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The Phoenix Strike

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Phoenix Strike v1.01

This spell is in Version 1.1 and readily takes news like:

Trees:

Now you can choose whether to destroy a tree when the Phoenix collides with the Same, and has a new way to destroy the trees (and my notion in World Edit, this form is efficient) using the following action:

  • Set PS_DestroyTrees [PS_Tempindex] = True
Special Effects

In version 1.01, you can determine how fast the special effect that leaves the ground in flames when Phoenix passes through the following action and variable:

  • Set PS_DP_2 [PS_Tempindex] = (PS_DP_2 [PS_Tempindex] + 40)
And With the Next Action is Created Special Effect:

  • If (All Conditions are True) then the (Then Actions) else's (Else Actions)
  • If - Conditions
  • PS_DP_2 [PS_Tempindex] Greater than 90
  • Then - Actions
  • Set PS_DP_2 [PS_Tempindex] = 0
  • Special Effect - Create a special effect at TempLoc using PS_GE_1 [PS_Tempindex]
  • Special Effect - Destroy (Last created special effect)
  • Else - Actions
Variables:

The variables are updated as follows: Some have the name change, more were added as in the case of:

  • Set PS_DestroyTrees [PS_Tempindex] = True
  • Set PS_DP_2 [PS_Tempindex] = (PS_DP_2 [PS_Tempindex] + 40)
  • Set PS_LvLAY [PS_Tempindex] = (Level of PS_AY for (Triggering unit))
For This Spell can be Over the Configurable Possible.

Units

Was added one more unit Dummy: Dummy (PS 2)
For this Unit and What It Serves?
Answers: It came from the need to destroy trees when the Phoenix collides with a tree and it serves to verify that the Destructible Footprint is a tree, you can see what I'm telling you the Next Action:

  • If (All Conditions are True) then the (Then Actions) else's (Else Actions)
  • If - Conditions
  • PS_DestroyTrees [PS_Tempindex] Equal to True
  • Then - Actions
  • Destructible - Pick Every destructible Within PS_AoE_2 [PS_Tempindex] TempLoc and of the (Actions)
  • Loop - Actions
  • If (All Conditions are True) then the (Then Actions) else's (Else Actions)
  • If - Conditions
  • ((Picked destructible) is alive) Equal to True
  • Then - Actions
  • ----------------
  • Set TempLoc3 = (Position of (Picked destructible))
  • ----------------
  • Unit - Create 1 PS_Dummy2 [PS_Tempindex] is at Neutral Passive TempLoc3 facing Default building facing degrees
  • ----------------
  • Unit - Make (Last created unit) Explodes on death
  • Unit - Add to 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 the (Then Actions) else's (Else Actions)
  • If - Conditions
  • (Current order of (Last created unit)) Equal to (Order (harvest))
  • Then - Actions
  • ----------------
  • Special Effect - Create a special effect at TempLoc3 using PS_GE_2 [PS_Tempindex]
  • Special Effect - Destroy (Last created special effect)
  • ----------------
  • Destructible - Kill (Picked destructible)
  • ----------------
  • Else - Actions
  • ----------------
  • Custom script: call RemoveLocation (udg_TempLoc3)
  • ----------------
  • Else - Actions
  • ----------------
  • Else - Actions
That way you do not need the Add Conditions There Destructible type caught, Simple huh?
And besides, the properties of dummy units have changed.

Skill:

I Made small changes in Ability Phoenix Strike as:
Texts Tips (Those who inform the Skill That Makes).

Spell:

Attributes of Phoenix Strike have changed, such as:

There is no more variable that determines the Life of the Phoenix, but the variable that determines the distance remaining to the Phoenix Cycle which ensures the ability to determine the Maximum Reach It Can Get It and arrive where you determine .

The Ability War Stomp (PS) not Cause More Harm None, however, as will damage a unit when the Phoenix Reach the Determined Place Losam?
It's simple, you will hire the Following Action:

  • Set PS_DeAtGd [PS_Tempindex] = (Real ((100 + (40 x PS_LvLAY [PS_Tempindex]))))
With this variable, you can determine the damage that you think best.
Functions

In short, I think it is only these changes / updates to mention.

