• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Spells & Systems Mini-Contest #20

Status
Not open for further replies.

Bribe

Code Moderator
Level 50
Joined
Sep 26, 2009
Messages
9,464
WTF??? No imports allowed?... Well then that sucks... Bribe don't you want to limit the number of games the users can choose from?

The S&SMC has always been import-free. That's part of the challenge. Otherwise someone could just come in with some lame spell that lets some custom model do all the light show.

And why would I want to limit the number of games?
 
Level 16
Joined
Jun 24, 2009
Messages
1,409
And why would I want to limit the number of games?

Just a little sarcasm ~.~

Edit: well there it is
Still have to change the cast to channeling and adding some channel effects.
The triggers:
  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Visibility - Disable fog of war
      • Visibility - Disable black mask
      • Set SBMax = 2
      • -------- Configurables on each level --------
      • -------- Level 1 --------
      • Set Distance[1] = 1250.00
      • -------- Level 2 --------
      • Set Distance[2] = 1500.00
      • -------- Level 3 --------
      • Set Distance[3] = 1750.00
  • Soul Blast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Soul Blast
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SBHas[SBLastRecycled] Equal to True
        • Then - Actions
          • Set SBMax = (SBMax + 1)
          • Set SBLastRecycled = SBMax
          • Set SBIndex = SBLastRecycled
          • Set SBLastRecycled = SBRecycledList[SBLastRecycled]
        • Else - Actions
          • Set SBIndex = SBLastRecycled
          • Set SBLastRecycled = SBRecycledList[SBLastRecycled]
      • Set SBCaster[SBIndex] = (Triggering unit)
      • Set SBCasterPoint[SBIndex] = (Position of SBCaster[SBIndex])
      • Set SBTargetPoint[SBIndex] = (Target point of ability being cast)
      • Set SBDistance[SBIndex] = 0.00
      • Set SBLevel[SBIndex] = (Level of Soul Blast for SBCaster[SBIndex])
      • Set SBMaxDistance[SBIndex] = Distance[SBLevel[SBIndex]]
      • Set SBAngle[SBIndex] = (Angle from SBCasterPoint[SBIndex] to SBTargetPoint[SBIndex])
      • Set SBTempPoint = (SBCasterPoint[SBIndex] offset by 50.00 towards SBAngle[SBIndex] degrees)
      • Unit - Create 1 Missile Body 1 for (Triggering player) at SBCasterPoint[SBIndex] facing SBAngle[SBIndex] degrees
      • Unit Group - Add (Last created unit) to SBDummyGroup[SBIndex]
      • Animation - Change (Last created unit)'s animation speed to 5.00% of its original speed
      • Unit - Create 1 Missile Body 2 for (Triggering player) at SBCasterPoint[SBIndex] facing SBAngle[SBIndex] degrees
      • Unit Group - Add (Last created unit) to SBDummyGroup[SBIndex]
      • Unit - Create 1 Missile Head for (Triggering player) at SBTempPoint facing SBAngle[SBIndex] degrees
      • Unit Group - Add (Last created unit) to SBDummyGroup[SBIndex]
      • Set SBHas[SBIndex] = True
      • Set SBCount = (SBCount + 1)
      • Custom script: call RemoveLocation (udg_SBTempPoint)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Soul Blast Loop <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Soul Blast Loop <gen>
          • Trigger - Turn on Wave Effect <gen>
        • Else - Actions
  • Soul Blast Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer SBInteger) from 0 to SBMax, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SBHas[SBInteger] Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SBDistance[SBInteger] Less than SBMaxDistance[SBInteger]
                • Then - Actions
                  • Set SBDistance[SBInteger] = (SBDistance[SBInteger] + 40.00)
                  • Set SBTempPoint = (SBCasterPoint[SBInteger] offset by SBDistance[SBInteger] towards SBAngle[SBInteger] degrees)
                  • Unit Group - Pick every unit in SBDummyGroup[SBInteger] and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Unit-type of (Picked unit)) Equal to Missile Head
                        • Then - Actions
                          • Set SBTempPoint2 = (SBCasterPoint[SBInteger] offset by (SBDistance[SBInteger] + 40.00) towards SBAngle[SBInteger] degrees)
                          • Unit - Move (Picked unit) instantly to SBTempPoint2
                          • Custom script: call RemoveLocation (udg_SBTempPoint2)
                        • Else - Actions
                          • Unit - Move (Picked unit) instantly to SBTempPoint
                  • Set SBTempGroup = (Units within 100.00 of SBTempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of SBCa
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (SBTempGroup is empty) Equal to True
                    • Then - Actions
                    • Else - Actions
                      • Custom script: call RemoveLocation (udg_SBCasterPoint[udg_SBInteger])
                      • Custom script: call RemoveLocation (udg_SBTargetPoint[udg_SBInteger])
                      • Custom script: set bj_wantDestroyGroup = true
                      • Unit Group - Pick every unit in (Units within 250.00 of SBTempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of SBCa and do (Actions)
                        • Loop - Actions
                          • Unit - Cause SBCaster[SBInteger] to damage (Picked unit), dealing (100.00 + (Real(SBLevel[SBInteger]))) damage of attack type Spells and damage type Normal
                      • Unit Group - Pick every unit in SBDummyGroup[SBInteger] and do (Unit - Kill (Picked unit))
                      • Unit Group - Remove all units from SBDummyGroup[SBInteger]
                      • Unit - Create 1 Blast Effect for (Owner of SBCaster[SBInteger]) at SBTempPoint facing SBAngle[SBIndex] degrees
                      • Unit - Add a 0.05 second Generic expiration timer to (Last created unit)
                      • Custom script: call RemoveLocation (udg_SBTempPoint)
                      • Set SBHas[SBInteger] = False
                      • Set SBCount = (SBCount - 1)
                      • Set SBRecycledList[SBInteger] = SBLastRecycled
                      • Set SBLastRecycled = SBInteger
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • SBCount Equal to 0
                        • Then - Actions
                          • Trigger - Turn off (This trigger)
                          • Trigger - Turn off Wave Effect <gen>
                        • Else - Actions
                  • Custom script: call RemoveLocation (udg_SBTempPoint)
                  • Custom script: call DestroyGroup (udg_SBTempGroup)
                • Else - Actions
                  • Custom script: call RemoveLocation (udg_SBCasterPoint[udg_SBInteger])
                  • Custom script: call RemoveLocation (udg_SBTargetPoint[udg_SBInteger])
                  • Custom script: set bj_wantDestroyGroup = true
                  • Unit Group - Pick every unit in (Units within 250.00 of SBTempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of SBCa and do (Actions)
                    • Loop - Actions
                      • Unit - Cause SBCaster[SBInteger] to damage (Picked unit), dealing (100.00 + (Real(SBLevel[SBInteger]))) damage of attack type Spells and damage type Normal
                  • Unit Group - Pick every unit in SBDummyGroup[SBInteger] and do (Unit - Kill (Picked unit))
                  • Unit Group - Remove all units from SBDummyGroup[SBInteger]
                  • Unit - Create 1 Blast Effect for (Owner of SBCaster[SBInteger]) at SBTempPoint facing SBAngle[SBIndex] degrees
                  • Unit - Add a 0.05 second Generic expiration timer to (Last created unit)
                  • Custom script: call RemoveLocation (udg_SBTempPoint)
                  • Set SBHas[SBInteger] = False
                  • Set SBCount = (SBCount - 1)
                  • Set SBRecycledList[SBInteger] = SBLastRecycled
                  • Set SBLastRecycled = SBInteger
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • SBCount Equal to 0
                    • Then - Actions
                      • Set SBMax = 1
                      • Trigger - Turn off (This trigger)
                      • Trigger - Turn off Wave Effect <gen>
                    • Else - Actions
            • Else - Actions
  • Wave Effect
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units of type Missile Head) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • Set SBTempPoint = (Position of (Picked unit))
              • Unit - Create 1 Wave Effect for (Owner of (Picked unit)) at SBTempPoint facing (Facing of (Picked unit)) degrees
              • Animation - Change (Last created unit)'s animation speed to 150.00% of its original speed
              • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
              • Custom script: call RemoveLocation (udg_SBTempPoint)
            • Else - Actions
View attachment Soul Blast.w3x
 
