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Death Blow v1.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Note: Before Completing Dowload my Spell, please read my instructions.

I (Losam) I present to you:

Death Blow

Characteristics of this magic:

- Version 1.0
- GUI / Triggers;
- It MUI;
- It is very configurable;
- It has simple functions;
- It is a passive spell (can not be trigger by the player);
- It has four levels;

What is the function of this spell?

When the Hero (That has to drive this spell) is attacking, he will have 18% chance of turning (like a tornado) And When this happens, he punishes (= damage) ground units around (it is valid for allied and enemy units ) throwing Them away.
During the effect That They Are Can They hurled collide (with any unit, is the same land) or hit a tree (this information is not Mentioned in this skill) And When this happens They feel dizzy. If you stop naturally If These units (the interfereinça tree, unity and tereno) they Were dizzy.

Triggers

For this spell, I worked out three triggers:

  • Death Blow Setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- = --------
      • -------- The skill set is as follows: --------
      • Set DB_Ay = Death Blow
      • -------- = --------
      • -------- The skill that ensures that the units are silly is this: --------
      • Set DB_Ay_Dy = Stun
      • -------- = --------
      • -------- Type of Attack, Damage and Unity (Dummy) are set out below: --------
      • Set DB_Te_Ak = Hero
      • Set DB_Te_De = Universal
      • Set BD_Te_Dy = Dummy
      • -------- = --------
      • -------- This Boolean Indicates whether or not the Flames Destroy the trees: --------
      • Set DB_Bn_FeDyTe = True
      • -------- = --------
      • -------- DB_AoE [1] = Area of Effect for the unit collides with tree or unit. --------
      • Set DB_AoE[1] = 100.00
      • -------- DB_AoE [2] = Area of Effect for the AxeRunner throw and punishes drives around. --------
      • Set DB_AoE[2] = 280.00
      • -------- = --------
      • -------- DB_De_Min [1-4] = Is the Minimum Damage Caused by the spell, and the value of the Index corresponds to the level of skill. --------
      • Set DB_De_Min[1] = 40.00
      • Set DB_De_Min[2] = 84.00
      • Set DB_De_Min[3] = 130.00
      • Set DB_De_Min[4] = 161.00
      • -------- = --------
      • -------- DB_De_Max [1-4] = The Maximum Damage Caused by the spell, and the value of the Index corresponds to the level of skill. --------
      • Set DB_De_Max[1] = 60.00
      • Set DB_De_Max[2] = 112.00
      • Set DB_De_Max[3] = 150.00
      • Set DB_De_Max[4] = 190.00
      • -------- = --------
      • -------- DB_De_Extra [1-4] = Is Caused damage when thrown Dash Unit with One Another unit. --------
      • Set DB_De_Extra[1] = 12.00
      • Set DB_De_Extra[2] = 18.00
      • Set DB_De_Extra[3] = 24.00
      • Set DB_De_Extra[4] = 35.00
      • -------- = --------
      • -------- DB_De_Min_Lp [1-4] = Is the Minimum Damage Caused by Fire, and the value of the Index corresponds to the level of skill. --------
      • Set DB_De_Min_Lp[1] = 2.00
      • Set DB_De_Min_Lp[2] = 5.00
      • Set DB_De_Min_Lp[3] = 8.00
      • Set DB_De_Min_Lp[4] = 10.00
      • -------- = --------
      • -------- DB_De_Max_Lp [1-4] = The Maximum Damage Caused by Fire, and the value of the Index corresponds to the level of skill. --------
      • Set DB_De_Max_Lp[1] = 4.00
      • Set DB_De_Max_Lp[2] = 7.00
      • Set DB_De_Max_Lp[3] = 9.00
      • Set DB_De_Max_Lp[4] = 12.00
      • -------- = --------
      • -------- DB_Fire_Be [1-4] = Determines the Value of Accurate Seconds Duration of Flames. --------
      • Set DB_Fire_Be[1] = 2.00
      • Set DB_Fire_Be[2] = 3.00
      • Set DB_Fire_Be[3] = 4.00
      • Set DB_Fire_Be[4] = 5.00
      • -------- = --------
      • -------- DB_Re_Max [1-4] = This determines the Variable Approximate distance in which the unit will be thrown. --------
      • Set DB_Re_Max_Be[1] = 325.00
      • Set DB_Re_Max_Be[2] = 419.00
      • Set DB_Re_Max_Be[3] = 574.00
      • Set DB_Re_Max_Be[4] = 680.00
      • -------- = --------
      • -------- DB_Vy_CSE_Be = Determines the speed to Create Special Effects (Form A More Effective Leave This Spell). --------