My Thanks to:

First, I apologize for not Thanking Nobody, Now That I will:

Especially I thank GOD, CHRIST JESUS ​​(MY KING, LORD AND MASTER) AND THE HOLY SPIRIT OF GOD, that they ARE SAINTS, ADORABLE AND PERFECT, and that reign ALWAYS FOR ALL!
Next I thank the authors / MEMBERS:
Blizzard, the Moderator for the tips, the X, the Bribe, and that all Direct and Indirect Participants with My Spell.


Contact:

If You Have:
Doubt?
Ask losam;
Tip?
Send;
Criticism?
Since Be Constructive, Also Send This;

I'm Free to Questions, Suggestions Why Your Opinion is Important for Min!

I Ask You:

What If My Loving Spell, Vote.
If You Can, Spread My Work Whom You Can.
And if You Use My Spell (anyway) in his map (or who knows what); me grateful for my job and NOT Share / Distribute Spell Like This If You Were Created to What.

May GOD BLESS AND HAVE A GOOD DAY!

:fp: :goblin_good_job:
Contents

Phoenix Strike by Losam (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Required changes Add importing instructions into the map file Suggested changes Set dummies to can't raise, does not decay You only need two dummy unit types, get rid of Dummy...

Moderator

M

Moderator

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

Reviewed by Maker, The Phoenix Strike, 8th Apr 2012

Required changes
  • Add importing instructions into the map file
Suggested changes
  • Set dummies to can't raise, does not decay
  • You only need two dummy unit types, get rid of Dummy (PS, 2)
  • Store the ability level at the time of casting, and set the ability level based on that
    The caster could level up the ability while the Phoenix is flying
  • Only use english comments in the triggers
  • Improve grammar/spelling in your tooltip
    List the level and hotkey like BLizzard's abilities do
    Also check how level related values should be displayed
  • You could use an initialization trigger where you set ability, unit type, effects...
 
Level 12
Joined
Aug 12, 2008
Messages
349
I'm not a moderator. Sorry.
Your spell should be MUI. I didn't check it thoroughly. My eyes are too tired.
Some parts you should change:

[1] The way you destroy trees is not efficient. Try this: [General] Destroy only trees (It's on my 2nd comment)

[2] You don't need this script
  • Skip remaining actions
[3] Some variables are constant and don't need to be indexed. For example, the special effects

[4] You don't need the custom scripts of "set bj_wantDestoryGroup = true" if you're going to set it into variable and destroy it. Use either one of them.

  • Custom script: set bj_wantDestroyGroup=true
  • Set PS_UtGp[PS_TempInt] = (Units within PS_AoE[PS_TempInt] of TempLoc2 matching (((Matching unit) belongs to an enemy of (Owner of PS_Caster[PS_TempInt])) Equal to True))
  • Unit Group - Pick every unit in PS_UtGp[PS_TempInt] and do (Actions)
    • Loop - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (PS_Caster[PS_TempInt] belongs to an enemy of (Owner of (Picked unit))) Equal to True
          • ((Picked unit) is alive) Equal to True
        • Then - Actions
          • -------- --------
          • Special Effect - Create a special effect attached to the chest of (Picked unit) using PS_SE_2[PS_TempInt]
          • Special Effect - Destroy (Last created special effect)
          • -------- --------
          • Unit - Cause PS_Caster[PS_TempInt] to damage (Picked unit), dealing PS_Damage[PS_TempInt] damage of attack type PS_AkTe[PS_TempInt] and damage type PS_DeTe[PS_TempInt]
          • -------- --------
        • Else - Actions
  • Custom script: call DestroyGroup(udg_PS_UtGp[udg_PS_TempInt])


[5] You're picking up dead units too.

Last but not least, you shouldn't make triple post. I've mentioned it in my previous comment. Use the "EDIT" button if you forgot to mention anything.

EDIT: You should read the moderator's review. It's clearly listed of everything what you should fix.
 
Level 11
Joined
Mar 27, 2011
Messages
293
Sorry for not having spoken, Just Spell This makes the Following:

You Select A Ground / Spot, The Hero Phoenix that will create a will to the point selected, during the Walk of the Phoenix, Burn It Any Enemy of the Hero, and when it arrives at the Point, she will die of the damage causing an explosion that point Damages Leave and Staggered Any Opponent's Organic Hero.
 
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