitude * magnitude * 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) | 0 | 2
1724 | Twin Waves - Double - Large | local waveHeight = 15 local wavesPerSec = 0.3 if (missileIndex == 0) then transRight = waveHeight * sin(time * wavesPerSec * 360) end if (missileIndex == 1) then transRight = - waveHeight * sin(time * wavesPerSec * 360) end if (missileIndex == 2) then transUp = waveHeight * sin(time * wavesPerSec * 360) /2 end if (missileIndex == 3) then transUp = - waveHeight * sin(time * wavesPerSec * 360) /2 end | 0 | 4
1725 | Creature - Magic Sickle | local angle = 0 local maxMagnitude = startDistance * .20 local spinRate = -3600 modelPitch = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
1726 | Creature - Summon Harpoon (Skadi) | local angle = 0 local maxMagnitude = startDistance * 2 local spinRate = 1080 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate | 0 | 1
1744 | Creature - Arcane Swarm (Malygos) | local angle = 0 local maxMagnitude = startDistance * 3 transAngle = angle if progress < 0.3 then transMag = (1 - (((progress*3.33)-1)^2)) * 15 speedScalar = .5 else transMag = (1 - (progress*1.43) +0.43) * 15 speedScalar = 20 * progress * progress * progress end if progress <= .3 then transRight = (cos(progress*3000)) * 2 * (1-progress) transUp = (sin(progress*3000)) * 2 * (1-progress) end | 0 | 3
1764 | Always Miss (Random, JZB) | transRight = progress * ( 5 * rand1) transUp = progress * ( 4 * rand2) transFront = progress * 10 | 0 | 1
1784 | Creature - Rock Shards (Archavon) | modelPitch = -90 -- scale = progress -- transRight = (missileIndex * 5) * (1-progress) | 0 | 1
1804 | Flip Coin, Self | --[[ --Old script, was based on local missileSpeed = 10 local startSpeed = 20 local p0 = 0.5 local travelTime = (startDistance / missileSpeed) -- - 2.5 local v0 = startSpeed local acc = (v0*travelTime + p0) / (travelTime*travelTime) --transUp = -acc*time*time + v0*time + p0 ]]-- local spinRate = 1080 modelPitch = time * spinRate -- distance = X (totalDistance / 2) -- acceleration due to gravity = -9.8 -- velocity = v0 + a * t -- position = p0 + v0 * t + 0.5 a * t * t local initialPosition = 0; local initialVelocity = 9.8; local initialDistance = startDistance - initialPosition; local travelTime = initialDistance / initialVelocity; local t = travelTime * progress transUp = initialPosition + initialVelocity * t + -9.8 * t * t transFront = 0 | 0 | 1
1824 | Creature - Shadow Crash (Forgotten One) | local angle = 0 local maxMagnitude = startDistance * .40 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelRoll = progress * 6000 | 0 | 1
1825 | Engineering - Rocket Turret | local startAngle = 0 local degreesPerSec = 180 local maxMagnitude = 3 local maxKickBack = 12 --progress = 1 - progress if ( rand1 < 0.5 ) then missileIndex = 1; else missileIndex = 2; end transAngle = startAngle + ( missileIndex / 2 * 360) + (time * degreesPerSec) transMag = progress transMag = (transMag * transMag * 2) - 1 transMag = (1 - (transMag * transMag)) transFront = transMag * -maxKickBack transMag = transMag * maxMagnitude --transUp = distanceToImpactPos - distanceToFirePos | 0 | 1
1844 | Creature - Ember Shower (Sandoval) | local angle = 0 local maxMagnitude = startDistance * .10 + (rand1 * 5) transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelRoll = progress * 3000 | 0 | 1
1864 | Parabola (Very VERY high, -45 to -0) (bunny jump) | local angle = 0 local maxMagnitude = startDistance * .90 modelPitch = -45 + 45 * progress transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
