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Swinging Blast v0.3b

SORRY IF I AM GETTING TIRED!! but i don't care :).. feel free to use it !!

Spell Description :
Unleashes a blast of power in front of Blademaster , dealing 75 damage, if the target is still inside the blast it will take the same damage until it will leave


  • Spell con
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- This are a small example of what you can customize --------
      • Set SB_SPEED[TempInt] = 23.00
      • Set SB_DUR[TempInt] = 2.00
      • -------- You can find the damage at the missileloop --------
      • -------- Also if you want to customize the speed/duration customize it in the startmissile trigger --------
  • StartMissile
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Swinging Blast
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SB_Index_Size Equal to 0
        • Then - Actions
          • Trigger - Turn on MissileLoop <gen>
        • Else - Actions
      • -------- Increase the index size --------
      • Set SB_Index_Size = (SB_Index_Size + 1)
      • -------- Dynamic Index --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SB_Index_Size Greater than SB_Index_maxSize
        • Then - Actions
          • Set SB_Index[SB_Index_Size] = SB_Index_Size
          • Set SB_Index_maxSize = SB_Index_Size
        • Else - Actions
      • -------- Dynamic Index End --------
      • Set TempInt = SB_Index[SB_Index_Size]
      • -------- Setup those arrays --------
      • Set TempLoc = (Position of (Triggering unit))
      • Set TempLoc2 = (Target point of ability being cast)
      • Set SB_CASTER[TempInt] = (Triggering unit)
      • Unit - Create 1 Red Glow (GC) for Neutral Passive at TempLoc facing (Angle from TempLoc to TempLoc2) degrees
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Move (Last created unit) instantly to TempLoc
      • Set SB_MISSILE[TempInt] = (Last created unit)
      • Set SB_ANGLE[TempInt] = (Angle from TempLoc to TempLoc2)
      • Set SB_SPEED[TempInt] = 23.00
      • Set SB_DUR[TempInt] = 2.00
      • Custom script: call RemoveLocation(udg_TempLoc)
      • Custom script: call RemoveLocation(udg_TempLoc2)
  • MissileLoop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer SPELL_LOOP) from 1 to SB_Index_Size, do (Actions)
        • Loop - Actions
          • -------- This let look everything cleaner. --------
          • Set TempInt = SB_Index[SPELL_LOOP]
          • -------- Condition... --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SB_DUR[TempInt] Greater than 0.00
            • Then - Actions
              • -------- Actions --------
              • Set TempLoc = (Position of SB_MISSILE[TempInt])
              • Set TempLoc2 = (TempLoc offset by SB_SPEED[TempInt] towards SB_ANGLE[TempInt] degrees)
              • Special Effect - Create a special effect at TempLoc using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Move SB_MISSILE[TempInt] instantly to TempLoc2, facing SB_ANGLE[TempInt] degrees
              • Custom script: set bj_wantDestroyGroup=true
              • Unit Group - Pick every unit in (Units within 200.00 of TempLoc2) and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (SB_CASTER[TempInt] belongs to an enemy of (Owner of (Picked unit))) Equal to True
                    • Then - Actions
                      • Unit - Cause SB_CASTER[TempInt] to damage (Picked unit), dealing 75.00 damage of attack type Spells and damage type Normal
                    • Else - Actions
              • Set SB_DUR[TempInt] = (SB_DUR[TempInt] - 0.03)
              • Custom script: call RemoveLocation(udg_TempLoc)
              • Custom script: call RemoveLocation(udg_TempLoc2)
            • Else - Actions
              • -------- Destroy handles --------
              • Unit - Kill SB_MISSILE[TempInt]
              • -------- RecycleIndex --------
              • Set SB_Index[SPELL_LOOP] = SB_Index[SB_Index_Size]
              • Set SB_Index[SB_Index_Size] = TempInt
              • Set SB_Index_Size = (SB_Index_Size - 1)
              • Set SPELL_LOOP = (SPELL_LOOP - 1)
              • -------- Turn the trigger again off if the index_size is below 0... --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SB_Index_Size Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                  • Skip remaining actions
                • Else - Actions
  • RemoveUnit
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Red Glow (GC)
    • Actions
      • Unit - Remove (Triggering unit) from the game
Keywords:
Blaaaaast
Contents

Madietor - Swinging Blast (Map)

Reviews
06:25, 31st Jul 2012 Magtheridon96: Okay. This is good enough even though it doesn't have a configuration. Please, take the time to update it and add one. If you don't know how to make one, there are a ton of spells in Hive's database that have...

Moderator

M

Moderator

06:25, 31st Jul 2012
Magtheridon96: Okay.
This is good enough even though it doesn't have a configuration.

Please, take the time to update it and add one.
If you don't know how to make one, there are a ton of spells in Hive's database that have configuration triggers you can look at.
 
Oh yay, content I might actually approve.

edit
Tips:


edit
One more tip:

This should have a trigger that the user could use to configure the spell.
Instead of using values like 200 and 750 directly, make a configuration trigger that sets certain constants
to those values so the user can customize the spell easily without having to go through a very large manifestation of trigger actions.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Madietor, well start improving then :)

I basically agrees to this;
This should have a trigger that the user could use to configure the spell.
Instead of using values like 200 and 750 directly, make a configuration trigger that sets certain constants
to those values so the user can customize the spell easily without having to go through a very large manifestation of trigger actions.

If you don't have idea what the hell he was talking about (;p Mag), you can look at others' approved spells, on the Spells Section, here: http://www.hiveworkshop.com/forums/spells.php?status=a

feel free to use it !!
Yeah with configurables, there might be a chance that user would use your spell, because people don't always to damage according to your damage, right ?
They want theirs :)

Anyway, keep improving :)
 
Level 10
Joined
Apr 13, 2005
Messages
630
Its an ok spell. I actually like the picture better as i thought the effects looks like that meaning the spell was big then got smaller as it got to the point. Would be a cooler effect in my eyes.

Anyway As for everything else, It looks like great scripts just add documentation, and change timer to .03 instad of .02 as it may lags people computer who have a slower operation system
 
Level 7
Joined
Nov 13, 2011
Messages
127
Uhm.
You need to make it easier for the guy who downloads it to customize it himself, and that's by making a Configuration trigger :/

Your indexing needs a change too!
The current method is incredibly inefficient in the worst case, while the method I linked is /always/ optimal.

ok ok man but there is one thing.. i don't know how to make a Configuration trigger.. I mean i am bad at it :(

Radamantus said:
for the 1st time,he made a spell with loops :D
HAHA :p
 
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