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Tsukuyomi v1.2

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TSUKUYOMI
"Seventy two hours in 1 second"


IMPORT GUIDE :
  1. Tick "Create Unknown Variable when Pasting Trigger Data" in Preferences
  2. Import Tsukuyomi buff, Tsukuyomi ability and Slow (Tsukuyomi) ability
  3. Configure the Slow (Tsukuyomi) buff to pinpoint to the Tsukuyomi buff
  4. Import Spell System into your map from GUI Spell System v1.8.0.0 thread
  5. Copy the Tsukuyomi folder into your map
  6. Configure the Tsukuyomi Config to mimic the one in the test map (Especially ability and buff settings at the top of the trigger config), you can play around with the real values though
  7. Enjoy!
Below is a video alternative to the text above, take note it doesn't exactly follow as told, but it works properly.

SPELL DESCRIPTION :

Awakens the power of Tsukuyomi after 4 seconds channeling. Slows down every enemy within 800 radius of user, slowing by 80% of their attack and movement speed. Enemies also takes 10/20/30 damage per fifth of a second while inside Tsukuyomi.
Tsukuyomi saps 10/20/30 health and mana every second for 25 seconds and cannot be cancelled once activated. Interruption during channeling will cancel Tsukuyomi activation. Automatic de-activation upon mana depletion. Cooldown reset upon failure.

SPELL INFORMATION :
  • Uses GUI Spell System
  • Based on Itachi's Awakening in Naruto Ultimate Ninja 5
  • Pretty OP in normal melee game
  • This is the second 'anime' based spell I uploaded (first one is Kirin).
MEDIA SHOWCASE :
CHANGE LOG :
Version 1.2:
Thanks to MyPad for fixing an issue with the spell :)
Thanks to KILLCIDE for recommending to make the irritating movement optional :D
Fixed a bug where the slow persist even after spell ends, though it still persist despite out of proximity (I'd say it's a feature, though fixable but too operation heavy imo for the fix).
Version 1.1.2: Added a debug message to track down an issue found by MyPad. This allows users to avoid running into the issue by following the messages given in the document.
Version 1.1.1 : Added video variant for importing guide
Version 1.1 : Separated SFX and Spell Dummy to reduce erratic turning, now it only occurs when the hero changes direction, and this is intentional.
Version 1.0.2 : documentation update
Version 1.0.1 : Adjust the aura slightly, added a warning for buggy low second loop.
Version 1.0 : Uploaded.


CREDIT:
Spell System: Bribe

If you like this work and wish to support me financially, you can support me via Ko-fi.
Contents

Tsukuyomi v1.2 (Map)

Reviews
KILLCIDE
Good use of Bribe's Spell System. The spell has a lot of configurables and given the number of Anime style maps in WC3, this can prove to be useful. Needs Fixed Nothing Suggestions Preload ability / effects used in the spell I would add attachment...
Level 1
Joined
Apr 17, 2018
Messages
3
The biggest problem I see, is how the SFX is an eye sore, especially when changing directions. You could possibly lock the effect into facing a single direction by using a dummy unit and periodically update its location to the caster or rotate its direction smoothly in a 360 degree, while using the method above. On mobile, so I can't view the code over. But it seems to work like you have written.
 

MyPad's Review:


Notes:

  • [Potential Bug] When setting the time interval for the enumeration to a value lower than 0.05 in the Config Trigger, the probability of the spell failing to work as intended is very likely. A warning could be released, advising users not to set the time interval to such a low value.

Suggestions:

  • The rotation of the aura effect could be addressed, since it seems very odd to see it rotate by itself, and on such disparate angles (erratic turning).
  • Similarly, a fade-in mechanism could be introduced to the special effect, which would increase aesthetic appeal.
 
Last edited:
Odd I can't see the most recent post of @TheCarnerox unless it's the post above @MyPad's
I can make it have some sort of quick mark of dissipation, if there's something to pick out. I'll think of it. The original one is just 'pop out' when it dies, and the aura wasn't suppose to even pop while channel originally.

The first seconds reflect how this Tsukuyomi based on.

Since the problem with the aura is the rotation, I will need a secondary dummy to handle the spell, as the aura erratic turn comes from the slow ability used to make enemies slowed down.
 
After further tests, I figured out why the bug occurs in the first place for such low values.

If we take a look at this:

  • Tsukuyomi Config
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- --------
      • -------- Do not put values below 0.20, there's a high chance of bug out on extremely low values like 0.05 --------
      • Set Spell__Time = 0.20
      • -------- Spell Duration is for channeling time --------
      • Set Spell__Duration = 4.00
We can see that Spell__Duration is divisible by Spell__Time, thus enabling this trigger's after-effects. However, if we set Spell__Time to anything that, when used as the divisor, and Spell__Duration as the dividend, will leave a visible remainder (e.g. not result in a whole number)

  • Tsukuyomi Loop
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Spell__Channeling Equal to False
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Spell__Completed Equal to True
            • Then - Actions
              • --- --- --- --- --- --- --- ---
              • --- More actions here ---
              • --- --- --- --- --- --- --- ---
            • Else - Actions
              • --- --- --- --- --- --- --- ---
              • --- More actions here ---
              • --- --- --- --- --- --- --- ---
        • Else - Actions
So, going by these tests, we can conclude that the Spell__Duration, when negative, will never execute the inner portion of the trigger above (when Spell__Channeling is false).

In a nutshell, 4.00/0.05 is OK, but 4.00/0.045 isn't (remainder).
 
Re-examined the triggers and the same issue persists. However, I think that can be circumvented by having another variable determine the stage at which the spell is at, thereby making the test a lot easier, or doing something like this:

  • Tsukuyomi Loop
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Spell__Channeling Equal to False
        • Then - Actions
        • Else - Actions
          • ...
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Spell__Duration Less than or equal to 0.00
            • Then - Actions
              • Set Spell__Duration = (Spell__Duration mod Spell__Interval)
            • Else - Actions
The important part of the second conditional statement within the else statement of the first conditional statement is that you ensure that no overflow occurs, (e.g.: Spell__Duration less than 0, which causes the spell to fail at that point, since a negative duration tells the system that the looped part of the spell is done)
 
Level 37
Joined
Jul 22, 2015
Messages
3,485
Good use of Bribe's Spell System. The spell has a lot of configurables and given the number of Anime style maps in WC3, this can prove to be useful.

Needs Fixed

  • Nothing

Suggestions

  • Preload ability / effects used in the spell
  • I would add attachment point configurables for the SFX. Different effects may look good or bad depending on the attachment point.
  • Adjusting the facing angle of DummyUnitSFX gives me a huge headache. I'm not even sure why you would need to do that given the mechanics of the spell.

Status

Approved
 
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