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DG`s Fire Spellpack v1.1

Another spellpack by me.
Includes 3 spells and more will be added in the future.
Fire Blast:
Sends out an orb that will slowly move to the target location.When it reaches it,it will explode,dealing damage and interrupting spell channeling.The inside the units are in the explosion,the more damage is dealt.
Blaze:
The blood mage ignites himself,leaving a fire trail behind that deals damage.
Molten Armor:
The blood mage`s body become burned.Each time he is attacked there is a chance he will fire a fireball to the attacker,dealing damage and stunning the unit.Also there is a small chance to release a fire nova when attacked,dealing initial damage and then damage over time.
Shattered Universe:
An armageddon-like spell.Launches a star from the sky that will fall and explode dealing damage in huge area.


Give credits if used in your map.



Keywords:
Fire,spellpack
Contents

Fire spellpack v1.1 (Map)

Reviews
10:03, 15th Jun 2010 Hanky: Your spells are leakless, MUI and fine enough to get approved.

Moderator

M

Moderator

10:03, 15th Jun 2010
Hanky:
Your spells are leakless, MUI and fine enough to get approved.
 
Level 6
Joined
Jun 15, 2008
Messages
175

Spell Idea = 4/5 -

Coding = 5/5

Effeciency = 5/5

User Interface = 3/5

You scored: 4/5

My comments:
- There's not much that could be changed, the spells all seem nice. I like the ideas and they're okay executed, I can't seem to find any errors, although I personally dissaprove of you way of coding abit, you're letting the object editor decide some things. Like range/damage/aoe of the spells etc. There's is documentation, the spell is MUI and leakless. The part I think you could do better is in making it easier to configure. Otherwise good spell, approvable.


Sincerely Foopad
 
Level 9
Joined
Aug 2, 2008
Messages
219
Some decent firespells you made there. I can´t find much to complain about, triggering is good and for me it looks like it is MUI and Leaksless. Special effects are good and documentation is also provided. The only thing that strikes me a bit is that you use more stuff from the object editor than i expected but´s not too bad. The missile of the Fire Blast spell could move a bit faster and you may make it an collision missile.
Well done sofar.

~TNT
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
Alright first review I make in a while, see it as a gift :)

FIRE BLAST

-First of all fire blast tooltip doesnt say how much damage it makes, the hotkey for the passive is not R but E so two of the spells got e as hotkey

-
  • -------- If you want to add some effects or other things -while the orb is moving you can do it in this loop.Since I don`t add anything it`s empty --------
-that line should have an example

-killing dummies and adding exp timer to them is the same but I prefer timer, no down side just pointing it out

-WTF IS THIS VARIABLE FOR?!

-
  • Set FB_Loop = (FB_Loop - 1)
-it's just -1 all the time and I see it's used for the loop but why -1?

-trigger base the damage, dont use impale please you could rather just pick all units in the total aoe and damage them all at once ...

-why you make the dummy move by it's self, make a moving dummy system so you can adjust the speed of it and not having 522 as max speed, look at Aspards phantomer for more explanation of what I mean

BLAZE

- as it's spawned 4 times every second it has an intresting feeling, as it isn't made with dummies with perm immo it's made with flamestrike, although it still makes me a little confused

as I stand still loads of flamestrikes are cast on my point right?

so easily standing still around a group of units will kill all because the dps will be so strong

- as I would suggest it to check that last point set isn't at the same spot as the last casted one, that would easily prevent that issue although you can just move a little it prevents some atleast

- else I don't see any wrong with this actually but it's have been made before and it's not the best one I could say

I wont even bother to think about molten armor cause of passive skill uses attacked thing makes me go nuts

Summary:

Overall they're not bad, mostly dependant of dummy abilities which I find very bad. You really need to increase your triggering to be a better spellmaker. You need to trigger the whole thing not just small stuff. The fireblast could have been total awsome if it had been fully triggered. Same with blazer if you could prevent some problems like stacking damage and such it would be the best one made actually.