1865 | Parabola (Pitch Spin, Very High) | local angle = 0 local maxMagnitude = startDistance * .60 local spinRate = 720 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate | 0 | 1
1884 | Multi-Shot (7 Missiles, Rolling, Tight, Drunken) | -- spread out as the missiles travel local outerWheelMag = progress / 3 local missileAngle local maxMagnitude = 1.0 local minSpeedScalar = .8 local maxSpeedScalar = 1.2 local magnitude = (progress * 1.9) - 1 magnitude = (1 - (magnitude * magnitude * magnitude * magnitude)) / 3 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) if (missileIndex > 0) then local anglePerMissile = 360 / (missileCount) transAngle = anglePerMissile * missileIndex end modelRoll = (missileIndex + 2) * progress * 360 transMag = outerWheelMag | 0 | 7
1904 | Creature - Arcane Swarm (Malygos) | local angle = 0 local maxMagnitude = startDistance * 3 transAngle = angle if progress < 0.3 then transMag = (1 - (((progress*3.33)-1)^2)) * 15 speedScalar = .5 else transMag = (1 - (progress*1.43) +0.43) * 15 speedScalar = 20 * progress * progress * progress end if progress <= .3 then transRight = (cos(progress*3000)) * 2 * (1-progress) transUp = (sin(progress*3000)) * 2 * (1-progress) end | 0 | 3
1905 | Creature - Solar Flare (Elder Brightleaf) | local angle = 0 local maxMagnitude = startDistance * 1 transAngle = angle if progress < .3 then transMag = (1 - (((progress*3.33)-1)^2)) * 10 speedScalar = .3 else transMag = (1 - (progress*1.43) +0.33) * 10 speedScalar = 20 * progress * progress * progress end | 0 | 1
1924 | Spiral + Spin (4 Missiles) | local spread = 1.2 local startAngle = 360 * missileIndex / missileCount; local degreesPerSec = 180 transAngle = startAngle + (time * degreesPerSec) transMag = spread; local spinRate = 360 modelRoll = time * spinRate | 0 | 4
1964 | 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 | 0 | 3
1965 | Creature - Acivate Construct (Ignis) | 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 * progress transRight = outerWheelMag * sin ( missileAngle ) * (1 - progress) * 2 * progress local angle = 0 local maxMagnitude = startDistance * .50 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 3
1984 | Creature - Summon Proximity Mines (Mimiron - P1) | local angle = 0 local maxMagnitude = startDistance * .8 local spinRate = 540 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate | 0 | 1
1985 | Creautre - Rocket Strike (Mimiron) | local angle = 0 local maxMagnitude = 20 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude speedScalar = ((progress + .05)^1.5) * startDistance * .2 | 0 | 1
2004 | Creature - Laser Barrage (Mimiron) | if missileIndex == 1 then transRight = (progress * (rand1 - .50) * 10) + .75 transUp = progress * (rand2 - .70) * 10 elseif missileIndex == 2 then transRight = (progress * (rand2 - .50) * 10) - .75 transUp = progress * (rand3 - .70) * 10 else transRight = progress * (rand2 - .50) * 10 transUp = progress * ((rand1 - .70) * 10) + .75 end transFront = progress * 3 | 0 | 3
2024 | Forward Spin (fast) + Parabola | local angle = 0 local maxMagnitude = startDistance * .15 local spinRate = 1080 modelPitch = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
2025 | Creature - Rapid Burst Effect (Mimiron) | if missileIndex == 1 then speedScalar = rand1/1.5 + 1 elseif missileIndex == 2 then speedScalar = rand2/1.5 + 1 else speedScalar = rand3/1.5 + 1 end if missileIndex == 1 then transRight = progress * (rand1 - .50) + .5 transUp = progress * (rand2 - .50) elseif missileIndex == 2 then transRight = progress * (rand2 - .50) - .5 transUp = progress * (rand3 - .50) else transRight = progress * (rand2 - .50) transUp = progress * (rand1 - .50) + .5 end | 0 | 3