Last edited:
WIP #1
Based on:
Heroes of Newerth - Hero Magebane - Mana Rift:
ability4_128.jpg
60 / 85 / 110% of target's missing Mana is dealt as Magic Damage to enemies in radius. Stuns the primary target for 0.1s.
(^Video available on the hero's page)



Yeah the spell is a bit simple and not so massive, so I may change the spell.
Edit: Oh and the target's current mana is at 25%.
 
I was going to do a HON spell as well :D dunno which though because all of them aren't really "special" enough
Silhouette - Tree Grapple

DO ITTTTTTTTTTTTTTTTTTTTTTTTTTTTT.

New spell :ogre_hurrhurr:
WIP #2
Based on:
Heroes of Newerth - Hero Aluna - Deja Vu:
ability3_128.jpg
Activation
This skill has 3 activation points.

Button 1: Gives +25 / 30 / 35 / 40% movespeed and unitwalking for 3 / 3.5 / 4 / 4.5 seconds.

Button 2: Sends a shadow back along the path you took from activation for 3 / 3.5 / 4 / 4.5 seconds.

Shadow slows any enemy units it touches for the same amounts listed.

Button 3: Teleport your hero to shadow's location.


:ogre_love:
 
Last edited:
Ok, I started working on the spell, Equilibrium Strike, which is an ability from LoL, from champion Irelia.

Pretty simple concept:
-damage + factor of agility (representing ability power in LoL)
-stun the target if life is higher than casters
-slows the target if life is lower than casters

To bad this isn't "copy spell with synergy" theme, because a secondary spell that applies with this spell would be just win :p

*God, I almost broke my fingers typing this x)
 
Level 10
Joined
Apr 25, 2009
Messages
296
[rainbow]Belhammer[/rainbow]

Ingame Description

The user summons a volcano. The volcano will emit fire dragons from itself, and the dragons will rise upwards and then rain down, inflicting damage to units near the dragon.

