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Pandarean Earthshaker v2.1

This was my entry for hero contest two.

Here is the description from my submission post from Hero Contest:

Main attribute: Strength
Background: The warrior of the snow beorn clan, which had become native to the earth itself. Dared to deepen into an ancient knowledge of the mother earth, he now easily manipulates any aspect of it, like earth, dirt, rocks and other. Can learn "Seismic Bounce", "Stone Skin", "Heavy Smash" and "Ground Fury".
Fitting: Should be placed into the neutral tavern among other heroes and Pandarean Brewmaster.
Abilities:
Pandarean Earthshaker pushes off from the ground and makes three random jumps around the place. After each jump he generates a powerful stomp dealing damage to all nearby enemy units.
Level 1 - 75 damage.
Level 2 - 150 damage.
Level 3 - 225 damage.


The skin of targeted friendly unit becomes covered with a stone tissue, granting him additional armor. Every attacking unit will get a 21% chance to break his weapon for 4 seconds, decreasing his attack damage by 25%.
Level 1 - 3 bonus armor.
Level 2 - 5 bonus armor.
Level 3 - 7 bonus armor.


Gives warrior a chance to make a massive stomp sending not just a target unit, but also all units behind, into the air, dealing an extra damage to all of them
Level 1 - 6% chance, 30 damage.
Level 2 - 12% chance, 60 damage.
Level 3 - 18% chance, 90 damage.


The hero starts dancing on one place, beating the boulders from the ground and throwing them at enemy units around him. Just after the start all the units in 600 AoE will be knockbacked from him. Each boulder deals 45 damage.
Lasts 15 seconds.

Channeling

Paladon: For his Knockback and Jumping systems.
WILLTHEALLMIGHTY: For his Dirt Explosion model.
JetFangInferno: For his Bubble model.
Anitarf: For his IsTerrainWalkable library (Fixed by Deuterium)
Xiliger: For creating easy GUI Damage Detection System for me


Here is the link to the submission thread (permalink to my post) where you can find description of the spells with icons and hero-icon: Pandarean Earthshaker

But don't download the map from the submission thread, but this one, cause I've improved it much :p

Requires JNGP to work, but can be checked easily w/o it!

24.09.2009 - Update just after release: Removed most of the unneccesery stuff, fixed credits, made the ultimate channeling (found a but)
23.02.2010 - Improved the coding a bit, added some new variables to settings and fixed some mistakes in descriptions
03.03.2010 - Improved code much: there are no more Casting/Attacking/Attacked units; No events like "Unit is Attacked" (There is a Damage Detection now!); Remade the passive one spell into smth more interesting and eye-candy!


Thanks to NFWar for finding a very buggy mistake. ;)

Check my another spellpack also at:
Aspard Spell Factory Spellpack

Keywords:
Pandarean, Panda, Earth, Shaker, Ground, Jump, Knockback, Bounce, Seismic, Stone, Rock, Dirt, Sand, Defense, Strength, MUI, GUI, Hero
Contents

[HC#2]PandareanEarthshaker (Map)

Reviews
19:00, 9th Mar 2010 The_Reborn_Devil: The triggering looks good, I couldn't find any leaks, and the effects are ok. Could maybe make the jumping a bit smoother. Also, please use intervals of 0.04 or above and not 0.02. Status: Approved...
KILLCIDE
If you run into the "Cannot load map" error when attempting to test the map, try saving it first. Once it saves, try clicking on the test map button again.

Moderator

M

Moderator

19:00, 9th Mar 2010
The_Reborn_Devil:
The triggering looks good, I couldn't find any leaks, and the effects are ok. Could maybe make the jumping a bit smoother. Also, please use intervals of 0.04 or above and not 0.02.


