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The Big Finale Fireworks

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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
      • Custom script: call RemoveLocation(udg_Point_1)
Contents

Firework spell (Map)

Level 37
Joined
Jul 22, 2015
Messages
3,485
Basically your submission is too simple for hive.
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 :p

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"

Set to Awaiting Update
 
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