Level 1 - Damage/"Dragon" - 40
Level 2 - Damage/"Dragon" - 80
Level 3 - Damage/"Dragon" - 120
Level 4 - ...etc...


Well, I have absolutely no idea on how the ability was actually supposed to operate, but looking at the youtube movie it looks like it just deals damage.

Nor do I have any idea on what 'Fire Dragons' are actually supposed to be (Spirits?), as I've never played that game...

I made the spell so if you configure it properly, it'll have a neat spinning effect. I didn't apply the effect physically, as the spell (from the youtube video) doesn't appear to spin. (If you test the map, type "-#" to around 5-8 to see.)

I didn't actually use the Volcano Model, as it's death animation is a piece of junk


  • BelhammerINT
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set BelHash = (Last created hashtable)
      • -------- ============================= --------
      • -------- Damage --------
      • Set BelDam = 40.00
      • -------- Starting Height --------
      • Set BelBaseHeight = 50.00
      • -------- Starting rate it moves outward. --------
      • Set BelBaseMoveOut = 2.00
      • -------- Special "Volcano" effect. Sadly, the volcano used in Warcraft 3's death animation is crap, this is used. --------
      • Set BelSFXA = Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
      • -------- The starting height movement rate. --------
      • Set BelConstant1 = 16.00
      • -------- Starting rate the balls move outward. --------
      • Set BelConstant2 = 0.10
      • -------- The starting spin rate. --------
      • Set BelConstant3 = 2.35
      • -------- The Area of effect. Increases with each level by: (BelConstant4 + ((BelConstant4 / BelConstant15) * Level)) --------
      • Set BelConstant4 = 150.00
      • -------- The explode height --------
      • Set BelConstant5 = 800.00
      • -------- Starting fall rate. --------
      • Set BelConstant6 = -5.60
      • -------- Starting fall move outward rate. --------
      • Set BelConstant7 = 5.00
      • -------- Fall spin rate. --------
      • Set BelConstant8 = -0.75
      • -------- First speed up point --------
      • Set BelConstant9 = 600.00
      • -------- First speed up fall rate. --------
      • Set BelConstant10 = -8.00
      • -------- Second speed up rate. --------
      • Set BelConstant11 = 550.00
      • -------- Second speed up move outward rate. --------
      • Set BelConstant12 = 0.34
      • -------- Second speed up fall rate. --------
      • Set BelConstant13 = 0.35
      • -------- Death height. --------
      • Set BelConstant14 = 70.00
      • -------- Determines if SFX appear. Mostly used for testing, however, it may prove useful for lagging games. --------
      • Set BelBool4 = True
      • -------- AoE multiplier per level. --------
      • Set BelConstant15 = 2.00
  • BelCast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Belhammer
    • Actions
      • Set BelCast = (Triggering unit)
      • Set BP = (Position of BelCast)
      • Set BelLev = (Level of Belhammer for BelCast)
      • Set BelRealA = (Facing of BelCast)
      • -------- ================================ --------
      • Unit - Create 1 Belhammer Dummy for (Owner of BelCast) at BP facing Default building facing degrees
      • Set BelDummy = (Last created unit)
      • Unit - Hide BelDummy
      • Custom script: set udg_Handle_Bel = GetHandleId(udg_BelDummy)
      • For each (Integer BelLoop) from 1 to 6, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Belhammer Dummy for (Triggering player) at BP facing (BelRealA + ((Real(BelLoop)) x 60.00)) degrees
          • Hashtable - Save Handle Of(Last created unit) as BelLoop of Handle_Bel in BelHash
      • Sound - Play VolcanoLoop <gen> at 100.00% volume, located at BP with Z offset 50.00
      • Hashtable - Save (BelDam x (Real(BelLev))) as 7 of Handle_Bel in BelHash
      • Hashtable - Save BelBaseHeight as 8 of Handle_Bel in BelHash
      • Hashtable - Save BelBaseMoveOut as 9 of Handle_Bel in BelHash
      • Hashtable - Save False as 11 of Handle_Bel in BelHash
      • Hashtable - Save False as 12 of Handle_Bel in BelHash
      • Hashtable - Save BelConstant1 as 13 of Handle_Bel in BelHash
      • Hashtable - Save BelConstant2 as 14 of Handle_Bel in BelHash
      • Hashtable - Save BelConstant3 as 15 of Handle_Bel in BelHash
      • Hashtable - Save Handle OfBelCast as 17 of Handle_Bel in BelHash
      • Hashtable - Save (BelConstant4 + ((BelConstant4 / BelConstant15) x (Real(BelLev)))) as 20 of Handle_Bel in BelHash
      • Custom script: call DestroyEffect(AddSpecialEffectLoc(udg_BelSFXA, udg_BP))
      • -------- ================================ --------
      • Custom script: call GroupAddUnit(udg_BelGroup, udg_BelDummy)
      • Set BelTrigger = (BelTrigger + 1)
      • Trigger - Turn on BelLoop <gen>
      • Custom script: call RemoveLocation(udg_BP)
  • BelLoop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in BelGroup and do (Actions)
        • Loop - Actions
          • Set BelCast = (Picked unit)
          • Set BP = (Position of BelCast)
          • Custom script: set udg_Handle_Bel = GetHandleId(udg_BelCast)
          • Set BelBool1 = (Load 11 of Handle_Bel from BelHash)
          • Set BelBool2 = (Load 12 of Handle_Bel from BelHash)
          • Set BelRealA = (Load 8 of Handle_Bel from BelHash)
          • Set BelRealB = (Load 9 of Handle_Bel from BelHash)
          • Set BelRealC = (Load 13 of Handle_Bel from BelHash)
