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Arcane Bolt v1.1

This is the reverse of the blood bolt.It drains mana instead of life,but it also has other effects.
Description:
Unleashes an arcane bolt.When it hits an enemy it will deal random damage between 1 and the current mana of the Blood Mage,and decreasing the target`s mana equal to the damage.If the target has no mana or if his mana reaches zero,the bolt will explode,dealing damage and knocking back nearby enemies.While knocked they loose some of their mana.Bolt Lasts 5 seconds.
Level 1-!00 AoE damage.
Level 2-200 AoE damage.
Level 3-300 AoE damage.


Enjoy and give credits if used.



Update v1.1:Changed the knockback,now uses paladon`s knockback system.Added adjustable globals for almost every action.

Credits:
Deuterium for mentioning the problems to be fixed.
Paladon for his knockback system.


Keywords:
Arcane,bolt
Contents

Arcane Bolt v1.1 (Map)

Reviews
14:58, 23rd Sep 2009 The_Reborn_Devil: Looks like the problems are fixed now. Can't find any leaks or stuff like that. Triggering looks ok. Approved.

Moderator

M

Moderator

14:58, 23rd Sep 2009
The_Reborn_Devil:

Looks like the problems are fixed now.
Can't find any leaks or stuff like that.
Triggering looks ok.
Approved.
 
Level 7
Joined
Sep 8, 2009
Messages
90
I haven`t used any knockback system for this.The knockback is made by me and is the simplest possible.Sometimes the knockback launches slighty after the explosion but that is not from the knockback,it`s from the dummy unit.
Comments and criticism accepted.
 
Level 17
Joined
Mar 17, 2009
Messages
1,349

Deuterium's Brief Review:


1. Add adjustable globals so that the user could adjust the spell to his own needs.


2. The knockback doesn't work right... sometimes it knockbacks the unit in the wrong direction. My advice would be using Paladon's Knockback System (it's not wrong using others' systems). If you use his, you won't have to worry about the delay issue since his doesn't use a dummy.


3. Minor issue, but worth mentioning:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Mana of (Picked unit)) Equal to 0.00
    • Then - Actions
      • -------- some effects for eyecandy --------
      • Special Effect - Create a special effect at AB_Point3 using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- this group picks every unit in range of 300 of the orb and damages them --------
      • Set AB_UG2[AB_Temp] = (Units within 300.00 of AB_Point3 matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Mechanical) Equal to False)) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of AB_Orb[
      • Unit Group - Pick every unit in AB_UG2[AB_Temp] and do (Actions)
        • Loop - Actions
          • Set AB_Point5 = (Position of (Picked unit))
          • Unit - Cause AB_Orb[AB_Temp] to damage (Picked unit), dealing ((Real((Level of Arcane Bolt for AB_Caster[AB_Temp]))) x 100.00) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • -------- these are the actions for the knockback --------
          • Unit - Create 1 Knockback Unit for (Owner of AB_Orb[AB_Temp]) at AB_Point5 facing (Facing of (Picked unit)) degrees
          • Unit - Add Knockback to (Last created unit)
          • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
          • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation(udg_AB_Point5)
      • -------- killing the orb and destroyng the group --------
      • Unit - Kill AB_Orb[AB_Temp]
      • Custom script: call DestroyGroup(udg_AB_UG2[udg_AB_Temp])
    • Else - Actions
      • -------- killing the orb --------
      • Unit - Kill AB_Orb[AB_Temp]
The unit is killed either way depend-less of the condition, so:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Mana of (Picked unit)) Equal to 0.00
    • Then - Actions
      • -------- some effects for eyecandy --------
      • Special Effect - Create a special effect at AB_Point3 using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- this group picks every unit in range of 300 of the orb and damages them --------
      • Set AB_UG2[AB_Temp] = (Units within 300.00 of AB_Point3 matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Mechanical) Equal to False)) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of AB_Orb[
      • Unit Group - Pick every unit in AB_UG2[AB_Temp] and do (Actions)
        • Loop - Actions
          • Set AB_Point5 = (Position of (Picked unit))
          • Unit - Cause AB_Orb[AB_Temp] to damage (Picked unit), dealing ((Real((Level of Arcane Bolt for AB_Caster[AB_Temp]))) x 100.00) damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • -------- these are the actions for the knockback --------
          • Unit - Create 1 Knockback Unit for (Owner of AB_Orb[AB_Temp]) at AB_Point5 facing (Facing of (Picked unit)) degrees
          • Unit - Add Knockback to (Last created unit)
          • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
          • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation(udg_AB_Point5)
      • Custom script: call DestroyGroup(udg_AB_UG2[udg_AB_Temp])
    • Else - Actions
  • Unit - Kill AB_Orb[AB_Temp]


A good spell with some originality, yet you seriously need to add user adjustable globals otherwise it'll be useless for most people. And it'll be preferable if you use a knockback system thad doesn't require a dummy unit and a dummy ability. Work on these problems and this spell would be good to go.
 
Level 17
Joined
Mar 17, 2009
Messages
1,349
An example is much better than the explanation :)
  • -------- -------------------------------------------------------------------------------------------------------------- --------
  • -------- These are some variables for the user to adjust --------
  • -------- -------------------------------------------------------------------------------------------------------------- --------
  • -------- Defines the maximum range at which the spell has an effect --------
  • Set CO_MaxDistance = 1000.00
  • -------- Defines the time that the spell lasts --------
  • Set CO_SpellLastingTime = 30.00
  • -------- Defines the motion speed of the special effects --------
  • Set CO_SFXSpeed = 7.00
Basically they're globals (usually in the Main Trigger of the spell) which the users could easily adjust in order to change spell's properties.

And usually, they're all together one after the other, not all over the place :p
 
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