Status: Approved
Rating: Useful
 
Level 11
Joined
Jul 2, 2008
Messages
601
Well, the spell ideas are based on these imports, so they could stay. For example, bubble model (which is used as a shield) doesn't have any analogues. Changing the aura model will spoil the view also and the last but not the least - explosion models are really poor in the WC3, but that's really one model I could accept is useless - Dirt Explosion :)

Talking about icons... well, I used as few custom icons as it was possible. There is aldo no any single analogue for the spells, I had to make passive and auto-cast icons to stay in WC3 style.

Overall I can say, that if this is a fully created hero (even from hero contest) than it has it's right to exist with all models and icons imported, especially there are not too many of them ;)
 
Level 7
Joined
Sep 8, 2009
Messages
90
Well as I said I have seen your hero before and your spells are pretty good,your ultimate is even an example how to make a channel spell stop when the caster is stunned or moves.I think StaberFire`s Gale Vortex and my big bang spell channeling use the same triggers as this one so on triggering I can`t say anything bad.I specially like the first spell(when he jumps),but still the imports...333 kb of spellmap..well you should remove some of them if you can`t remove all of them :)
Otherwise 5/5 from me
 
Level 11
Joined
Jul 2, 2008
Messages
601
I think, I can remove all the imported icons... Yeah, it'll spoil the total view of the hero, but wtf, people that need this particular hero could find icons themselves... I didn't manage to find any good explosions in game, bad ;( Ehh... I'll try to delete most of the imported stuff... Thanks for warm words :p

EDIT: Updated.

For those, who is going to argue more about the imports: total weight of imports is 33 kbs, so other 212 are part of the spells or object editor work.
 
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Level 14
Joined
Nov 18, 2007
Messages
1,084
You could post the codes of your spells, if it isn't too troubling.

I tested this spellpack a long time ago, so I'm not sure if it's still like this but here's my mini-review:

Seismic Bounce:
Nice effects, probably my favorite spell of this pack. However, the hero sometimes jumps to a really far-off place. (This probably has to do with being too close to the water.)
Suggestion: Make the jumping less random. (Ex: Have the spell be a targeting image spell and the jumping limited to that area.)

Stone Skin and Heavy Smash:
Kind of bad since both rely on
  • Unit - A unit Is attacked
Stone Skin was kind of meh as it was basically a modified Inner Fire. Heavy Smash seemed like a custom Bash to me, so the effects weren't too pleasing.
Suggestion: Allow Stone Skin's attack damage reduction to scale up with level. That would make it more interesting, but probably would need hashtables.

Ground Fury:
Opinion: The effects conflict with each other. (Knocking back a unit makes it harder for the rocks to hit them.)
The description and the name also conflict with each other. ("dancing" and "Fury")

Edit: Redownloaded the pack and most of my comments still seem valid.

Use Triggering unit instead of Casting unit.

Some other opinion: I found the commenting kind of annoying but were good for explaining what was happening.
 
Level 16
Joined
Jul 4, 2008
Messages
1,106
Just for interest - why 3? Not 4 at least? :)

And it DOES need JNGP for the IsTerrainWalkable library, which is used to prevent bugs for Seismic Bounce.
3 Is moderate rating for a spell. I would prolly rate it 3.25 but since that doesn't exist in hive, I can't do it.

And no... It doesn't need JNGP to test the map, and you could have done this spell fully with GUI, you shouldn't have used JNGP at all. There's no use for it, every function is found from normal World Editor.
Where do you need IsTerrainWalkable... You needed it to find if a terrain is water, or for ground? - A GUI Condition is for that and that is:
  • (Terrain pathing at (Center of (Playable map area)) of type Floatability is off) Equal to True (OR False)
//Yes I edited that condition there

Anything else to ask?
 
Level 11
Joined
Jul 2, 2008
Messages
601
It still can bug if the target point will be somewhere on the mountain or wall ;)
And for test JNGP isn't required, but somebody will probably want to use it.
Anything could be tested w/o JNGP, the problems come during saving. Maybe we shouldn't write that JNGP is requires at all?
 