          • Set BelRealD = (Load 14 of Handle_Bel from BelHash)
          • Set BelRealE = (Load 15 of Handle_Bel from BelHash)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BelRealA Greater than BelConstant5
              • BelBool1 Equal to False
              • BelBool2 Equal to False
            • Then - Actions
              • Sound - Play DragonYesAttack3 <gen> at 100.00% volume, located at BP with Z offset 500.00
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BelBool4 Equal to True
                • Then - Actions
                  • Unit - Create 1 Explosive Dummy for Neutral Passive at BP facing Default building facing degrees
                  • Set BelDummy = (Last created unit)
                  • Animation - Change BelDummy flying height to BelConstant5 at 0.00
                  • Unit - Add a 0.01 second Generic expiration timer to BelDummy
                  • Unit - Make BelDummy Explode on death
                • Else - Actions
              • Hashtable - Save BelConstant6 as 13 of Handle_Bel in BelHash
              • Hashtable - Save BelConstant7 as 14 of Handle_Bel in BelHash
              • Hashtable - Save BelConstant8 as 15 of Handle_Bel in BelHash
              • Hashtable - Save True as 11 of Handle_Bel in BelHash
              • Custom script: call DestroyEffect(AddSpecialEffectLoc(udg_BelSFXA, udg_BP))
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BelRealA Less than or equal to BelConstant9
              • BelBool1 Equal to True
              • BelBool2 Equal to False
            • Then - Actions
              • Hashtable - Save BelConstant10 as 13 of Handle_Bel in BelHash
              • Hashtable - Save True as 12 of Handle_Bel in BelHash
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BelRealA Less than or equal to BelConstant11
              • BelBool1 Equal to True
              • BelBool2 Equal to True
            • Then - Actions
              • Hashtable - Save (BelRealD - BelConstant12) as 14 of Handle_Bel in BelHash
              • Hashtable - Save (BelRealC - BelConstant13) as 13 of Handle_Bel in BelHash
            • Else - Actions
          • For each (Integer BelLoop) from 1 to 6, do (Actions)
            • Loop - Actions
              • Set BelDummy = (Load BelLoop of Handle_Bel in BelHash)
              • Set BelReal = (Facing of BelDummy)
              • Set BP2 = (BP offset by BelRealB towards BelReal degrees)
              • Animation - Change BelDummy flying height to BelRealA at 0.00
              • Unit - Make BelDummy face (BelReal + BelRealE) over 0.00 seconds
              • Custom script: call SetUnitPositionLoc (udg_BelDummy, udg_BP2)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BelRealA Less than or equal to BelConstant14
                  • BelBool1 Equal to True
                  • BelBool2 Equal to True
                • Then - Actions
                  • Unit - Add a 0.01 second Generic expiration timer to BelDummy
                  • Unit - Make BelDummy Explode on death
                  • Set BelDummy = (Load 17 of Handle_Bel in BelHash)
                  • Set BelReal = (Load 7 of Handle_Bel from BelHash)
                  • Set BelReal2 = (Load 20 of Handle_Bel from BelHash)
                  • Custom script: set bj_wantDestroyGroup = true
                  • Unit Group - Pick every unit in (Units within BelReal2 of BP2 matching ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an ally of (Owner of BelCast) and do (Actions)
                    • Loop - Actions
                      • Custom script: call UnitDamageTarget(udg_BelDummy, GetEnumUnit(), udg_BelReal, true, true, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_FIRE, WEAPON_TYPE_WHOKNOWS)
                  • -------- ===================================== --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BelBool4 Equal to True
                    • Then - Actions
                      • Unit - Create 1 Explosive Dummy for (Owner of BelCast) at BP2 facing Default building facing degrees
                      • Set BelDummy = (Last created unit)
                      • Unit - Add a 0.01 second Generic expiration timer to BelDummy
                      • Unit - Make BelDummy Explode on death
                      • Animation - Change BelDummy's size to (135.00%, 135.00%, 135.00%) of its original size
                    • Else - Actions
                • Else - Actions
              • Custom script: call RemoveLocation(udg_BP2)
          • Hashtable - Save (BelRealA + BelRealC) as 8 of Handle_Bel in BelHash
          • Hashtable - Save (BelRealB + BelRealD) as 9 of Handle_Bel in BelHash
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BelRealA Less than or equal to BelConstant14
              • BelBool1 Equal to True
              • BelBool2 Equal to True
            • Then - Actions
              • Sound - Play ThunderClapCaster <gen> at 100.00% volume, attached to BelCast
              • Custom script: call GroupRemoveUnit(udg_BelGroup, udg_BelCast)
              • Hashtable - Clear all child hashtables of child Handle_Bel in BelHash
              • Unit - Add a 0.01 second Generic expiration timer to BelCast
              • Unit - Make BelCast Explode on death
              • Set BelTrigger = (BelTrigger - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BelTrigger Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions
          • Custom script: call RemoveLocation(udg_BP)
170705-albums4602-picture46770.jpg
 