As for now I would rate 3/5 cause it's not really bad and it's fully MUI and works proper, got a few flaws, as in-game problems as well but what a heck, you'll become better right?

regards

~baassee
 
Level 7
Joined
Sep 8, 2009
Messages
90
Hm baassee let`s see
Well yea the blaze is based on flame strike.I can make it to permanent immolation if u want.
The loop index is on every index system you should check hanky`s gui indexing system since i look from it.About the movement-check out my phantom hook it`s based just on what you said.I can make it too like that if you need.
About the molten armor-well I`m not a jasser since deuterium mentioned it once but I don`t know about this so called damage detection system so I didn`t made it like that.And yet again the object editor thingies are just necessary for the molten armor and slightly for the blaze,I`ll try to change what I can but for now they are as I made them.
Edit:The fireblast hotkey is F :)
Edit2:The fire blast uses impale to make the units inside the explosion take more damage than units further from it just like I want the spell to be.
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
crap then it was molten that had e as learning button ;)

the thing is what I wanted with the movement is that it goes to slow with 522!!!

also I still don't get it with the loop even if Hanky did it, he must be crazy cause I dont see any use of reducing a integer that isn't increases nor used other wised than the loop
 
Level 14
Joined
Jan 15, 2007
Messages
349
baassee said:
also I still don't get it with the loop even if Hanky did it, he must be crazy cause I dont see any use of reducing a integer that isn't increases nor used other wised than the loop

  • For each (Integer FB_Loop) from 1 to FB_Indexsize, do (Actions)
    • Schleifen - Action
      • Set FB_Temp = FB_Integer[FB_Loop]
      • Set FB_Point[3] = (Position of FB_Blast[FB_Temp])
      • Set FB_Point[4] = (Position of FB_Dummy[FB_Temp])
      • Set FB_Real[FB_Temp] = 0.00
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • 'IF'-Condition
          • [...]
        • 'THEN'-Action
          • -------- If you want to add some effects or other things while the orb is moving you can do it in this loop.Since I don`t add anything it`s empty --------
        • 'ELSE'-Action
          • [...]
          • Set FB_Integer[FB_Loop] = FB_Integer[FB_Indexsize]
          • Set FB_Integer[FB_Indexsize] = FB_Temp
          • Set FB_Indexsize = (FB_Indexsize - 1)
          • Set FB_Loop = (FB_Loop - 1)
      • Custom script: call RemoveLocation(udg_FB_Point[3])
      • Custom script: call RemoveLocation(udg_FB_Point[4])
The integer is used as Integer A. You can see that at the beginning of the loop "For each (Integer FB_Loop) from 1 to FB_Indexsize" ...
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
Just about to look at it now. It looks good.
Do you think you could make some spells for my maps plweaseeeeeeeee.
If you are willing email me at [email protected]
Or simply send me a message.
It would be greatly thanked
 
Level 15
Joined
Nov 28, 2009
Messages
1,520
Why in gods name would you use Impale for the damage and stun for Fire blast now the units turn towards some location when damaged/stunned, looks very stupid.
And you used every 0.10 if I'm correct, much better to use 0.03 now it looks laggy/buggy
 
Level 7
Joined
Sep 8, 2009
Messages
90
Why in gods name would you use Impale for the damage and stun for Fire blast now the units turn towards some location when damaged/stunned, looks very stupid.
And you used every 0.10 if I'm correct, much better to use 0.03 now it looks laggy/buggy

You like to do harsh criticism,however I see that you dont really think before writing something.Firstly,for impale and stun effect-imagine the following-you and 1 more person which is 20 feet infront of you.Suddenly a blast hits the person,and its so strong that it also hits you-who will take more damage-you or the person in the center of the explosion?Thats why I use impale since it deals less damage the outer the blast center you are.For the turn-well everyone who gets caught in the blast or its shockwave will turn around to see what is happening.For the stun-what is the first thing that happens to a person who gets hit by the blast shockwave?-ofcourse get pushed back or knocked down-being knocked down equals to stun isnt it?
As for the 0.10 sec delay its to make the missle speed lower,and since you say ts laggy and buggy-check the date of the spellpack release and check my sig to see how active I am atm.
Lastly you seem to forget the reason why spells are posted here-its so other people can use them if they like them,if you dont like it the way it is change it by yourself-there is a reason why it is rated 4/5
 