Level 16
Joined
Jul 4, 2008
Messages
1,106
It still can bug if the target point will be somewhere on the mountain or wall ;)
And for test JNGP isn't required, but somebody will probably want to use it.
Anything could be tested w/o JNGP, the problems come during saving. Maybe we shouldn't write that JNGP is requires at all?

It just needs some more condition checks, but well, ofcourse you can use JNGP, if it seems like it is easier.
You could write this:
Map|Spell Testing doesn't need JNGP
Map|Spell Saving does need JNGP

[TD] JNGP Related [/TD]
 
Level 11
Joined
Jul 2, 2008
Messages
601
Updated with most of your suggestions implemented. :) Thanks to watermelon_1234 especially for his quite good review from which I decided to use Damage Detection System to make the hero really good at part of coding :p No more Casting units also.

Marked, that testing the hero doesn't require JNGP specially for OffGraphic :)
 
Thanks a lot. At last it's approved :) I love you, Reborn Devil ^.^

If you love him, you may hate me now :S

Omg moderator was so in rush by aprooving this spells. They have some bugs in recycling (meaby), group set (flying unit got hited by passive spell), animation height set and unpausing action. It bugs a lot of times. Also uly was throwing missiles to dead units.
 

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Level 11
Joined
Jul 2, 2008
Messages
601
If you love him, you may hate me now :S

Omg moderator was so in rush by aprooving this spells. They have some bugs in recycling (meaby), group set (flying unit got hited by passive spell), animation height set and unpausing action. It bugs a lot of times. Also uly was throwing missiles to dead units.

What the? I'll look emmidiatly at it.

EDIT: I changed the position at which the Boolean is changes. I guess, it cause sometimes, that the boolean is changed, but further actions are not played, so the units are still paused or at 12-13 height. :)

Also removed flying units from the effect of an ability.

And about ulti hitting death targets - that's only in case, if the boulder has already been created for that unit and he died in this particular moment (In period of a 1.40 secs). I won't apply such a filter, which will switch the target for boulder, since if there won't be any target near, the boulder will still exist forever in the air :O Probably I can destroy them, if the target is dead, but that will look disappointing :(

Please, try to play again. I'm not definetily sure, that I fixed this bug with heights. And, please, next time, look at triggering also, not just "Maybe, probably" etc. If you know where the lack is - tell me.
 
Ok, you dont fixed pause problem fully. Also Heavy smash effect buildings? o_O if yes, so it effect very wier, I attack graveyard and ziggurat have effect on it o_O
Jump System 2 trigger is loop and was ON from start...
 

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Level 11
Joined
Jul 2, 2008
Messages
601
Ahaha :) This skill was better before redone, but less interesting and unique. I have an idea, why it bugs sometimes, I'll look later today at it. Thanks for review.

EDIT: Yes! I found a mistake. For those, who are interested: That was a glitch of Damage Detection System. Since it doesn't detect "Damage Type", all units, who has been in area of effect of the spell and has been damaged by it had a possible chance to trigger the spell again, running probably next one "Index" and afterall "Two Indexes" for one unit stopped him at the same point in the air. Fortunately, the bug is solved.

Talking about the leaks you have found - they are not leaks :) Don't use LeakCheck please ^^
 
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Level 11
Joined
Jul 2, 2008
Messages
601
Ahaha :) This skill was better before redone, but less interesting and unique. I have an idea, why it bugs sometimes, I'll look later today at it. Thanks for review.

EDIT: Yes! I found a mistake. For those, who are interested: That was a glitch of Damage Detection System. Since it doesn't detect "Damage Type", all units, who has been in area of effect of the spell and has been damaged by it had a possible chance to trigger the spell again, running probably next one "Index" and afterall "Two Indexes" for one unit stopped him at the same point in the air. Fortunately, the bug is solved.

Talking about the leaks you have found - they are not leaks :) Don't use LeakCheck please ^^

Updated!
 
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