      • Set DB_Vy_CSE_Be = 0.03
      • -------- = --------
      • -------- DB_Vy_CSE_Be = Determines the speed to create the Flames (Form A More Effective Leave This Spell). --------
      • Set DB_Vy_CDy_Be = 0.03
      • -------- = --------
      • -------- DB_Vy_CSE_Be = What Determines the Speed of Flames damage (the value of each Variable + 0.01) --------
      • Set DB_Vy_De_Be = 0.99
      • -------- = --------
      • -------- DB_Vy_Me = This is the variable that determines the speed at which the units are thrown. --------
      • Set DB_Vy_Me = 25.00
      • -------- = --------
      • -------- DB_AnDo_Be = Determines the Duration of the animation of the hero. --------
      • Set DB_AnDo_Be = 0.20
      • -------- = --------
      • -------- DB_Z = Chance to Determines Occorrer Function (assuming that the chance is the value of this variable - 1). --------
      • Set DB_Z = 19
      • -------- = --------
      • -------- DB_Model [1-3] = These models are used for this spell. --------
      • Set DB_Model[1] = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
      • Set DB_Model[2] = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
      • Set DB_Model[3] = Abilities\Spells\Human\FlameStrike\FlameStrikeEmbers.mdl
      • -------- = --------
      • -------- Here Ends the Essential Setting this spell, the rest are with the Triggers Two (Death Blow and Death Blow Loop 1 and 2) --------
      • -------- = --------
  • Death Blow Loop 1
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer DB_Loop) from 1 to DB_Ix_Size, do (Actions)
        • Loop - Actions
          • -------- = --------
          • Set DB_Ix_X = DB_Ix[DB_Loop]
          • -------- = --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DB_Re_Max[DB_Ix_X] Less than or equal to 0.00
            • Then - Actions
              • -------- = --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (DB_Unit_C[DB_Ix_X] is alive) Equal to True
                • Then - Actions
                  • -------- = --------
                  • Set DB_Point[6] = (Position of DB_Unit_C[DB_Ix_X])
                  • Set DB_X = (Level of DB_Ay for DB_Unit_B[DB_Ix_X])
                  • -------- = --------
                  • Unit - Create 1 BD_Te_Dy for (Owner of DB_Unit_B[DB_Ix_X]) at DB_Point[6] facing Default building facing degrees
                  • -------- = --------
                  • Unit - Make (Last created unit) Explode on death
                  • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                  • -------- = --------
                  • Unit - Add DB_Ay_Dy to (Last created unit)
                  • Unit - Set level of DB_Ay_Dy for (Last created unit) to DB_X
                  • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt DB_Unit_C[DB_Ix_X]
                  • -------- = --------
                  • Custom script: call RemoveLocation(udg_DB_Point[6])
                  • -------- = --------
                • Else - Actions
              • -------- = --------
              • Unit - Turn collision for DB_Unit_C[DB_Ix_X] On
              • -------- = --------
              • Set DB_Ix[DB_Loop] = DB_Ix[DB_Ix_Size]
              • Set DB_Ix[DB_Ix_Size] = DB_Ix_X
              • Set DB_Ix_Size = (DB_Ix_Size - 1)
              • Set DB_Loop = (DB_Loop - 1)
              • -------- = --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DB_Ix_Size Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
              • -------- = --------
            • Else - Actions
              • -------- = --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DB_AnDo[DB_Ix_X] Less than or equal to 0.00
                • Then - Actions
                  • Animation - Reset DB_Unit_B[DB_Ix_X]'s animation
                • Else - Actions
                  • -------- = --------
                  • Animation - Play DB_Unit_B[DB_Ix_X]'s Attack Walk Stand Spin animation
                  • -------- = --------
                  • Set DB_AnDo[DB_Ix_X] = (DB_AnDo[DB_Ix_X] - 0.01)
                  • -------- = --------
              • -------- = --------
              • Set DB_Point[3] = (Position of DB_Unit_C[DB_Ix_X])