Attachments

  • Belhammer.w3x
    24.9 KB · Views: 73
Last edited:
yeah, space collapse is cool too... I might do it if ever I have time (because LoV seemed pretty easy and simple, or maybe because of my Nova system...), if not, I'll stick with LoV... those pents are easy if imports are allowed... haha... but I guess there would be some in-game effects that would suffice... using lightnings to create those pents seems to be inefficient for me...


space collapse is the last spell...
 
Last edited:
Level 7
Joined
Nov 19, 2007
Messages
253
Damn that spell is hard.. so far did this:
  • Elemental Festival 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Channel
    • Actions
      • Set ElementalFestivalCaster = (Triggering unit)
      • Set ElementalFestivalSpecialEffect[0] = Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Set ElementalFestivalSpecialEffect[1] = Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • Set ElementalFestivalDamage[1] = 10.00
      • Set ElementalFestivalDamage[2] = 20.00
      • Set ElementalFestivalDamage[3] = 30.00
      • Set ElementalFestivalDamage[4] = 40.00
      • Set ElementalFestivalDamage[5] = 50.00
      • Set ElementalFestivalPoint[0] = (Target point of ability being cast)
      • Set ElementalFestivalPoint[1] = (Position of ElementalFestivalCaster)
      • Wait 0.10 seconds
      • Unit - Add Crow Form to ElementalFestivalCaster
      • Animation - Change ElementalFestivalCaster flying height to 300.00 at 450.00
      • Unit - Remove Crow Form from ElementalFestivalCaster
      • Unit - Pause ElementalFestivalCaster
      • Unit - Make ElementalFestivalCaster Invulnerable
      • Animation - Change ElementalFestivalCaster's animation speed to 300.00% of its original speed
      • Trigger - Turn on Elemental Festival 2 <gen>
      • Wait 2.40 seconds
      • Animation - Change ElementalFestivalCaster's animation speed to 150.00% of its original speed
      • Set ElementalFestivalDistance = (Distance between ElementalFestivalPoint[0] and ElementalFestivalPoint[1])
      • Unit - Create 1 Dummy Vulnerable for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[1] facing Default building facing degrees
      • Unit - Order (Last created unit) to Move To ElementalFestivalPoint[0]
      • Set ElementalFestivalDummy[0] = (Last created unit)
      • Animation - Play ElementalFestivalCaster's spell animation
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 270.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 240.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 210.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 180.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 150.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 120.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 90.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 60.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 30.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 0.00 at 800.00
      • Unit - Remove ElementalFestivalDummy[0] from the game
      • Special Effect - Create a special effect at ElementalFestivalPoint[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Special Effect - Destroy (Last created special effect)
      • Set ElementalFestivalUnitGroup[0] = (Units within 400.00 of ElementalFestivalPoint[0] matching ((((Matching unit) belongs to an enemy of (Owner of ElementalFestivalCaster)) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to Fals
      • Unit Group - Pick every unit in ElementalFestivalUnitGroup[0] and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[0] facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Cause (Last created unit) to damage (Picked unit), dealing (ElementalFestivalDamage[(Level of Channel for ElementalFestivalCaster)] x 2.00) damage of attack type Spells and damage type Normal
      • Animation - Change ElementalFestivalCaster flying height to 0.00 at 800.00
      • Unit - Unpause ElementalFestivalCaster
      • Unit - Make ElementalFestivalCaster Vulnerable
      • Animation - Change ElementalFestivalCaster's animation speed to 100.00% of its original speed
      • Custom script: call RemoveLocation(udg_ElementalFestivalPoint[0])
      • Custom script: call RemoveLocation(udg_ElementalFestivalPoint[1])
      • Custom script: call DestroyGroup(udg_ElementalFestivalUnitGroup[0])
  • Elemental Festival 2
    • Events
      • Time - Every 0.30 seconds of game time
    • Conditions
    • Actions
      • Set ElementalFestivalCount = (ElementalFestivalCount + 1)
      • Set ElementalFestivalPoint[2] = (Random point in (Region centered at ElementalFestivalPoint[0] with size (400.00, 400.00)))
      • Special Effect - Create a special effect at ElementalFestivalPoint[2] using ElementalFestivalSpecialEffect[(Random integer number between 0 and 1)]
      • Special Effect - Destroy (Last created special effect)
      • Set ElementalFestivalUnitGroup[0] = (Units within 150.00 of ElementalFestivalPoint[0] matching ((((Matching unit) belongs to an enemy of (Owner of ElementalFestivalCaster)) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to Fals
      • Unit Group - Pick every unit in ElementalFestivalUnitGroup[0] and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[2] facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Cause (Last created unit) to damage (Picked unit), dealing ElementalFestivalDamage[(Level of Channel for ElementalFestivalCaster)] damage of attack type Spells and damage type Normal
      • Animation - Play ElementalFestivalCaster's attack animation
      • Custom script: call RemoveLocation(udg_ElementalFestivalPoint[2])
      • Custom script: call DestroyGroup(udg_ElementalFestivalUnitGroup[0])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ElementalFestivalCount Equal to 8
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Set ElementalFestivalCount = 0
        • Else - Actions
Still cant make one effect to look how it should look
 