2044 | Missile - 3 |  | 0 | 3
2064 | Morgan Test | local throwHeight = 32; local progressAtFirstBounce = .45; local heightOfFirstBounce = 10; local progressAtSecondBounce = .75; local heightOfSecondBounce = 7; local spinRate = 360 modelPitch = time * spinRate transUp = throwHeight * progress; if (progress < progressAtFirstBounce) then local normalizedProgress = progress / progressAtFirstBounce; transUp = transUp - ((normalizedProgress * normalizedProgress) * throwHeight); elseif (progress < progressAtSecondBounce) then local normalizedProgress = (progress - progressAtFirstBounce) / (progressAtSecondBounce - progressAtFirstBounce); local curHeight = (normalizedProgress * 2) - 1; curHeight = (1 - (curHeight * curHeight)) * heightOfFirstBounce; transUp = (transUp - throwHeight) + curHeight; else local normalizedProgress = (progress - progressAtSecondBounce) / (1.0 - progressAtSecondBounce); local curHeight = (normalizedProgress * 2) - 1; curHeight = (1 - (curHeight * curHeight)) * heightOfSecondBounce; transUp = (transUp - throwHeight) + curHeight; end | 0 | 1
2084 | Creature - Flame Leviathan - Rockets (Spiral) | local maxHeight = 5 + (startDistance * .08) local newness = 1 - (progress * progress) transAngle = (rand1 * 360) + (time * 400) if progress < 0.05 then transMag = progress * 40 elseif progress < .1 then transMag = 2 elseif progress < .433333333 then transMag = 2 * (1 - ((progress - .1) * 3)) end local transUp1 = (progress * 3.33) - 1 transUp1 = (1 - (transUp1 * transUp1)) * maxHeight local transUp2 = (1.43 - (progress * 1.43)) * maxHeight if progress < .2 then transUp = transUp1 elseif progress < .4 then transUp = transUp1 + ((transUp2 - transUp1) * ((progress - .2) * 5)) else transUp = transUp2 end local accel = progress + .23 speedScalar = .05 + (8 * accel * accel * accel) | 0 | 1
2104 | Boomerang (Return) | local angle = -90 local maxMagnitude = startDistance * .2 local spinRate = 720 progress = 1 - progress transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelYaw = time * spinRate transFront = distanceToImpactPos - distanceToFirePos | 0 | 1
2124 | Creature - Laser Barrage | if missileIndex == 1 then transRight = (progress * (rand1 - .50) * 10) + .75 transUp = progress * (rand2 - .70) * 10 elseif missileIndex == 2 then transRight = (progress * (rand2 - .50) * 10) - .75 transUp = progress * (rand3 - .70) * 10 else transRight = progress * (rand2 - .50) * 10 transUp = progress * ((rand1 - .70) * 10) + .75 end transFront = progress | 0 | 3
2144 | Creature - Summon Magnetic Core (Mimiron - P3) | local angle = 0 local maxMagnitude = startDistance * .4 local spinRate = 540 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate | 0 | 1
2164 | Dan's Test Motion | transUp = 5 | 0 | 1
2184 | Isle of Conquest - Place Seaforium Charge | local angle = 0 local maxMagnitude = startDistance * .15 local spinRate = 1080 modelPitch = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
2204 | Isle of Conquest - Glaive | local spinRate = 1080 modelYaw = time * spinRate | 0 | 1
2224 | Fountain (Flaming Cinder) | local angle = 0 local maxMagnitude = startDistance * .5 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude transFront = -distanceToFirePos * (1 - progress) | 0 | 1
2244 | Snake (3 Missiles) | local waveHeight = .8 local wavesPerSec = 2 transRight = waveHeight * sin(time * wavesPerSec * 360) * ( 1 - progress ) * 2 | 0 | 3
2284 | Isle of Conquest - Blade Salvo (Glaive Thrower) | modelPitch = 90 local spinRate = 1080 modelYaw = time * spinRate | 0 | 1