              • Set DB_Point[4] = (DB_Point[3] offset by DB_Vy_Me towards DB_Angle[DB_Ix_X] degrees)
              • -------- = --------
              • Set DB_UtGp = (Units within DB_AoE[1] of DB_Point[4] matching (((Matching unit) is alive) Equal to True))
              • -------- = --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (DB_Unit_C[DB_Ix_X] is dead) Equal to True
                • Then - Actions
                  • -------- = --------
                  • Animation - Reset DB_Unit_B[DB_Ix_X]'s animation
                  • -------- = --------
                  • Set DB_Re_Max[DB_Ix_X] = 0.00
                  • -------- = --------
                • Else - Actions
              • -------- = --------
              • Destructible - Pick every destructible within DB_AoE[1] of DB_Point[4] and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked destructible) is alive) Equal to True
                    • Then - Actions
                      • -------- = --------
                      • Set DB_Point[5] = (Position of (Picked destructible))
                      • -------- = --------
                      • Unit - Create 1 BD_Te_Dy for Neutral Passive at DB_Point[5] facing Default building facing degrees
                      • -------- = --------
                      • Custom script: call RemoveLocation(udg_DB_Point[5])
                      • -------- = --------
                      • Unit - Make (Last created unit) Explode on death
                      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                      • -------- = --------
                      • Unit - Order (Last created unit) to Harvest (Picked destructible)
                      • -------- = --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Current order of (Last created unit)) Equal to (Order(harvest))
                        • Then - Actions
                          • -------- = --------
                          • Animation - Reset DB_Unit_B[DB_Ix_X]'s animation
                          • -------- = --------
                          • Set DB_Re_Max[DB_Ix_X] = 0.00
                          • -------- = --------
                        • Else - Actions
                      • -------- = --------
                    • Else - Actions
              • -------- = --------
              • Custom script: set bj_wantDestroyGroup = true
              • Unit Group - Pick every unit in DB_UtGp and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Picked unit) Not equal to DB_Unit_C[DB_Ix_X]
                      • ((Picked unit) is A flying unit) Equal to False
                    • Then - Actions
                      • -------- = --------
                      • Set DB_X = (Level of DB_Ay for DB_Unit_B[DB_Ix_X])
                      • -------- = --------
                      • Unit - Create 1 BD_Te_Dy for (Owner of DB_Unit_B[DB_Ix_X]) at DB_Point[4] facing Default building facing degrees
                      • -------- = --------
                      • Unit - Make (Last created unit) Explode on death
                      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                      • -------- = --------
                      • Unit - Add DB_Ay_Dy to (Last created unit)
                      • Unit - Set level of DB_Ay_Dy for (Last created unit) to DB_X
                      • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
                      • -------- = --------
                      • Special Effect - Create a special effect attached to the chest of (Picked unit) using DB_Model[2]
                      • Special Effect - Destroy (Last created special effect)
                      • -------- = --------
                      • Unit - Cause DB_Unit_B[DB_Ix_X] to damage (Picked unit), dealing DB_De_Extra[DB_X] damage of attack type DB_Te_Ak and damage type DB_Te_De
                      • Unit - Cause DB_Unit_B[DB_Ix_X] to damage DB_Unit_C[DB_Ix_X], dealing DB_De_Extra[DB_X] damage of attack type DB_Te_Ak and damage type DB_Te_De
                      • -------- = --------
                      • Animation - Reset DB_Unit_B[DB_Ix_X]'s animation
                      • -------- = --------
                      • Set DB_Re_Max[DB_Ix_X] = 0.00
