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Circle Impulse & Judgement MUI VI

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Reactions: Oljin and -Kobas-
Spells by Uzumaki.minato



  • Circle Impulse
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Circle Impulse
    • Actions
      • Set CI_Caster = (Casting unit)
      • Set CI_Target = (Target unit of ability being cast)
      • Set CI_Player = (Owner of CI_Caster)
      • Set CI_Point = (Position of CI_Target)
      • -------- We aren't Damaging a thing, only the dummies do, so that's the idea , the eyecandy? look at it your self then ^^ --------
      • -------- The Dummies are here AND the casting effects are all here!(Loops now!) --------
      • For each (Integer A) from 1 to 7, do (Actions)
        • Loop - Actions
          • Set CI_Point2 = (CI_Point offset by 650.00 towards (51.42 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Spellcaster for CI_Player at CI_Point2 facing CI_Point
          • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
          • Unit - Add Water Impulse to (Last created unit)
          • Unit - Set level of Water Impulse for (Last created unit) to (Level of Circle Impulse for CI_Caster)
          • Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave CI_Point
          • Custom script: call RemoveLocation( udg_CI_Point2 )
      • -------- Null it --------
      • Custom script: call RemoveLocation( udg_CI_Point )
      • Set CI_Caster = No unit
      • Set CI_Target = No unit




  • JJudgement
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Judgement
    • Actions
      • Set JM_Caster = (Casting unit)
      • Set JM_Target = (Target unit of ability being cast)
      • Set JM_Player = (Owner of JM_Caster)
      • Set JM_Point = (Position of JM_Target)
      • For each (Integer A) from 1 to 3, do (Actions)
        • Loop - Actions
          • Set JM_Point2 = (JM_Point offset by 350.00 towards (120.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Spellcaster for JM_Player at JM_Point2 facing JM_Point
          • Unit - Add Judgement (DUMMY) to (Last created unit)
          • Unit - Set level of Judgement (DUMMY) for (Last created unit) to (Level of Judgement for JM_Caster)
          • Unit - Order (Last created unit) to Neutral Naga Sea Witch - Forked Lightning JM_Target
          • Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
          • Special Effect - Create a special effect at JM_Point2 using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation( udg_JM_Point2 )
      • Custom script: call RemoveLocation( udg_JM_Point )
      • Set JM_Caster = No unit
      • Set JM_Target = No unit


Updates:
V1.00
-It is MUI(no wait action)
-Array Removed
-No more leaks


Keywords:
Water pulse circle judgement lightning water lightning power strike xD entertainment 1 2 3 4 5 6 7 8 9 10 GUI MUI MPI GUI/MPI/MUI Spell chrone chronom
Contents

Circle Impulse&Judgement VI (Map)

Reviews
22:32, 16th Jun 2010 Hanky: Very simple. But well, useful enough.

Moderator

M

Moderator

22:32, 16th Jun 2010
Hanky:
Very simple. But well, useful enough.
 
Level 3
Joined
Mar 22, 2010
Messages
59
Downloaded and tested it..
The spells are quite nice but i think the Judgement should look better cause it just looks like a really big Forked Lightning so maybe change that a little....
How? I dont really know sry....

The Second spell is REALLY nice i dont have found any problems...
It just looks great with that Water nova.

The map:
Pls fix that you can regen mana with esc, it doesnt work .. it just set the cooldown back and heal you but you dont get any mana.
 
Level 19
Joined
Feb 4, 2009
Messages
1,313
fix the point leaks as baassee said
use loops instead of copy&pasting the same stupid part of code 20 times
why do you pause/unpause the caster/target? o_O
terrain deformation lags hard on big maps with lots of doodads in multilayer
don't use unnecessary imports and give credits for ALL things you imported

edit:
omg....use a variable then lol
(for loop integer i from 0 to 6 do actions
set angle = convert integer to real(integer i) * 60.00
or something like that)
 

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Last edited:
Level 18
Joined
Dec 17, 2009
Messages
1,114
Great, alot of leaks. No need to use arrayed variables as they are infact instant cast. Make a loop please to reduce the amount of code and fix the point leaks.


err... which leaks? please point out!

Hehehe..... sorry.... due to first custom spell with serious work.

Loop? for what?


fix the point leaks as baassee said
use loops instead of copy&pasting the same stupid part of code 20 times
why do you pause/unpause the caster/target? o_O
terrain deformation lags hard on big maps with lots of doodads in multilayer
don't use unnecessary imports and give credits for ALL things you imported
Attached Thumbnails

ok then..............

EDIT: I aint copy pasting!!!! see the Degree! if i do loops, than the spell wont be able to do the circle

ok i'm gonna remove the custom model!

the terrains, doodad, im going to delete it

PS: Im not lagging when trying it!


Fixed
Leaks should be NO MORE!

EDIT3:
edit:
omg....use a variable then lol
(for loop integer i from 0 to 6 do actions
set angle = convert integer to real(integer i) * 60.00
or something like that)


huh?

put in trigger tags!!

looks good, and i think i understand it!

Gonna upload the V2 Version now!
 
Last edited:
Level 18
Joined
Dec 17, 2009
Messages
1,114
Remove the arrays on the variables. It is not needed.