Level 7
Joined
Dec 19, 2009
Messages
249
Damn that spell is hard.. so far did this:
  • Elemental Festival 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Channel
    • Actions
      • Set ElementalFestivalCaster = (Triggering unit)
      • Set ElementalFestivalSpecialEffect[0] = Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Set ElementalFestivalSpecialEffect[1] = Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • Set ElementalFestivalDamage[1] = 10.00
      • Set ElementalFestivalDamage[2] = 20.00
      • Set ElementalFestivalDamage[3] = 30.00
      • Set ElementalFestivalDamage[4] = 40.00
      • Set ElementalFestivalDamage[5] = 50.00
      • Set ElementalFestivalPoint[0] = (Target point of ability being cast)
      • Set ElementalFestivalPoint[1] = (Position of ElementalFestivalCaster)
      • Wait 0.10 seconds
      • Unit - Add Crow Form to ElementalFestivalCaster
      • Animation - Change ElementalFestivalCaster flying height to 300.00 at 450.00
      • Unit - Remove Crow Form from ElementalFestivalCaster
      • Unit - Pause ElementalFestivalCaster
      • Unit - Make ElementalFestivalCaster Invulnerable
      • Animation - Change ElementalFestivalCaster's animation speed to 300.00% of its original speed
      • Trigger - Turn on Elemental Festival 2 <gen>
      • Wait 2.40 seconds
      • Animation - Change ElementalFestivalCaster's animation speed to 150.00% of its original speed
      • Set ElementalFestivalDistance = (Distance between ElementalFestivalPoint[0] and ElementalFestivalPoint[1])
      • Unit - Create 1 Dummy Vulnerable for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[1] facing Default building facing degrees
      • Unit - Order (Last created unit) to Move To ElementalFestivalPoint[0]
      • Set ElementalFestivalDummy[0] = (Last created unit)
      • Animation - Play ElementalFestivalCaster's spell animation
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 270.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 240.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 210.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 180.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 150.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 120.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 90.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 60.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 30.00 at 800.00
      • Wait ((ElementalFestivalDistance / 522.00) / 20.00) seconds
      • Animation - Change ElementalFestivalDummy[0] flying height to 0.00 at 800.00
      • Unit - Remove ElementalFestivalDummy[0] from the game
      • Special Effect - Create a special effect at ElementalFestivalPoint[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Special Effect - Destroy (Last created special effect)
      • Set ElementalFestivalUnitGroup[0] = (Units within 400.00 of ElementalFestivalPoint[0] matching ((((Matching unit) belongs to an enemy of (Owner of ElementalFestivalCaster)) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to Fals
      • Unit Group - Pick every unit in ElementalFestivalUnitGroup[0] and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[0] facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Cause (Last created unit) to damage (Picked unit), dealing (ElementalFestivalDamage[(Level of Channel for ElementalFestivalCaster)] x 2.00) damage of attack type Spells and damage type Normal
      • Animation - Change ElementalFestivalCaster flying height to 0.00 at 800.00
      • Unit - Unpause ElementalFestivalCaster
      • Unit - Make ElementalFestivalCaster Vulnerable
      • Animation - Change ElementalFestivalCaster's animation speed to 100.00% of its original speed
      • Custom script: call RemoveLocation(udg_ElementalFestivalPoint[0])
      • Custom script: call RemoveLocation(udg_ElementalFestivalPoint[1])
      • Custom script: call DestroyGroup(udg_ElementalFestivalUnitGroup[0])
  • Elemental Festival 2
    • Events
      • Time - Every 0.30 seconds of game time
    • Conditions
    • Actions
      • Set ElementalFestivalCount = (ElementalFestivalCount + 1)
      • Set ElementalFestivalPoint[2] = (Random point in (Region centered at ElementalFestivalPoint[0] with size (400.00, 400.00)))
      • Special Effect - Create a special effect at ElementalFestivalPoint[2] using ElementalFestivalSpecialEffect[(Random integer number between 0 and 1)]
      • Special Effect - Destroy (Last created special effect)
      • Set ElementalFestivalUnitGroup[0] = (Units within 150.00 of ElementalFestivalPoint[0] matching ((((Matching unit) belongs to an enemy of (Owner of ElementalFestivalCaster)) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to Fals
      • Unit Group - Pick every unit in ElementalFestivalUnitGroup[0] and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[2] facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Cause (Last created unit) to damage (Picked unit), dealing ElementalFestivalDamage[(Level of Channel for ElementalFestivalCaster)] damage of attack type Spells and damage type Normal
      • Animation - Play ElementalFestivalCaster's attack animation
      • Custom script: call RemoveLocation(udg_ElementalFestivalPoint[2])
      • Custom script: call DestroyGroup(udg_ElementalFestivalUnitGroup[0])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ElementalFestivalCount Equal to 8
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Set ElementalFestivalCount = 0
        • Else - Actions
Still cant make one effect to look how it should look