                      • -------- = --------
                    • Else - Actions
              • -------- = --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Terrain pathing at DB_Point[4] of type Walkability is off) Equal to True
                • Then - Actions
                  • -------- = --------
                  • Animation - Reset DB_Unit_B[DB_Ix_X]'s animation
                  • -------- = --------
                  • Set DB_Re_Max[DB_Ix_X] = 0.00
                  • -------- = --------
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DB_Vy_CDy[DB_Ix_X] Greater than DB_Vy_CDy_Be
                    • Then - Actions
                      • -------- = --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • DB_Ix_Size2 Equal to 0
                        • Then - Actions
                          • Trigger - Turn on Death Blow Loop 2 <gen>
                        • Else - Actions
                      • Set DB_Ix_Size2 = (DB_Ix_Size2 + 1)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • DB_Ix_Size2 Greater than DB_Ix_Max2
                        • Then - Actions
                          • Set DB_Ix2[DB_Ix_Size2] = DB_Ix_Size2
                          • Set DB_Ix_Max2 = DB_Ix_Size2
                        • Else - Actions
                      • Set DB_Ix_X2 = DB_Ix2[DB_Ix_Size2]
                      • -------- = --------
                      • Set DB_Unit_D[DB_Ix_X2] = DB_Unit_B[DB_Ix_Size]
                      • Set DB_X = (Level of DB_Ay for DB_Unit_D[DB_Ix_X2])
                      • -------- = --------
                      • Unit - Create 1 BD_Te_Dy for Neutral Passive at DB_Point[4] facing Default building facing degrees
                      • -------- = --------
                      • Unit - Make (Last created unit) Explode on death
                      • -------- = --------
                      • Special Effect - Create a special effect attached to the chest of (Last created unit) using DB_Model[3]
                      • Set DB_SE[DB_Ix_X2] = (Last created special effect)
                      • -------- = --------
                      • Set DB_Unit_E[DB_Ix_X2] = (Last created unit)
                      • -------- = --------
                      • Set DB_Fire[DB_Ix_X2] = DB_Fire_Be[DB_X]
                      • -------- = --------
                      • Set DB_Vy_CDy[DB_Ix_X] = 0.00
                      • -------- = --------
                    • Else - Actions
                      • Set DB_Vy_CDy[DB_Ix_X] = (DB_Vy_CDy[DB_Ix_X] + 0.01)
              • -------- = --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DB_Vy_CSE[DB_Ix_X] Greater than DB_Vy_CSE_Be
                • Then - Actions
                  • -------- = --------
                  • Special Effect - Create a special effect at DB_Point[4] using DB_Model[2]
                  • Special Effect - Destroy (Last created special effect)
                  • -------- = --------
                  • Set DB_Vy_CSE[DB_Ix_X] = 0.00
                  • -------- = --------
                • Else - Actions
                  • Set DB_Vy_CSE[DB_Ix_X] = (DB_Vy_CSE[DB_Ix_X] + 0.01)
              • -------- = --------
              • Unit - Move DB_Unit_C[DB_Ix_X] instantly to DB_Point[4]
              • -------- = --------
              • Set DB_Re_Max[DB_Ix_X] = (DB_Re_Max[DB_Ix_X] - DB_Vy_Me)
              • -------- = --------
              • Custom script: call RemoveLocation(udg_DB_Point[3])
              • Custom script: call RemoveLocation(udg_DB_Point[4])
              • -------- = --------
          • -------- = --------
  • Death Blow Loop 2
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer DB_Loop2) from 1 to DB_Ix_Size2, do (Actions)
        • Loop - Actions
          • -------- = --------
          • Set DB_Ix_X2 = DB_Ix2[DB_Loop2]
          • -------- = --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DB_Fire[DB_Ix_X2] Less than or equal to 0.00
            • Then - Actions
              • -------- = --------
              • Special Effect - Destroy DB_SE[DB_Ix_X2]
              • -------- = --------
              • Unit - Kill DB_Unit_E[DB_Ix_X2]
              • -------- = --------
              • Set DB_Ix2[DB_Loop2] = DB_Ix2[DB_Ix_Size2]
