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Hi,
This spellpack is an update from Heavy Slash[GUI/MUI] spell.
Like i said before at the spell description..."i will update my spell to spellpack"
Now,this it is...
But,this spellpack just have two spells...i will add more later.
Spells are configurable.You can config them at Trigger Editor [F4].
-----Spells-----
[Q]Heavy Slash
Admiral slam the ground with his sword.
For each (Integer HS_LoopIndex[3]) from 1 to HS_LoopIndex[2], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
HS_Check[HS_LoopIndex[3]] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
HS_CurDistance[HS_LoopIndex[3]] Less than or equal to HS_MaxDistance[HS_LoopIndex[3]]
Then - Actions
Set HS_CurDistance[HS_LoopIndex[3]] = (HS_CurDistance[HS_LoopIndex[3]] + HS_DistancePerPoint[HS_LoopIndex[3]])
Set HS_LeakPoint[1] = (Position of HS_Dummy[HS_LoopIndex[3]])
Set HS_LeakPoint[2] = (HS_LeakPoint[1] offset by HS_DistancePerPoint[HS_LoopIndex[3]] towards HS_Angle[HS_LoopIndex[3]] degrees)
Unit - Move HS_Dummy[HS_LoopIndex[3]] instantly to HS_LeakPoint[2], facing HS_Angle[HS_LoopIndex[3]] degrees
Unit - Create 1 HS_EffectDummy for (Owner of HS_Caster[HS_LoopIndex[3]]) at HS_LeakPoint[1] facing HS_Angle[HS_LoopIndex[3]] degrees
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
Special Effect - Create a special effect at HS_LeakPoint[2] using HS_Effect[1]
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at HS_LeakPoint[2] using HS_Effect[2]
Special Effect - Destroy (Last created special effect)
Set HS_EnemyGroup = (Units within 200.00 of HS_LeakPoint[2] matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of HS_Caster[HS_LoopIndex[3]])) Equal to True) and (((Matching unit) is Magic Immune) Equal to False))))
Unit Group - Pick every unit in HS_EnemyGroup and do (Actions)
Loop - Actions
Unit - Cause HS_Caster[HS_LoopIndex[3]] to damage (Picked unit), dealing HS_Damage1[HS_LoopIndex[3]] damage of attack type Spells and damage type Normal
Set HS_LeakPoint[4] = (Position of (Picked unit))
Special Effect - Create a special effect at (Position of (Picked unit)) using HS_Effect[3]
Special Effect - Destroy (Last created special effect)
-------- This is for knocback speed.This will also set the knockback maximum distance.For Example( S_KnockBackMaxDistance = ( S_KnockBackSpeed x S_MaxCount) --------
-------- The Default maximum knockback distance is 1200.00.Because ( 30 x 40.00 = 1200.00) --------
Unit - Cause S_Caster[S_LoopIndex[2]] to damage S_EnemyUnit[S_LoopIndex[2]], dealing S_Damage[S_LoopIndex[2]] damage of attack type Spells and damage type Normal
Unit - Create 1 S_EffectDummy for (Owner of S_Caster[S_LoopIndex[2]]) at S_LeakPoint[1] facing (S_Angle[S_LoopIndex[2]] + 180.00) degrees
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
Animation - Change S_Caster[S_LoopIndex[2]]'s animation speed to 100.00% of its original speed
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
22:49, 12th Jan 2014
BPower:
Normally I don't intervene so quickly, but rather give the thread time to progess.
First and foremost use a different way of indexing, look into this...
Set HS_MaxDistance[HS_LoopIndex[2]] = HS_MaxDistance_Config[(Level of HS_Ability for HS_Caster[HS_LoopIndex[2]])]
Store "(Level of HS_Ability for HS_Caster[HS_LoopIndex[2]])" into a variable
Unit - Cause HS_Caster[HS_LoopIndex[3]] to damage (Picked unit), dealing HS_Damage1[HS_LoopIndex[3]] damage of attack type Spells and damage type Normal
Store picked unit into a variable (i.e TempUnit)
deathismyfriend said:
store everything you use twice or more into a variable
Set HS_MaxDistance[HS_LoopIndex[2]] = HS_MaxDistance_Config[(Level of HS_Ability for HS_Caster[HS_LoopIndex[2]])]
Store "(Level of HS_Ability for HS_Caster[HS_LoopIndex[2]])" into a variable
Unit - Cause HS_Caster[HS_LoopIndex[3]] to damage (Picked unit), dealing HS_Damage1[HS_LoopIndex[3]] damage of attack type Spells and damage type Normal
Store picked unit into a variable (i.e TempUnit)
Set HS_LeakPoint[4] = (Position of (Picked unit))
Special Effect - Create a special effect at (Position of (Picked unit)) using HS_Effect[3]
you store a location but you don't use it? so what was that for?
Use that stored location
Set HS_LeakPoint[1] = (Position of HS_Caster[HS_LoopIndex[2]])
Set HS_LeakPoint[2] = ((Position of HS_Caster[HS_LoopIndex[2]]) offset by HS_CurDistance[HS_LoopIndex[2]] towards HS_Angle[HS_LoopIndex[2]] degrees)
You need to update this as i said about your other spells. This uses an old inefficient and break prone indexing method that is slower than the newer style shown in my tutorial things a guier should know in the chapter how to index.
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