Argh, my eyes, too much "waits"
 
Level 7
Joined
Nov 19, 2007
Messages
253
ye that was just a test.. i think i need to add some finishing touches and explanasions what does what and i should be done..
 
Level 7
Joined
Nov 19, 2007
Messages
253
Here should be my final result ill post map when im done with tooltips
  • Elemental Festival 1
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Channel
    • Actions
      • Set ElementalFestivalCaster = (Triggering unit)
      • Set ElementalFestivalSEString[0] = Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Set ElementalFestivalSEString[1] = Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • Set ElementalFestivalDamage[1] = 10.00
      • Set ElementalFestivalDamage[2] = 20.00
      • Set ElementalFestivalDamage[3] = 30.00
      • Set ElementalFestivalDamage[4] = 40.00
      • Set ElementalFestivalDamage[5] = 50.00
      • Set ElementalFestivalPoint[0] = (Target point of ability being cast)
      • Set ElementalFestivalPoint[1] = (Position of ElementalFestivalCaster)
      • Wait 0.10 seconds
      • Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[0] facing Default building facing degrees
      • Unit - Add Slow to (Last created unit)
      • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Crow Form to ElementalFestivalCaster
      • Animation - Change ElementalFestivalCaster flying height to 300.00 at 800.00
      • Unit - Remove Crow Form from ElementalFestivalCaster
      • Unit - Pause ElementalFestivalCaster
      • Unit - Make ElementalFestivalCaster Invulnerable
      • Animation - Change ElementalFestivalCaster's animation speed to 300.00% of its original speed
      • Trigger - Turn on Elemental Festival 2 <gen>
      • Wait 1.84 seconds
      • Animation - Change ElementalFestivalCaster's animation speed to 150.00% of its original speed
      • Set ElementalFestivalDistance = (Distance between ElementalFestivalPoint[0] and ElementalFestivalPoint[1])
      • Unit - Create 1 Dummy FireballEffect for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[1] facing Default building facing degrees
      • Set ElementalFestivalDummy[0] = (Last created unit)
      • Animation - Play ElementalFestivalCaster's spell animation
      • Trigger - Turn on Elemental Festival 3 <gen>
      • Wait 0.40 seconds
      • Trigger - Turn off Elemental Festival 3 <gen>
      • Unit - Remove ElementalFestivalDummy[0] from the game
      • Special Effect - Create a special effect at ElementalFestivalPoint[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at ElementalFestivalPoint[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at ElementalFestivalPoint[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
      • Special Effect - Destroy (Last created special effect)
      • Set ElementalFestivalUnitGroup[0] = (Units within 400.00 of ElementalFestivalPoint[0] matching ((((Matching unit) belongs to an enemy of (Owner of ElementalFestivalCaster)) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to Fals
      • Unit Group - Pick every unit in ElementalFestivalUnitGroup[0] and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[0] facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Cause (Last created unit) to damage (Picked unit), dealing (ElementalFestivalDamage[(Level of Channel for ElementalFestivalCaster)] x 2.00) damage of attack type Spells and damage type Normal
      • Animation - Change ElementalFestivalCaster flying height to 0.00 at 1600.00
      • Unit - Unpause ElementalFestivalCaster
      • Unit - Make ElementalFestivalCaster Vulnerable
      • Animation - Change ElementalFestivalCaster's animation speed to 100.00% of its original speed
      • For each (Integer A) from 0 to 6, do (Actions)
        • Loop - Actions
          • Unit - Remove ElementalFestivalSpecialEffect[(Integer A)] from the game
      • Custom script: call RemoveLocation(udg_ElementalFestivalPoint[0])
      • Custom script: call RemoveLocation(udg_ElementalFestivalPoint[1])
      • Custom script: call DestroyGroup(udg_ElementalFestivalUnitGroup[0])
  • Elemental Festival 2
    • Events
      • Time - Every 0.23 seconds of game time
    • Conditions
    • Actions
      • Set ElementalFestivalCount = (ElementalFestivalCount + 1)
      • Set ElementalFestivalPoint[2] = (Random point in (Region centered at ElementalFestivalPoint[0] with size (300.00, 300.00)))
      • Set ElementalFestivalRandomInt = (Random integer number between 0 and 1)
      • Special Effect - Create a special effect at ElementalFestivalPoint[2] using ElementalFestivalSEString[ElementalFestivalRandomInt]
      • Special Effect - Destroy (Last created special effect)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ElementalFestivalRandomInt Equal to 0
        • Then - Actions
          • Special Effect - Create a special effect at ElementalFestivalPoint[2] using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ElementalFestivalRandomInt Equal to 1
        • Then - Actions
          • Special Effect - Create a special effect at ElementalFestivalPoint[2] using ElementalFestivalSEString[1]
          • Special Effect - Destroy (Last created special effect)
          • Special Effect - Create a special effect at ElementalFestivalPoint[2] using ElementalFestivalSEString[1]
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • Special Effect - Create a special effect at ElementalFestivalPoint[2] using Units\NightElf\Wisp\WispExplode.mdl
      • Special Effect - Destroy (Last created special effect)
      • Set ElementalFestivalUnitGroup[0] = (Units within 150.00 of ElementalFestivalPoint[2] matching ((((Matching unit) belongs to an enemy of (Owner of ElementalFestivalCaster)) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to Fals
      • Unit Group - Pick every unit in ElementalFestivalUnitGroup[0] and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[2] facing Default building facing degrees
          • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
          • Unit - Cause (Last created unit) to damage (Picked unit), dealing ElementalFestivalDamage[(Level of Channel for ElementalFestivalCaster)] damage of attack type Spells and damage type Normal
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ElementalFestivalCount Equal to 1
        • Then - Actions
          • Animation - Play ElementalFestivalCaster's attack,1 animation
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (ElementalFestivalCount mod 2) Equal to 0
            • Then - Actions
              • Animation - Play ElementalFestivalCaster's attack animation
            • Else - Actions
              • Animation - Play ElementalFestivalCaster's attack,3 animation
      • Custom script: call RemoveLocation(udg_ElementalFestivalPoint[2])
      • Custom script: call DestroyGroup(udg_ElementalFestivalUnitGroup[0])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ElementalFestivalCount Equal to 8
        • Then - Actions
          • Trigger - Turn off (This trigger)
          • Set ElementalFestivalCount = 0
        • Else - Actions
  • Elemental Festival 3
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • Set ElementalFestivalPoint[2] = (Position of ElementalFestivalDummy[0])
      • Set ElementalFestivalPoint[3] = (ElementalFestivalPoint[2] offset by (ElementalFestivalDistance / 20.00) towards (Angle from ElementalFestivalPoint[1] to ElementalFestivalPoint[0]) degrees)
      • Unit - Move ElementalFestivalDummy[0] instantly to ElementalFestivalPoint[3]
      • For each (Integer A) from 1 to 20, do (Actions)
        • Loop - Actions
          • Animation - Change ElementalFestivalDummy[0] flying height to (400.00 - (30.00 x (Real((Integer A))))) at 800.00
      • Custom script: call RemoveLocation(udg_ElementalFestivalPoint[2])
      • Custom script: call RemoveLocation(udg_ElementalFestivalPoint[3])
  • Elemental Festival 4
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Channel
    • Actions
      • For each (Integer A) from 0 to 6, do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy SpecialEffect for (Owner of (Triggering unit)) at ElementalFestivalPoint[1] facing Default building facing degrees
          • Set ElementalFestivalSpecialEffect[(Integer A)] = (Last created unit)
      • Special Effect - Create a special effect at ElementalFestivalPoint[1] using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
      • Special Effect - Destroy (Last created special effect)
attachment.php
attachment.php
attachment.php


