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GIANT_CRAB spell pack v.1.06

This is a spell pack full of skills for crabs!!
This spell is completely GUI/MUI.
Contain 4 skills.
-1st skill [Crab bomb path] (Active)
-2nd skill [Rain of Crabs] (Active)
-3rd skill [Right Pincer Defense] (Passive)
-4th skill [Summon Mother Crab] (Active) (Ulti)

-Remember to give credit when you use them.
-Lol, TRD, evil -.-, look at keywords.

Version 1.00 - First release in hiveworkshop.
Version 1.01 - I used looping for rain of crabs and I also made Summon mother crab spell more imba. All the spells, other than Summon Mother Crab, has 3 levels.
Version 1.02 - Fixed leaks.
Version 1.03 - Removed double call RemoveLocation to reduce memory usage.
Version 1.04 - Changed somethings to reduce memory usage, (mah teacher is so evil that he don't wanna say everything at once).
Version 1.05 - Made things more customizable via triggers. Different spell MAY use different kind of damaging trigger conditions. (Set temp group conditions)
Version 1.06 - MAJOR glitch fix.


Keywords:
Crabs, Giant crab, DO NOT DOWNLOAD THIS :D ~TRD
Contents

GIANT_CRAB spell pack v.1.06 (Map)

Reviews
08:30, 3rd Dec 2010 The_Reborn_Devil: The triggering looks ok now. Status: Approved Rating: Useful

Moderator

M

Moderator

08:30, 3rd Dec 2010
The_Reborn_Devil:

The triggering looks ok now.


Status: Approved
Rating: Useful
 
Level 12
Joined
Nov 20, 2007
Messages
660
  • rain of crabs
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to |cffC0C0C0Rain of Crabs|r
        • Then - Actions
          • Trigger - Turn on move crabs down <gen>
          • Set TempPoint1 = (Position of (Triggering unit))
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 0.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 0.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 10.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 10.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 20.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 20.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 30.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 30.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 40.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 40.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 50.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 50.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 60.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 60.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 70.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 70.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 80.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 80.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 90.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 90.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 100.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 100.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 110.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 110.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 120.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 120.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 130.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 130.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 140.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 140.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 150.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 150.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 160.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 160.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 170.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 170.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 180.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 180.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 190.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 190.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 200.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 200.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 210.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 210.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 220.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 220.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 230.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 230.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 240.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 240.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 250.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 250.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 260.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 260.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 270.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 270.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 280.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 280.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 290.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 290.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 300.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 300.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 310.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 310.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 320.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 320.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 330.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 330.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 340.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 340.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Set TempPoint2 = (TempPoint1 offset by 200.00 towards 350.00 degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 350.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
          • Custom script: call RemoveLocation(udg_TempPoint1)
        • Else - Actions
          • Do nothing
why don't you use LOOPS ?
And remove "Do nothing" ...
 
Level 20
Joined
Jul 12, 2010
Messages
1,717
well the spell ideas are good
but the rain of crabs really needs to be done using loops
i would have pasted the loop triggers here for you but im too bored sry :S
anyway 4/5 for now :thumbs_up:

EDIT:
im glad that you managed to improve your spell
now it is a lot better and could proove to be useful good job!! 5/5 :thumbs_up:
also i vote for approval :wink:
 
Last edited:
For the trigger king just showed us, you can loop it and using arithmetic do (facing loop times 10), then we would have ourselves a far too simple spell. I don't really think rain of crabs is using good triggering. What annoys me most though is that you still use the useless action (do nothing)! And if you use 'summon mother crab' the mother goes out of the map. Your spells don't support multiple levels either and what annoys me is that you can't customize the spells through variables (like damage and duration). I also find that
  • And - All (Conditions) are true
is pretty useless because it does that antyway.

Overall: Too simple, not so good triggering, doesn't support multi-levels.

