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This spell was originated from f0rsAk3n. Not exactly CnP, just added extra stuff.
I enhanced the effects of the spell, making it into multiple blink strikes by multiple units at the same time. Mainly for enhancing AoS & Arena gameplay.
1. Hero casts the spell.
2. Two additional heroes are created.
3. Initiator strikes first.
4. 2nd hero strikes next.
5. 3rd hero strikes subsequently.
6. The team of 3 heroes takes turn to strike their targets respectively, creating an optical illusion of a gank in process.
7. Additional heroes are removed at the end of spell.
For each (Integer MUI3) from 1 to MUI1, do (Actions)
Loop - Actions
Set TempInteger = MUI2[MUI3]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
User_Interval[TempInteger] Equal to 0
Then - Actions
Set User_Interval[TempInteger] = 2
Set Count[TempInteger] = (Count[TempInteger] + 1)
Set User_Location[1] = (Position of User_Target[TempInteger])
Set Group[1] = (Units within User_AOE[TempInteger] of User_Location[1] matching ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of Player[TempInteger]) Equal to True))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
FirstTarget[TempInteger] Equal to True
Then - Actions
Unit - Move User[TempInteger] instantly to User_Location[1]
Unit - Make User[TempInteger] face User_Location[1] over 0.00 seconds
Unit - Cause User[TempInteger] to damage User_Target[TempInteger], dealing (Real(Damage[TempInteger])) damage of attack type Normal and damage type Normal
Special Effect - Create a special effect attached to the origin of User_Target[TempInteger] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Special Effect - Destroy (Last created special effect)
-------- Purely for attack animation purpose --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of User[TempInteger]) Equal to CloneType[2]
Then - Actions
Animation - Play User[TempInteger]'s slam animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of User[TempInteger]) Equal to CloneType[1]
Then - Actions
Animation - Play User[TempInteger]'s attack animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 2) Equal to 1
Then - Actions
Animation - Play User[TempInteger]'s attack animation
Else - Actions
Animation - Play User[TempInteger]'s slam animation
Special Effect - Create a special effect attached to the origin of User[TempInteger] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Set FirstTarget[TempInteger] = False
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(User[TempInteger] is alive) Equal to True
Count[TempInteger] Less than or equal to Slashes[TempInteger]
(Number of units in Group[1]) Greater than 0
Then - Actions
Set User_Target[TempInteger] = (Random unit from Group[1])
Set User_Location[2] = (Position of User_Target[TempInteger])
Set User_Location[3] = (User_Location[2] offset by 50.00 towards (Random angle) degrees)
Unit - Move User[TempInteger] instantly to User_Location[3]
Unit - Make User[TempInteger] face User_Location[2] over 0.00 seconds
Unit - Cause User[TempInteger] to damage User_Target[TempInteger], dealing (Real(Damage[TempInteger])) damage of attack type Normal and damage type Normal
Special Effect - Create a special effect attached to the origin of User_Target[TempInteger] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of User[TempInteger]) Equal to CloneType[2]
Then - Actions
Animation - Play User[TempInteger]'s slam animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of User[TempInteger]) Equal to CloneType[1]
Then - Actions
Animation - Play User[TempInteger]'s attack animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 2) Equal to 1
Then - Actions
Animation - Play User[TempInteger]'s attack animation
Else - Actions
Animation - Play User[TempInteger]'s slam animation
Special Effect - Create a special effect attached to the origin of User[TempInteger] using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Destroy (Last created special effect)
Set User_Interval[TempInteger] = (User_Interval[TempInteger] - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MUI1 Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
v1.0
- Uploaded.
v1.1
- Removed invulverability after the end of spell.
- Slashing interval duration increased to make the visual effect more visible.
v1.2
- Fixed the amount of slashes as indicated in spell tooltip.
v1.3
- Reduced trigger size, clones are created using loop now.
- Reduced creep's max hit points so that Level 3 kills them directly in one strike.
- Added computer-controlled units for testing MUI.
- Reduced search range from 800 to 400.
v1.4
- Fixed a careless point leak.
- Fixed few issues with variable referencing.
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
6 Dec 2011
Bribe: "User_Location" and "Group" do not need to be arrays, it is pointless, they should be normal variables because they are not dynamic like arrays. I am sure I have said this...
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
6 Dec 2011
Bribe: "User_Location" and "Group" do not need to be arrays, it is pointless, they should be normal variables because they are not dynamic like arrays. I am sure I have said this already.
You need to prefix your variables better. Currently the system could really break when a user tries to import it.
You could add a seperate trigger for configuring things that could be configured (like the "50.00" value in your offset location for example).
Also keep in mind when setting vertex coloring that the original unit coloring could have had different RGB values from what you got here.
In the 'Initiating' trigger, you set the (Triggering unit) to User[TempInt], and yet you continued to use (Triggering unit) in the rest of the trigger instead of the variable (in some areas)
Also, you shouldn't repeat reference things, you should store them into variables.
For example, here:
Set TempLocation = (User_Location[TempInteger2] offset by 150.00 towards ((Facing of User[TempInteger2]) + 300.00) degrees)
Unit - Create 1 Grom Hellscream (Possessed) for Player[TempInteger2] at TempLocation facing (Facing of User[TempInteger2]) degrees
You should store the (Facing of User[TempInteger2]) into a variable and use that instead (in the rest of the trigger)
Also, the unittype of the unit that's you're creating should be configurable (Put it in a variable and set it on Map Initialization for users to change easily)
And all this:
-------- First Clone --------
Set MUI1 = (MUI1 + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MUI1 Greater than Max_Index
Then - Actions
Set MUI2[MUI1] = MUI1
Set Max_Index = MUI1
Else - Actions
Set TempInteger = MUI2[MUI1]
Set TempLocation = (User_Location[TempInteger2] offset by 150.00 towards ((Facing of User[TempInteger2]) + 60.00) degrees)
Unit - Create 1 Blademaster of Blackrock Clan for Player[TempInteger2] at TempLocation facing (Facing of User[TempInteger2]) degrees
the unittype of the unit that's you're creating should be configurable (Put it in a variable and set it on Map Initialization for users to change easily)
I think this isn't THAT important. The most important thing about spell is after all, about how it works. I'll leave it as Blademaster, but will put it in a variable.
I think this isn't THAT important. The most important thing about spell is after all, about how it works. I'll leave it as Blademaster, but will put it in a variable.
I have nothing to say. Basically, you create an illusion that casts omnislash along with you.
Rating: 2/5 Simple yet not so surprising
The spell is already made yet you recreated it
The effects are quite unpleasing
The spell works and does what it is written on the description
It is MUI. That's great
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