2304 | Isle of Conquest - Dagger Throw (Generals) | local spinRate = 1080 modelPitch = time * spinRate | 0 | 1
2344 | Parabola (High, Pitch Spin) | local angle = 0 local maxMagnitude = startDistance * .3 local spinRate = 720 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate | 0 | 1
2384 | Spiral Cyclone JS | local numSpirals = 2 local radius = 5 * progress * (rand1 + 0.5) local curAngle = numSpirals * progress * 360 transFront = (sin(curAngle) * radius) - distanceToFirePos transRight = (cos(curAngle) * radius) transUp = 2 * progress | 0 | 2
2404 | Spiral Flat JS | local numSpirals = 5 local minRadius = 10 local radius = minRadius + (10 * progress * (rand1 * 5)) local curAngle = numSpirals * progress * 360 transFront = (sin(curAngle) * radius) - distanceToFirePos transRight = (cos(curAngle) * radius) transUp = rand2 * 5 | 0 | 3
2424 | Drunken Fountain (5 Missiles) | local angle = 0 local maxMagnitude = startDistance * .5 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude transFront = -distanceToFirePos * (1 - progress) local magnitude = transMag * .15 transRight = (sin((rand1 * 1000) + (time * 400)) + cos((rand3 * 1000) + (time * 60))) * magnitude transUp = (sin((rand2 * 1000) + (time * 300)) + cos((rand1 * 1000) + (time * 100))) * magnitude transFront = transFront + (sin((rand3 * 1000) + (time * 300)) + cos((rand2 * 1000) + (time * 100))) * magnitude speedScalar = 1 - (progress * .5) | 0 | 5
2444 | Creature - Summon Ice Ring (Arthas Encounter) | local angle = 0 local maxMagnitude = startDistance * .8 --local spinRate = 1080 --transAngle = angle --transMag = (progress * 2) - 1 --transMag = (1 - (transMag * transMag)) * maxMagnitude --transUp = progress * 1.1 transUp = 20 + (progress * -19) transFront = 3 + (progress * -3) --modelPitch = time * spinRate | 0 | 1
2464 | Forward Spin (fast) + Parabola + Grow (1 -> 3) | local angle = 0 local maxMagnitude = startDistance * .15 local spinRate = 1080 modelPitch = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude scale = 1 + 2 * progress | 0 | 1
2484 | Soul Vortex (10 Missiles - No Kickback) | local startAngle = 0 local degreesPerSec = 180 local maxMagnitude = 2.5 local maxKickBack = 0 --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 - distanceToFirePos | 0 | 10
2504 | Creature - Soul Reaper Effect (Arthas Encounter) | local outerWheelSpinRate = 180 -- 1 spin / sec local outerWheelMag = 1 -- 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 | 0 | 3
2544 | Stinger Missile (always arrive in ~7 sec) | transAngle = 0 if (time < 7) then speedAbs = distanceToImpactPos / (7 - time) else speedAbs = 100000 end if progress < 0.4 then transMag = (1 - (((progress*3.33)-1)^2)) * 20 speedAbs = speedAbs * 0.4 elseif progress < 0.9 then transMag = (1 - (progress*1.43) +0.43) * 20 speedAbs = speedAbs * (progress^2) else transMag = (1 - (progress*1.43) +0.43) * 20 end | 0 | 3
2564 | Spiral + Spin (2 Missiles) | local spread = 1.2 local startAngle = 360 * missileIndex / missileCount; local degreesPerSec = 180 transAngle = startAngle + (time * degreesPerSec) transMag = spread; local spinRate = 360 modelRoll = time * spinRate | 0 | 2
2584 | Fast Spiral + Spin (4 Missiles) | local spread = .5 local startAngle = 360 * missileIndex / missileCount; local degreesPerSec = 360 transAngle = startAngle + (time * degreesPerSec) transMag = spread; local spinRate = 360 modelRoll = time * spinRate | 0 | 4