Voting for: 2/5
 
Level 16
Joined
May 1, 2008
Messages
1,605
Moin moin =)

== My personal vote: No approval + No rejection[X/5] ==

> Hive rules:
1) Title contains pack-name and pack-version [5/5]
2) Same for the test map, name and version included [5/5]
3) Keywords: Only two but they total match the pack [5/5]
4) Description: Looks good, but maybe you should add the triggers and a changelog if something changed [4/5]
5) Good screenshot, we can see what the back is about [5/5]

> The spell pack: GIANT_CRAB spell pack v.1.00
1) Spells are mpi, can't see a fault but are they MUI? Can't see any mui triggering. But I don't know GUI isn't my strength.
2) Remove every Do nothing() actions, no need and waste memory only
3) To many actions for the trigger "rain of crabs" you should use a loop
  • For each (Integer A) from 1 to 36, do (Actions)
    • Loop - Actions
      • Set TempPoint2 = (TempPoint1 offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
      • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing (Real((Integer A))) degrees
      • Unit Group - Add (Last created unit) to raining_crab
      • Custom script: call RemoveLocation(udg_TempPoint2)
4) Don't use "and - all conditions", just direclty place them.
5) When you pick all units in the trigger "crab bomb path loop", remove the group leak at the end of the trigger with
  • Custom script: call DestroyGroup(udg_Varaible)
Same in other triggers, there you pick units in a group.

6) The "Mother crap" can fly out of the map. If she flies to far, the game could crash!
7) Else I think, you maybe should make the spells more configurable.
8) As far as I can see, it doesn't support more then 1 level ability

== So in the end we got ==
> Hive rules: 5 + 5 + 5 + 4 + 5 = 24/25 > No reason for reporting this spell back.

> The spells: As you can see you have to continue your work. I don't vote for approval, because there are to many thinks that must be fixed, but I also don't say it's rejection, because this would not be fair.
Also I don't rate it now, but if I see that you work on it and patch it, I come back and review + rerate it!

NOTE: My review is nothing against the creator of the spell pack nor against the spells itself!

And as an edit: Maybe you remind the spell, where you said it's stolen. Sorry that I mistyped your name. That really wasn't the plan, but it was to late for an edit, because it was closed -_-;

Greetings and Peace
Dr. Boom
 
Level 12
Joined
Apr 4, 2010
Messages
862
Moin moin =)

== My personal vote: No approval + No rejection[X/5] ==

> Hive rules:
1) Title contains pack-name and pack-version [5/5]
2) Same for the test map, name and version included [5/5]
3) Keywords: Only two but they total match the pack [5/5]
4) Description: Looks good, but maybe you should add the triggers and a changelog if something changed [4/5]
5) Good screenshot, we can see what the back is about [5/5]

> The spell pack: GIANT_CRAB spell pack v.1.00
1) Spells are mpi, can't see a fault but are they MUI? Can't see any mui triggering. But I don't know GUI isn't my strength.
2) Remove every Do nothing() actions, no need and waste memory only
3) To many actions for the trigger "rain of crabs" you should use a loop
  • For each (Integer A) from 1 to 36, do (Actions)
    • Loop - Actions
      • Set TempPoint2 = (TempPoint1 offset by 200.00 towards (10.00 x (Real((Integer A)))) degrees)
      • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing (Real((Integer A))) degrees
      • Unit Group - Add (Last created unit) to raining_crab
      • Custom script: call RemoveLocation(udg_TempPoint2)
4) Don't use "and - all conditions", just direclty place them.
5) When you pick all units in the trigger "crab bomb path loop", remove the group leak at the end of the trigger with
  • Custom script: call DestroyGroup(udg_Varaible)
Same in other triggers, there you pick units in a group.

6) The "Mother crap" can fly out of the map. If she flies to far, the game could crash!
7) Else I think, you maybe should make the spells more configurable.
8) As far as I can see, it doesn't support more then 1 level ability

== So in the end we got ==
> Hive rules: 5 + 5 + 5 + 4 + 5 = 24/25 > No reason for reporting this spell back.

> The spells: As you can see you have to continue your work. I don't vote for approval, because there are to many thinks that must be fixed, but I also don't say it's rejection, because this would not be fair.
Also I don't rate it now, but if I see that you work on it and patch it, I come back and review + rerate it!