              • Set DB_Ix2[DB_Ix_Size2] = DB_Ix_X2
              • Set DB_Ix_Size2 = (DB_Ix_Size2 - 1)
              • Set DB_Loop2 = (DB_Loop2 - 1)
              • -------- = --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DB_Ix_Size2 Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
              • -------- = --------
            • Else - Actions
              • -------- = --------
              • Set DB_Fire[DB_Ix_X2] = (DB_Fire[DB_Ix_X2] - 0.03)
              • -------- = --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DB_Vy_De[DB_Ix_X2] Greater than DB_Vy_De_Be
                • Then - Actions
                  • -------- = --------
                  • Set DB_Point[7] = (Position of DB_Unit_E[DB_Ix_X2])
                  • -------- = --------
                  • Set DB_UtGp = (Units within DB_AoE[1] of DB_Point[7] matching (((Matching unit) is alive) Equal to True))
                  • -------- = --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DB_Bn_FeDyTe Equal to True
                    • Then - Actions
                      • Destructible - Pick every destructible within DB_AoE[1] of DB_Point[7] and do (Actions)
                        • Loop - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked destructible) is alive) Equal to True
                            • Then - Actions
                              • -------- = --------
                              • Set DB_Point[8] = (Position of (Picked destructible))
                              • -------- = --------
                              • Unit - Create 1 BD_Te_Dy for Neutral Passive at DB_Point[8] facing Default building facing degrees
                              • -------- = --------
                              • Custom script: call RemoveLocation(udg_DB_Point[8])
                              • -------- = --------
                              • Unit - Make (Last created unit) Explode on death
                              • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
                              • -------- = --------
                              • Unit - Order (Last created unit) to Harvest (Picked destructible)
                              • -------- = --------
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Current order of (Last created unit)) Equal to (Order(harvest))
                                • Then - Actions
                                  • Destructible - Kill (Picked destructible)
                                • Else - Actions
                              • -------- = --------
                            • Else - Actions
                    • Else - Actions
                  • -------- = --------
                  • Custom script: call RemoveLocation(udg_DB_Point[7])
                  • -------- = --------
                  • Custom script: set bj_wantDestroyGroup = true
                  • -------- = --------
                  • Unit Group - Pick every unit in DB_UtGp and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) is Magic Immune) Equal to False
                          • ((Picked unit) is A flying unit) Equal to False
                          • ((Picked unit) is alive) Equal to True
                        • Then - Actions
                          • -------- = --------
                          • Set DB_X = (Level of DB_Ay for DB_Unit_D[DB_Ix_X2])
                          • Set DB_De_Total_Loop = (Random real number between DB_De_Min_Lp[DB_X] and DB_De_Max_Lp[DB_X])
                          • -------- = --------
                          • Unit - Cause DB_Unit_D[DB_Ix_X2] to damage (Picked unit), dealing DB_De_Total_Loop damage of attack type DB_Te_Ak and damage type DB_Te_De
                          • Unit - Cause DB_Unit_D[DB_Ix_X2] to damage (Picked unit), dealing DB_De_Total_Loop damage of attack type DB_Te_Ak and damage type DB_Te_De
                          • -------- = --------
                        • Else - Actions
                  • -------- = --------
                  • Set DB_Vy_De[DB_Ix_X2] = 0.00
                  • -------- = --------
                • Else - Actions
                  • Set DB_Vy_De[DB_Ix_X2] = (DB_Vy_De[DB_Ix_X2] + 0.01)
          • -------- = --------