2624 | Drunken Fountain (1 Missile) | local angle = 0 local maxMagnitude = startDistance * .5 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude transFront = -distanceToFirePos * (1 - progress) local magnitude = transMag * .15 transRight = (sin((rand1 * 1000) + (time * 400)) + cos((rand3 * 1000) + (time * 60))) * magnitude transUp = (sin((rand2 * 1000) + (time * 300)) + cos((rand1 * 1000) + (time * 100))) * magnitude transFront = transFront + (sin((rand3 * 1000) + (time * 300)) + cos((rand2 * 1000) + (time * 100))) * magnitude speedScalar = 1 - (progress * .5) | 0 | 1
2644 | Creature - Gunship Cannon Fire (Arthas Dungeon) | transUp = (progress * (rand1 - .5)) * 20 transRight = (progress * (rand2 - .5)) * 20 | 0 | 1
2645 | Creature - Ice Bomb (Sindragosa) | local angle = 0 local maxMagnitude = 20 local angle = 0 local maxMagnitude = startDistance * .10 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude speedAbs = totalDistance/5.5 | 0 | 1
2664 | Spirtal + Spin | local spread = 1.2 local startAngle = 360 * missileIndex / missileCount; local degreesPerSec = 180 transAngle = startAngle + (time * degreesPerSec) transMag = spread; local spinRate = 360 modelRoll = time * spinRate | 0 | 1
2684 | Icecrown Dungeon - Destroy Wall, Sylvanas | transUp = ((progress * (rand1 - .5)) * 5) + (progress * 5) transRight = (progress * (rand2 - .5)) * 20 | 0 | 1
2704 | Fast Spiral + Spin (1 Missile) | local spread = .5 local startAngle = 360 * missileIndex / missileCount; local degreesPerSec = 360 transAngle = startAngle + (time * degreesPerSec) transMag = spread; local spinRate = 360 modelRoll = time * spinRate | 0 | 1
2744 | Triple Parabola (Medium) | local angle = 1 local maxMagnitude = startDistance * .20 transAngle = angle progress = math.fmod(progress * 3, 1) transMag = (progress * 2) - 1 transMag = (.85 - (transMag * transMag)) * maxMagnitude | 0 | 1
2764 | Stinger Missile (No speed mod) | transAngle = 0 --speedAbs = startDistance / 7.5 if progress < 0.4 then transMag = (1 - (((progress*3.33)-1)^2)) * 20 speedAbs = speedAbs * .5 else transMag = (1 - (progress*1.43) +0.43) * 20 speedAbs = speedAbs * (1.2+progress)^3 end | 0 | 3
2784 | Parabola (Medium) | local angle = 0 local maxMagnitude = startDistance * .20 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
2804 | Forward Spin + Triple Parabola (Low) | local angle = 1 local maxMagnitude = startDistance * .20 local spinRate = 360 transAngle = angle progress = math.fmod(progress * 3, 1) transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate | 0 | 1
2824 | Drunken Fountain (3 Missiles) | local angle = 0 local maxMagnitude = startDistance * .5 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude transFront = -distanceToFirePos * (1 - progress) local magnitude = transMag * .15 transRight = (sin((rand1 * 1000) + (time * 400)) + cos((rand3 * 1000) + (time * 60))) * magnitude transUp = (sin((rand2 * 1000) + (time * 300)) + cos((rand1 * 1000) + (time * 100))) * magnitude transFront = transFront + (sin((rand3 * 1000) + (time * 300)) + cos((rand2 * 1000) + (time * 100))) * magnitude speedScalar = 1 - (progress * .5) | 0 | 3
2825 | Spiral + Parabola | local waveHeight = 1 local wavesPerSec = 2 local angle = 2 local maxMagnitude = startDistance * .15 local spinRate = 720 modelRoll = time * spinRate transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude | 0 | 1
2828 | Drunken Missiles (1 Missile) | local maxMagnitude = 1.5 local minSpeedScalar = .7 local maxSpeedScalar = 1.5 local magnitude = (progress * 1.9) - 1 magnitude = 1 - (magnitude * magnitude * 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) | 0 | 1
2830 | Creature - Nightmares (Green Dragon Encounter) | modelPitch = 90 | 0 | 3
2831 | Spiral (Small) Flat | local radius = (progress * 8) local curAngle = progress * 90 transFront = (sin(curAngle) * radius) - distanceToFirePos transRight = (cos(curAngle) * radius) | 0 | 1