NOTE: My review is nothing against the creator of the spell pack nor against the spells itself!

And as an edit: Maybe you remind the spell, where you said it's stolen. Sorry that I mistyped your name. That really wasn't the plan, but it was to late for an edit, because it was closed -_-;

Greetings and Peace
Dr. Boom

Thnkx, mah teacher was too evul too teach me loopings -.- .

Edit: ill fix it fight now... my bad habit doing the trigger "Do Nothing"

Edit again: just updated. Wut is "moin moin =)" ?
 
Last edited:
Level 16
Joined
May 1, 2008
Messages
1,605
Moin moin =)

As I promised I review the new changes and I have to say you can improve this a lot more, since you made it for all level:

For the rain of crabs for example, you don't have to filter the level of ability, you can add this directly in the loop, like this:

  • Set TempPoint2 = (TempPoint1 offset by (100.00 + (100.00 + (Real((Level of (Ability being cast) for (Triggering unit)))))) towards (10.00 x (Real((Integer A)))) degrees)
As you can see, we have now 100 + 100 * Ability level: ( so lvl 1 = 200 / lvl = 300 / lvl 3 = 400 ).

Also ( I forget this ), the condition, where you check WHAT ability is being casted, should be in the normal condition. You don't need an extra if then else for this, so for example, Rain of Crabs would look like this:
  • rain of crabs Copy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to |cffC0C0C0Rain of Crabs|r
    • Actions
      • Set TempPoint1 = (Position of (Triggering unit))
      • For each (Integer A) from 1 to 36, do (Actions)
        • Loop - Actions
          • Set TempPoint2 = (TempPoint1 offset by (100.00 + (100.00 + (Real((Level of (Ability being cast) for (Triggering unit)))))) towards (10.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 0.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
      • Custom script: call RemoveLocation(udg_TempPoint1)
      • Custom script: call RemoveLocation(udg_TempPoint2)
In this case you can make it with every trigger you got there. With the single condition, same in right pincer put "((Attacking unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True" in the normal condition.

Also at the same trigger, where you check the percent change you can simple use this condition:
  • (Random integer number between 1 and 100) Greater than or equal to 90
This is faster as store 1 - 100 in a variable and pick a double condition out of it.
Also the mother crab still flies out of the map, I know how to fix this, but only in vJass, I don't know the way in GUI.

Ok that's all for now, because I need to leave now, my girlfriend is coming to me in the next hour and I hope I see more fixes from you and give us a good crab spellpack =)

Edit: You should think about learning vJass / there you have unlimited access to make a spell, maximal configurable + maximal speed ( because GUI use to many Bj's and has no coordinates and so on )

[Moin moin =) is in German the same as when I say "Hello" or "Greetings" or something]

Greetings and Peace from Germany
Dr. Boom
 
Level 12
Joined
Apr 4, 2010
Messages
862
Moin moin =)

As I promised I review the new changes and I have to say you can improve this a lot more, since you made it for all level:

For the rain of crabs for example, you don't have to filter the level of ability, you can add this directly in the loop, like this:

  • Set TempPoint2 = (TempPoint1 offset by (100.00 + (100.00 + (Real((Level of (Ability being cast) for (Triggering unit)))))) towards (10.00 x (Real((Integer A)))) degrees)
As you can see, we have now 100 + 100 * Ability level: ( so lvl 1 = 200 / lvl = 300 / lvl 3 = 400 ).

Also ( I forget this ), the condition, where you check WHAT ability is being casted, should be in the normal condition. You don't need an extra if then else for this, so for example, Rain of Crabs would look like this:
  • rain of crabs Copy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to |cffC0C0C0Rain of Crabs|r
    • Actions
      • Set TempPoint1 = (Position of (Triggering unit))
      • For each (Integer A) from 1 to 36, do (Actions)
        • Loop - Actions
          • Set TempPoint2 = (TempPoint1 offset by (100.00 + (100.00 + (Real((Level of (Ability being cast) for (Triggering unit)))))) towards (10.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Crab for (Owner of (Triggering unit)) at TempPoint2 facing 0.00 degrees
          • Unit Group - Add (Last created unit) to raining_crab
          • Custom script: call RemoveLocation(udg_TempPoint2)
      • Custom script: call RemoveLocation(udg_TempPoint1)
      • Custom script: call RemoveLocation(udg_TempPoint2)
In this case you can make it with every trigger you got there. With the single condition, same in right pincer put "((Attacking unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True" in the normal condition.