Level 17
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Apr 3, 2010
Messages
1,101
Vanilla Impale does equal dmg and stun to all units it hits no matter what distance i believe?
But meh he gave some Constructive critiscm at least
 
Level 7
Joined
Sep 8, 2009
Messages
90
talking about a single Impale yep,however when multiple impales apply you take more damage when you are in the center of it-unless something has been changed in the last patches(since this submission is 3 years old)it will deal more damage the closer you are.Try with a simple Impale nova and you will see it yourself.It does hit same damage,however when multiple impales apply,when they spread in wide distance they spread further away of each other so that is why it does less damage the further distance you are
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
I think what your doing there is just how many Vanilla impales effect a unit at any given point within a circle.

But that is still a single factor value which can be used to calculate the dmg i guess.
I think any other line dmg appropriate spell could be used such as shockwave-- I dunno it might stop the turning effect and the outcome would be the same apart from no impale stun
 

Uncle

Warcraft Moderator
Level 63
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Aug 10, 2018
Messages
6,456
How do I make fire blast damage structures?
Look at the triggers for Fire Blast. You can see where it's dealing damage in the loop trigger:
  • Else - Actions
    • Unit - Kill FB_Blast[FB_Temp]
    • Unit - Kill FB_Dummy[FB_Temp]
    • For each (Integer FB_Explosion[FB_Temp]) from 1 to 10, do (Actions)
      • Loop - Actions
        • -------- This will be the explosion --------
        • Set VariableSet FB_Point[5] = (FB_Point[3] offset by 300.00 towards FB_Real[FB_Temp] degrees.)
        • Unit - Create 1 Dummy Fire Blast for (Owner of FB_Caster[FB_Temp]) at FB_Point[3] facing Default building facing degrees
        • Unit - Add Fire Blast dummy to (Last created unit)
        • Unit - Set level of Fire Blast dummy for (Last created unit) to (Level of Fire Blast for FB_Caster[FB_Temp])
        • Unit - Order (Last created unit) to Undead Crypt Lord - Impale FB_Point[5]
        • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        • Set VariableSet FB_Real[FB_Temp] = (FB_Real[FB_Temp] + (360.00 / 10.00))
        • Custom script: call RemoveLocation(udg_FB_Point[5])
    • Set VariableSet FB_Integer[FB_Loop] = FB_Integer[FB_Indexsize]
    • Set VariableSet FB_Integer[FB_Indexsize] = FB_Temp
    • Set VariableSet FB_Indexsize = (FB_Indexsize - 1)
    • Set VariableSet FB_Loop = (FB_Loop - 1)
These Actions run when the Fire Blast has reached it's destination. As you can see, it creates Dummy units that cast the Impale ability. So the source of the damage is coming from Impale, which of course can't target Structures. You can try to change the Targets Allowed of this ability to target Structures but that may not work for an ability like Impale. Sometimes abilities have hardcoded behavior that you can't change.

Worst case, you can use the Pick Every Unit function to find nearby Structures and Damage them yourself.
  • Unit Group - Pick every unit in (Units within 300.00 range of FB_Point[3]) and do (Actions)
    • Loop - Actions
      • Unit - Cause FB_Caster[FB_Loop] to damage (Picked unit), dealing 1000 damage of attack type Spells and damage type Normal

Side note: The Dummy units in this test map aren't setup properly. Your Dummy Fire Blast unit should have an Art - Cast Point / Backswing of 0.00, Movement Type: None, Speed Base: 0, and Death Type: Can't Raise, Does not Decay. These older maps often have mistakes like this since people simply didn't know any better.