2832 | Spiral Vortex (4 Missiles) (Tight, Don't Spiral) | local startAngle = 45 local degreesPerSec = 0 local maxMagnitude = 1.75 local maxKickBack = 5 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 | 0 | 4
2833 | Festergut - Malleable Ooze | local throwHeight = 32.5; local progressAtFirstBounce = .45; local heightOfFirstBounce = 10; local progressAtSecondBounce = .75; local heightOfSecondBounce = 7; local spinRate = 360 modelPitch = time * spinRate transUp = throwHeight * progress; if (progress < progressAtFirstBounce) then local normalizedProgress = progress / progressAtFirstBounce; transUp = transUp - ((normalizedProgress * normalizedProgress) * throwHeight); elseif (progress < progressAtSecondBounce) then local normalizedProgress = (progress - progressAtFirstBounce) / (progressAtSecondBounce - progressAtFirstBounce); local curHeight = (normalizedProgress * 2) - 1; curHeight = (1 - (curHeight * curHeight)) * heightOfFirstBounce; transUp = (transUp - throwHeight) + curHeight; else local normalizedProgress = (progress - progressAtSecondBounce) / (1.0 - progressAtSecondBounce); local curHeight = (normalizedProgress * 2) - 1; curHeight = (1 - (curHeight * curHeight)) * heightOfSecondBounce; transUp = (transUp - throwHeight) + curHeight; end | 0 | 1
2834 | Creature - Broken Frostmourne Soul Missiles (Arthas Enc | local numSpirals = 5 local minRadius = 10 local radius = minRadius + (10 * progress * (rand1 * 2)) local curAngle = numSpirals * progress * -360 transFront = ((sin(curAngle) * radius * rand3)) * progress transRight = (cos(curAngle) * radius * rand3) * progress transUp = (rand2 * 5)* progress scale = (rand2 + 1) * 2 | 0 | 3
2835 | Random Scale (1->2) | scale = 1 + 1*rand1 | 0 | 1
2836 | Creature - Player Wins, Frostmourne Room - Missiles | local angle = 0 local maxMagnitude = startDistance * .35 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude transFront = -distanceToFirePos * (1 - progress) local magnitude = transMag * .15 transRight = (sin((rand1 * 1000) + (time * 400)) + cos((rand3 * 1000) + (time * 60))) * magnitude transUp = (sin((rand2 * 1000) + (time * 300)) + cos((rand1 * 1000) + (time * 100))) * magnitude transFront = transFront + (sin((rand3 * 1000) + (time * 300)) + cos((rand2 * 1000) + (time * 100))) * magnitude speedScalar = 1 - (progress * .5) | 0 | 3
2837 | Icecrown Raid - Arthas - Frostmoune Breaks | local angle = 0 local maxMagnitude = startDistance * .75 local spinRate = 540 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude modelPitch = time * spinRate *rand1 modelYaw = time * spinRate | 0 | 1
2839 | Snake (half amp, rand wave) | local waveHeight = .2 local wavesPerSec = 2 + (rand1 * 3) transRight = waveHeight * sin(time * wavesPerSec * 360) * ( 1 - progress ) * 2 | 0 | 1
2840 | Stinger Missile (always arrive in ~5 sec) | transAngle = 0 if (time < 5) then speedAbs = distanceToImpactPos / (5 - time) else speedAbs = 100000 end if progress < 0.4 then transMag = (1 - (((progress*3.33)-1)^2)) * 20 speedAbs = speedAbs * 0.4 elseif progress < 0.9 then transMag = (1 - (progress*1.43) +0.43) * 20 speedAbs = speedAbs * (progress^2) else transMag = (1 - (progress*1.43) +0.43) * 20 end | 0 | 3
2841 | Creature - Meteor Strike (Halion) | local angle = 0 local maxMagnitude = 20 local angle = 0 local maxMagnitude = startDistance * .10 transAngle = angle transMag = (progress * 2) - 1 transMag = (1 - (transMag * transMag)) * maxMagnitude speedAbs = totalDistance/6.5 | 0 | 1
2853 | Creature - Tsunami (Throne of Tides) | scale = (1/(progress+.2)) | 0 | 1