Also at the same trigger, where you check the percent change you can simple use this condition:
  • (Random integer number between 1 and 100) Greater than or equal to 90
This is faster as store 1 - 100 in a variable and pick a double condition out of it.
Also the mother crab still flies out of the map, I know how to fix this, but only in vJass, I don't know the way in GUI.

Ok that's all for now, because I need to leave now, my girlfriend is coming to me in the next hour and I hope I see more fixes from you and give us a good crab spellpack =)

Edit: You should think about learning vJass / there you have unlimited access to make a spell, maximal configurable + maximal speed ( because GUI use to many Bj's and has no coordinates and so on )

[Moin moin =) is in German the same as when I say "Hello" or "Greetings" or something]

Greetings and Peace from Germany
Dr. Boom

lol, I hope you see that its 3 for level 3, its not each level increases the range. Each level increases the number of waves of crabs raining down.
Oh yea, and i gtg fix mah double remove location thing, mah teacher took that as an excuse no to approve mah spell.

Edit: u meant the right pincer defense, right? lol right right. lol.
 
Level 2
Joined
Sep 12, 2010
Messages
13
WooW good Pack i wil use this for my map ! ( i will have Mutant Lobsters and crabs (P.S And the crabs are not falling to slow ! (P.S its like you have chance to run away ! (P.S mybe i wil make it slower ! ( P.S for my map )))))<----- :D
 
Level 29
Joined
Jul 29, 2007
Messages
5,174
Does it make you feel good that you post huge posts with a lot of symbols and formatting and try to say "OH LOOK, I AM OFFICIAL"?

On another note, the damage and other such values should be stored in variables in order to make this customizable.

And how exactly is this not MUI again? As far as I can see from the posted scripts, there are no waits.
 
Level 12
Joined
Apr 4, 2010
Messages
862
Does it make you feel good that you post huge posts with a lot of symbols and formatting and try to say "OH LOOK, I AM OFFICIAL"?

On another note, the damage and other such values should be stored in variables in order to make this customizable.

And how exactly is this not MUI again? As far as I can see from the posted scripts, there are no waits.

Didn't get the meaning of the first sentence, I will make it more customizable.:goblin_yeah:
 
I found glitch!
  • right pincer defense
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacking unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
        • Then - Actions
          • Set ten_percent = (Random integer number between 1 and 100)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ten_percent Less than or equal to 10
            • Then - Actions
              • Set TempPoint1 = (Position of (Triggering unit))
              • Unit - Cause (Triggering unit) to damage (Attacking unit), dealing ((Real((Strength of (Triggering unit) (Include bonuses)))) x (Real((Level of Right Pincer Defense for (Triggering unit))))) damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect at TempPoint1 using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_TempPoint1)
            • Else - Actions
        • Else - Actions
Will create effect at attacked unit even if you don't have learned ability.
 
Level 12
Joined
Apr 4, 2010
Messages
862
I found glitch!
  • right pincer defense
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Attacking unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True
        • Then - Actions
          • Set ten_percent = (Random integer number between 1 and 100)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ten_percent Less than or equal to 10
            • Then - Actions
              • Set TempPoint1 = (Position of (Triggering unit))
              • Unit - Cause (Triggering unit) to damage (Attacking unit), dealing ((Real((Strength of (Triggering unit) (Include bonuses)))) x (Real((Level of Right Pincer Defense for (Triggering unit))))) damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect at TempPoint1 using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_TempPoint1)
            • Else - Actions
        • Else - Actions
Will create effect at attacked unit even if you don't have learned ability.

oh craps, lucky theres no damage, i go fix. :D
 
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