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The Second Spell i updated i hope you guys will like this
[Level 1]-Cooldown 180,Area Affect=400 also grants vision to the area forever where you cast the spell
[Level 2]-Cooldown 175,Area Affect=450 also grants vision to the area forever where you cast the spell
[Level 3]-Cooldown 160,Area Affect=500 also grants vision to the area forever where you cast the spell
Here is the trigger
Fireworks
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fireworks
Actions
-------- ---------- --------
Set Ability_Fireworks = Fireworks
-------- ---------- --------
-------- Dummy --------
Set FireworksDummy = (Last created unit)
-------- Point --------
Set Point_1 = (Target point of ability being cast)
-------- ---------- --------
-------- AoE --------
-------- ---------- --------
Set AoE_Fireworks[1] = 300.00
Set AoE_Fireworks[2] = 400.00
Set AoE_Fireworks[3] = 500.00
-------- ---------- --------
-------- Damage Type --------
-------- ---------- --------
Set Damage_Type = Divine
-------- Damage Dealt --------
Set Damage_Dealt[1] = 350.00
Set Damage_Dealt[2] = 400.00
Set Damage_Dealt[3] = 500.00
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Fireworks
Then - Actions
Unit - Create 50 Fireworks Dummy for (Owner of (Triggering unit)) at Point_1 facing (Target point of ability being cast)
Unit - Cause FireworksDummy to damage circular area after 0.00 seconds of radius 500.00 at Point_1, dealing 500.00 damage of attack type Magic and damage type Damage_Type
Else - Actions
Environment - Create at (Entire map) the weather effect Rays Of Moonlight
It won't get rejected because it's simple. I can approve of a spell like this, but I'll just have to move it into Substandard / Too Simple
On a more important note:
Move all spell configurables into a seperate trigger. There is no need to constantly cache constant data like that for every spell cast
The ability, dummy unit-type, attack type, damage type and AoE should all be configurable
Why do you check if the ability casted was Fireworks twice?
Do not use Unit - Damage Area. This makes it so that it damages EVERYTHING. No filters, no nothin'
You have a variable called Damage_Dealt[], but you don't use it
You leak a location when you create the dummy units
When you create the unit, you create it on "Point_1" facing "(Target point of ability being cast)", which is 0 degrees. All though, I don't see what's wrong with just using "Default building facing angle"
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