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Mokuton Jukai Koutan

Submitted by ZzdragonbeterzZ
u can change the tree model with birth animation

at the triggers editor ::animation play units birth animation

Keywords:
mokuton,jukai,koutan
Contents

Mokuton Jukai Kuton (Map)

  1. 12th Dec 2015
    IcemanBo: Too long as NeedsFix. Rejected.

    [​IMG]


    Moderator: Pharaoh_
    Date: 18:56, 17th Apr 2012

    Review
    • The resource doesn't have a proper, in-game screenshot (preview) of the spell in action.
    • Uses waits.
    • Leaks.
    • Makes no use of Loops and basic actions, such as Unit - Add expiration timer.
    • Too simple.

    Rejected

    Useful Links:
     
  2. takakenji

    takakenji
    Joined:
    Jul 7, 2008
    Messages:
    3,425
    really good 5/5
     
  3. Starquizer

    Starquizer
    Joined:
    Mar 3, 2006
    Messages:
    1,530
    • Post the triggers.
    • Add a relevant screenshot to know what your spell looks like.
     
  4. BloodSoul

    BloodSoul
    Joined:
    May 10, 2009
    Messages:
    63
    Triggers
    • Mokuton Jukai
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Mokuton Jukai Kuton
      • Actions
        • Set MokutonC[1] = (Casting unit)
        • Set CAsterP = (Position of MokutonC[1])
        • Set MPCku = (CAsterP offset by 400.00 towards ((Real((Integer A))) x 40.00) degrees)
        • Unit - Pause MokutonC[1]
        • Wait 0.90 seconds
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Unit-type of (Triggering unit)) Equal to Mountain King
          • Then - Actions
            • Unit - Create 1 Dummy Mokuton for Neutral Passive at (CAsterP offset by 0.00 towards 0.00 degrees) facing Default building facing degrees
            • Set DummyM[14] = (Last created unit)
            • Unit - Create 1 Dummy Mokuton for Neutral Passive at (CAsterP offset by 256.00 towards 10.00 degrees) facing Default building facing degrees
            • Set DummyM[15] = (Last created unit)
            • Unit - Create 1 Dummy Mokuton for Neutral Passive at (CAsterP offset by 256.00 towards 80.00 degrees) facing Default building facing degrees
            • Set DummyM[16] = (Last created unit)
            • Unit - Create 1 Dummy Mokuton for Neutral Passive at (CAsterP offset by 256.00 towards 290.00 degrees) facing Default building facing degrees
            • Set DummyM[17] = (Last created unit)
            • Unit - Create 1 Dummy Mokuton for Neutral Passive at (CAsterP offset by 256.00 towards 180.00 degrees) facing Default building facing degrees
            • Set DummyM[18] = (Last created unit)
            • Unit - Create 1 Dummy Mokuton for Neutral Passive at (CAsterP offset by 400.00 towards 180.00 degrees) facing Default building facing degrees
            • Set DummyM[19] = (Last created unit)
            • Unit - Create 1 Dummy Mokuton for Neutral Passive at (CAsterP offset by 400.00 towards 290.00 degrees) facing Default building facing degrees
            • Set DummyM[20] = (Last created unit)
            • Unit - Create 1 Dummy Mokuton for Neutral Passive at (CAsterP offset by 400.00 towards 80.00 degrees) facing Default building facing degrees
            • Set DummyM[21] = (Last created unit)
            • Unit - Create 1 Dummy Mokuton for Neutral Passive at (CAsterP offset by 400.00 towards 10.00 degrees) facing Default building facing degrees
            • Set DummyM[22] = (Last created unit)
            • Wait 2.00 seconds
            • Unit - Remove DummyM[14] from the game
            • Unit - Remove DummyM[15] from the game
            • Unit - Remove DummyM[16] from the game
            • Unit - Remove DummyM[17] from the game
            • Unit - Remove DummyM[18] from the game
            • Unit - Remove DummyM[19] from the game
            • Unit - Remove DummyM[20] from the game
            • Unit - Remove DummyM[21] from the game
            • Unit - Remove DummyM[22] from the game
            • Unit - Create 1 Dummy EXPLODE for Neutral Passive at (CAsterP offset by 0.00 towards 0.00 degrees) facing Default building facing degrees
            • Unit Group - Pick every unit in (Units within 500.00 of (Position of MokutonC[1])) 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
                    • ((Picked unit) belongs to an enemy of (Owner of MokutonC[1])) Equal to True
                  • Then - Actions
                    • Unit - Cause MokutonC[1] to damage (Picked unit), dealing (Real(((Agility of MokutonC[1] (Include bonuses)) x 4))) damage of attack type Spells and damage type Normal
                  • Else - Actions
          • Else - Actions
     
  5. Adiktuz

    Adiktuz
    Joined:
    Oct 16, 2008
    Messages:
    9,700
    Uses waits
    Uses useless arrays

    Evaluation: Useless
     
  6. blur16

    blur16
    Joined:
    Feb 9, 2012
    Messages:
    3
    Lol you never leave the Pause at caster.. this spell it's toooo bad.. UNACCEPTABLE
     
  7. gorillabull

    gorillabull
    Joined:
    Jul 17, 2011
    Messages:
    1,370
    lol u guys are dicks