• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Al'akir's Rage 1.2

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
hey, I made this spell for my RPG map and I thought it would be kind of me to share it :p
the code is kind of simple but the knockup is advanced enough for approval I could just doce the knockup for the spell itself to make it more advanced but I felt that it would be pointless since I got a system ready.


spell desp
Calls down a powerful lighting from the sky which knocks unit hit into the air and takes 50/80/110 damage.


  • AR setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set AR_damage[1] = 50.00
      • Set AR_damage[2] = 80.00
      • Set AR_damage[3] = 110.00
      • Set AR_radius = 200.00
      • Set AR_effect = war3mapImported\LightningWrath.mdx
      • Set AR_animation = Spell
      • Set AR_ability = Al'akir's Rage
      • Set AR_dummy = Dummy
  • AR cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to AR_ability
    • Actions
      • Set AR_unit = (Triggering unit)
      • Set AR_tloc = (Target point of ability being cast)
      • Special Effect - Create a special effect at AR_tloc using AR_effect
      • Special Effect - Destroy (Last created special effect)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within AR_radius of AR_tloc matching (((Matching unit) belongs to an enemy of (Owner of AR_unit)) Equal to True)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is A structure) Equal to False
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • Set KUS_target = (Picked unit)
              • Unit - Create 1 AR_dummy for Neutral Passive at AR_tloc facing Default building facing degrees
              • Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning KUS_target
              • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
              • Trigger - Run prepare <gen> (checking conditions)
              • Unit - Cause AR_unit to damage KUS_target, dealing AR_damage[(Level of Al'akir's Rage for AR_unit)] damage of attack type Spells and damage type Normal
            • Else - Actions
      • Custom script: call RemoveLocation(udg_AR_tloc)


http://www.hiveworkshop.com/forums/spells-569/knockup-system-gui-229329/


Keywords:
lighting, al'akir, spell, GUI, rage, Chaosy
Contents

Just another Warcraft III map (Map)

Reviews
15th Feb 2015 IcemanBo: map is updateable again. Al'akir's Rage 1.2 | Reviewed by Maker | 16th Jun 2013 NEEDS FIX Using GetUnitDefaultPropWindow like that sets the prop window to a wrong value. Store the value when casting...

Moderator

M

Moderator

15th Feb 2015
IcemanBo: map is updateable again.


Al'akir's Rage 1.2 | Reviewed by Maker | 16th Jun 2013
NEEDS FIX


126248-albums6177-picture66522.png


  • Using GetUnitDefaultPropWindow like that sets the prop window to a wrong
    value. Store the value when casting, and load the value from a variable afterwards
  • Flying units get bugged
[tr]



Al'akir's Rage 1.1, 13th Feb 2013

Reviewed by Maker

Required changes
  • If I follow your importing instructions, the ability might not work.
    The ability condition and unit type created can be wrong
  • Use GetUnitDefaultPropWindow(udg_KUS_targer) instead of 1 when
    you reset propulsion window
  • Flush child hashtable
Suggested changes
  • Use a variable for the ability and dummy unit type.
    Set them up in setup trigger and use them in cast trigger
  • Reduce the dummy's sight range
  • The tooltp could list the hotkey
  • You could filter out dead units from being knocked up
  • The knock up would be more impressive if it used some equation instead of
    going up or down at a constant speed
Al'akir's Rage - Reviewed by Maker - 11.02.2013

Required changes are coloured red

TRIGGERING

  • call PrepareKnockUp() can cause a compile error, there is no guarantee that it will be compiled before the trigger that calls it
  • Filter out structures from being knocked up
  • You might remove Crow Form from unit that had it before the knock up


OBJECT EDITOR

  • Set the dummy's death type to Can't raise, does not decay
  • Locust makes the dummy invulnerable, remove inlvunerability ability from it
  • Set the dummy's cast point to 0, vision to lower value and remove upgrades used


GENERAL

  • Lacking importing instructions, the ability in the condition could be wrong after importing


 

Wrda

Spell Reviewer
Level 28
Joined
Nov 18, 2012
Messages
1,993
Well I think you didn't give credits to the owner of this model: war3mapImported\LightningWrath.mdx
About the spell:
It is simple ye, but it is still approvable and cool (didn't test)
Maybe you should put the radius variable with arrays, so it increases the radius per level (if the user wants).
And put a descripition about the spell? :eek:
 
Radius should be configurable to a per-level, you refer to (picked unit) after you already cached it, just use the variable again, also "last created unit" should be cached and this spell is absurdly simple

  • Unit - Create 1 Footman for Neutral Passive at tloc facing Default building facing degrees
I'm going to assume this "Footman" is a modified dummy? since if not, it should be
 

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,219
@weda post 1
1. will credit him when I find the creator again :)
2. maybe, it's kinda simple to add if would want that.
3. Will add that soon

@tank-guy
oh yes will fix that.
also I COULD make it more advanced by triggering the knockup but since I allready made a system for that which makes it kinda pointless

@wrda post 2
will fix
 

Wrda

Spell Reviewer
Level 28
Joined
Nov 18, 2012
Messages
1,993
  • Unit - Cause AR_unit to damage (Picked unit), dealing AR_damage[(Level of Al'akir's Rage for AR_unit)] damage of attack type Spells and damage type Normal
(Picked Unit) -> KUS_target you missed that one :D
Maybe you could make configurable the attack type and damage type :thumbs_up:
 
Level 11
Joined
Mar 27, 2011
Messages
293
Fix

Overall, it has simple functions, leaks and no description of each function (action, condition or event) of each Trigger.
I know a little GUI / Triggers and know that each action is possible, but it is necessary to explain to those unfamiliar.
Furthermore ...
The property's Dummy is incomplete / wrong;
Lack of descriptions ENOUGH
 

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,219
updated.
1. the crow form remove bug is fixed I used a old version of my knockup system but that is updated now.
2. removed the invurnable ability from the dummy
3. changed death thingy to can't rise doesn't decay for the dummy
4. as said knockup system updated so I don't use a custom function it got is own tigger now.
5. created a note in the readme which tell that you might consider checking the condition in the cast trigger in case it bugs.
 
Top