Ah then i should fix some stuff to make it MUI..

EDIT: Its impossible to make it MUI in GUI and leakless.. GUI dont have have local variables nor accept variables in custom script array index. if anyone have any idea how to make it leakless and MUI i would love to hear..
 

Attachments

  • WC3ScrnShot_052411_011624_01.jpg
    WC3ScrnShot_052411_011624_01.jpg
    253 KB · Views: 276
  • WC3ScrnShot_052411_011634_04.jpg
    WC3ScrnShot_052411_011634_04.jpg
    260.2 KB · Views: 224
  • WC3ScrnShot_052411_011635_05.jpg
    WC3ScrnShot_052411_011635_05.jpg
    247.6 KB · Views: 279
Last edited:

Cokemonkey11

Spell Reviewer
Level 29
Joined
May 9, 2006
Messages
3,531
They could be approximated with Aura of Blight and Big Bad Voodoo (caster), and/or the hidden resource Abilities\Spells\Orc\CommandAura\CommandAuraTarget.mdl.

yes and to make the pentagon effect:
local x/y at position of caster offset by 500 towards facing direction.
loop from index 0 to 4
create effect at local x/y offset by 500 towards (facing direction+180)+(2*bj_PI)/5*index

:)

EDIT: Its impossible to make it MUI in GUI and leakless.. GUI dont have have local variables nor accept variables in custom script array index. if anyone have any idea how to make it leakless and MUI i would love to hear..

Learn JASS :) I'd be happy to teach you
 
Status
Not open for further replies.
Top