You may need to retain the Movement capabilities of your Dummy if you wish to make it move. Most Dummy units don't move though and are just meant to cast a spell and disappear, in which case my above settings give the best results.

The desired result is a Dummy unit that can cast without turning to face it's target and has 0 casting time. It should be able to use a single target ability on any number of units at any given time.
 
Last edited:
Level 1
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Jul 12, 2021
Messages
2
Mira los factores desencadenantes de Fire Blast. Puedes ver dónde está infligiendo daño en el disparador de bucle:
[desencadenar]
De lo contrario - Acciones
Unidad - Matar FB_Blast[FB_Temp]
Unidad - Matar FB_Dummy[FB_Temp]
Para cada (Integer FB_Explosion[FB_Temp]) del 1 al 10, haga (Acciones)
Bucle - Acciones
-------- Así será la explosión --------
Establecer VariableSet FB_Point[5] = (FB_Point[3] desplazado por 300.00 hacia FB_Real[FB_Temp] grados.)
Unidad: cree 1 ráfaga de fuego ficticia para (propietario de FB_Caster[FB_Temp]) en FB_Point[3] frente a los grados predeterminados de orientación del edificio
Unidad - Agregar ficticio Fire Blast a (Última unidad creada)
Unidad: establezca el nivel del maniquí Fire Blast para (Última unidad creada) en (Nivel de Fire Blast para FB_Caster [FB_Temp])
Unidad - Orden (Última unidad creada) a Undead Crypt Lord - Impale FB_Point[5]
Unidad: agregue un temporizador de caducidad genérico de 1,00 segundos a (Última unidad creada)
Establecer VariableSet FB_Real[FB_Temp] = (FB_Real[FB_Temp] + (360.00 / 10.00))
Script personalizado: llamar a RemoveLocation(udg_FB_Point[5])
Establecer VariableSet FB_Integer[FB_Loop] = FB_Integer[FB_Indexsize]
Establecer VariableSet FB_Integer[FB_Indexsize] = FB_Temp
Establecer VariableSet FB_Indexsize = (FB_Indexsize - 1)
Establecer VariableSet FB_Loop = (FB_Loop - 1)
[/desencadenar]
Estas acciones se ejecutan cuando el Fire Blast ha llegado a su destino. Como puedes ver, crea unidades ficticias que lanzan la habilidad Empalar. Entonces, la fuente del daño proviene de Empalar, que por supuesto no puede apuntar a Estructuras. Puedes intentar cambiar los objetivos permitidos de esta habilidad para apuntar a estructuras también, pero es posible que eso no funcione para una habilidad como Empalar. A veces, las habilidades tienen un comportamiento codificado que no puedes cambiar.

En el peor de los casos, puede usar la función Seleccionar todas las unidades para encontrar estructuras cercanas y dañarlas usted mismo.
[desencadenar]
Grupo de unidades: elija cada unidad en (Unidades dentro del rango de 300.00 de FB_Point [3]) y realice (Acciones)
Bucle - Acciones
Unidad - Causa daño a FB_Caster[FB_Loop] (unidad elegida), infligiendo 1000 de daño de tipo de ataque Hechizos y tipo de daño Normal
[/desencadenar]


Nota al margen: las unidades ficticias en este mapa de prueba no están configuradas correctamente. Su unidad Dummy Fire Blast debe tener un Art - Cast Point / Backswing de 0.00, Tipo de movimiento: Ninguno, Base de velocidad: 0 y Tipo de muerte: No puede elevarse, no decaer. Estos mapas antiguos a menudo están llenos de errores como este, ya que la gente simplemente no sabía nada mejor.

Es posible que debas conservar las capacidades de movimiento si deseas que tu unidad ficticia se mueva. Sin embargo, la mayoría de las unidades Dummy no se mueven y solo están destinadas a lanzar un hechizo y desaparecer, en cuyo caso mi configuración anterior da los mejores resultados.
Oh I see, thanks for your quick response and detailed explanation. The war3 community is amazing.
 
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