My Thanks and Credits:

First:

- To GOD (GOD ALMIGHTY, HOLY, PURE AND TRUE) JESUS​​? CHRIST (LAMB AND ONLY SON OF GOD, MY MASTER, LORD AND KING) and the HOLY SPIRIT OF GOD (lovely, IMMACULATE AND TRUE) to my God, that 'IT was not the will, I would not be here.

To Blizzard (Warcraft III and the series);
For Bribe (by Dynamic Index);
Paro the NFWar (BTNAxeStrike.blp the icon);

And you my friend / friend who participates in my work.

NOTE: IF YOU using and enjoying MY SPELL (OTHERWISE) THANK ME FOR MY WORK!

AND IF YOU RESPECT ME, YOU MAY:

- Use this spell on your map;
- Change the properties of this spell;

Contact:

I am free to criticize (constructively), opnion and suggestion.
Can you talk to me through my Profile page, or write in When You did the download of the Death Blow (by posting a comment).

Keywords:
Losam,Spell,Passive,Orc,Axe,Death Blow
Contents

Death Blow (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 08:54, 2nd Aug 2012 Magtheridon96: Using "Attack events" for this is not very reliable because these events are abusable. Check this out. This resource is a damage detection system. Use the...

Moderator

M

Moderator

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

08:54, 2nd Aug 2012
Magtheridon96: Using "Attack events" for this is not very reliable because these events are abusable.
Check this out. This resource is a damage detection system. Use the damage event it provides you instead of using the attack event.

By the way, I would recommend using hidden tags around your triggers so they don't take up half the page. I fixed that for you.
 
Loops should be run at 0.03 seconds, 0.01 seconds runs 3x as fast as this and will cause lag very easily on most computers, additionally, unless you're using a damage detection system this is abusable, and you only need one loop not two.

Edit: Additionally save units to variables if you're going to use them more than once: I.e. (picked unit) or (triggering unit) should be stored as variables for this things.
 
Level 11
Joined
Mar 27, 2011
Messages
293
I use the following System Friend:

Suppose there is a variable named "X" and she is real and has an Index Array.
Soon there is a Call "X_Be."

To Serve these two variables?

It's Simple:

Through the variable "X_Be" I determine a value (suppose to be 5) and 0.01 seconds the variable "X" is increased by 0.01 and when this variable is greater than "X_Be" occurs and the function variable "X "returned the value 0.

If you or another member can give me tips to correct my errors / leaks, I will give credit for the same help.
 
Last edited by a moderator:
Level 11
Joined
Mar 27, 2011
Messages
293
Thank you all for your opnion and suggestion, I used the recommended event:

  • Time - Every 0.03 seconds of game team
And I made some changes in the variables that determine some speed (how to create special effects, moving units and units).
And I reached the following conclusion:

Improved but, need more detailed infromações (at which point my mistakes in my job).
 
Level 4
Joined
Jun 16, 2010
Messages
48
Did U Notice What Happened If The Player Rapidly Click On S ?! Player Get 100% Chance! I Mean The Spell Happen Every Second ! Some Thing Like A Bug ! if I Were You Make It That Cant Be Trigger Every 1 sec .
 
Level 4
Joined
Jun 16, 2010
Messages
48
^Yes, that's precisely what happens when you use the attack event
Is There A Way To Fixe It !? Because Even In Dota If You Pick Rikki And Go Back Of A Unit And Have Your 3rd Spell And Rapidly Click On "S" The Unit Get Huge Amount OF Damage ! Or Like Spirit Same As Rikki ! ( You Can Ply Foot Ball With Units :grin: )
Can This System "GUI Damage Engine v2.2.1.0 by Bribe" Fixe It ?!
 
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