I just wanted to remain safe, using Arrays could have the 99.9% chance of no bugging in the spells


EDIT:
There are no more leaks,

Is too simple, I vote for rejection

Posted by War Golum

i know, thats why i want the newbies to download it so they would know what to do when they learn all of it!
 
Last edited:
Level 9
Joined
Aug 2, 2008
Messages
219
Some tips and suggestions for improvement:
  • The spell is MPI (Multi Player Instanceable), which won´t be accepted. Only fully MUI (Multi Unit Instanceable) spells are allowed.
  • In case you want to stick to MPI then please save (Player number of (Owner of (Casting unit))) to an integer. That would make your code more readable.
  • Your script runs instantly therefore pausing the caster and the target is obsolete. You should remove those actions.
  • Use your own integer instead of Integer-A as stated above.
  • You have point leaks in your loop. You need to remove CI_Point2 ad the end of the loop.
Judgment has the same flaws as Chrone Impulse, therefore i won´t bother to repeat myself. Further i´m missing proper documentation for this spell and as stated above the custom imports are more than just redundant, you may remove the fast before this gets rejected.

Please do not double post (you obviously know where the Edit-Button is) and don´t spam those smileys, its just awful.
~TNT
 
Level 18
Joined
Dec 17, 2009
Messages
1,114
Some tips and suggestions for improvement:
  • The spell is MPI (Multi Player Instanceable), which won´t be accepted. Only fully MUI (Multi Unit Instanceable) spells are allowed.
  • In case you want to stick to MPI then please save (Player number of (Owner of (Casting unit))) to an integer. That would make your code more readable.
  • Your script runs instantly therefore pausing the caster and the target is obsolete. You should remove those actions.
  • Use your own integer instead of Integer-A as stated above.
  • You have point leaks in your loop. You need to remove CI_Point2 ad the end of the loop.
Judgment has the same flaws as Chrone Impulse, therefore i won´t bother to repeat myself. Further i´m missing proper documentation for this spell and as stated above the custom imports are more than just redundant, you may remove the fast before this gets rejected.

Please do not double post (you obviously know where the Edit-Button is) and don´t spam those smileys, its just awful.
~TNT


=-= look at the end of the loop!! no leaks!!


the spells are instant, so it is MUI not MPI(yes it is MPI if it HAS wait action!)

Okay, thanks for the tips, and it's not leaking, i'll use my own integer then, so it'll be nice to read by newbies on hive which is learning!


Does this leak??


  • Chrone Impulse
  • Events
  • Unit - A unit Starts the effect of an ability
  • Conditions
  • (Ability being cast) Equal to Circle Impulse
  • Actions
  • Set CI_Integer_Read = (Player number of (Owner of (Casting unit)))
  • Set CI_Caster[CI_Integer_Read] = (Casting unit)
  • Set CI_Target[CI_Integer_Read] = (Target unit of ability being cast)
  • Set CI_Player[CI_Integer_Read] = (Owner of CI_Caster[(Player number of (Owner of (Casting unit)))])
  • Set CI_Point = (Position of CI_Target[CI_Integer_Read])
  • -------- Pause the units first! --------
  • Unit - Pause CI_Caster[CI_Integer_Read]
  • Unit - Pause CI_Target[CI_Integer_Read]
  • -------- We aren't Damaging a thing, only the dummies do, so that's the idea , the eyecandy? look at it your self then ^^ --------
  • -------- The Dummies are here AND the casting effects are all here!(Loops now!) --------
  • For each (Integer A) from 1 to 7, do (Actions)
  • Loop - Actions
  • Set CI_Point2 = (CI_Point offset by 650.00 towards (51.42 x (Real((Integer A)))) degrees)
  • Unit - Create 1 Spellcaster for CI_Player[CI_Integer_Read] at CI_Point2 facing (Position of CI_Target[CI_Integer_Read])
  • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
  • Unit - Add Water Impulse to (Last created unit)
  • Unit - Set level of Water Impulse for (Last created unit) to (Level of Circle Impulse for CI_Caster[CI_Integer_Read])
  • Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave CI_Point
  • -------- Unpause it --------
  • Unit - Unpause CI_Caster[CI_Integer_Read]
  • Unit - Unpause CI_Target[CI_Integer_Read]
  • -------- Null it --------
  • Custom script: call RemoveLocation( udg_CI_Point )
  • Custom script: call RemoveLocation( udg_CI_Point2 )
  • Set CI_Caster[CI_Integer_Read] = No unit
  • Set CI_Target[CI_Integer_Read] = No unit
 
Last edited:
Level 5
Joined
Dec 8, 2008
Messages
102
spells leak 6x location, when you set the location IN the loop trigger you have to remove the location IN the loop trigger, because else it will create 7 locations, but only remove 1
dunno about gui but you could set the global player to null (no player) as well

fix that
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
Change casting unit to triggering unit, infact you dont really need this variable at all but alright keep it.

Remove the player variable as I find it pretty useless, just create the unit for the owner of triggering unit or your unit variable.

You need to preload the add ability effect as it intends to have first cast laggs.

Also please change shockwave dummy to carrion swarm as shockwave have some deformation + it laggs.

No need to set the last to variables to "No Unit"
 
Level 4
Joined
Mar 21, 2014
Messages
79
already used your spells long time ago in my RPG game (The Sword of Narzul) and now again my new map (The Black Clans War, AoS / MOBA). Great work, nicely done. nothing to complain - works perfectly.
 
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