1. Are you planning to upload your awesome spell or system to Hive? Please review the rules here.
    Dismiss Notice
  2. The poll for our 11th Music Contest is up! Help us choose the most awesome cinematic tracks by casting a vote!
    Dismiss Notice
  3. Melee Mapping contest #3 - Poll is up! Vote for the best 4v4 melee maps!
    Dismiss Notice
  4. The 30th edition of the Modeling Contest is finally up! The Portable Buildings need your attention, so come along and have a blast!
    Dismiss Notice
  5. The Aftermath has been revealed for the 19th Terraining Contest! Be sure to check out the Results and see what came out of it.
    Dismiss Notice

Aquaos 1.0.1

Submitted by Daffa the Mage
This bundle is marked as approved. It works and satisfies the submission rules.
AQUAOS
BY DAFFA THE MAGE
The Magic Kingdom Entry [RACC] :
A water magic used only by powerful mages, allows a massive amount of water appears in a field even at places where waters are near empty, cause heavy tidal waves in the area of effect.

In-Game Description :
Unleash a powerful water from the grounds. Deal heavy damage to all opponents within 600 range after a short minimal damage release per second. Channeling.
Level 1 - 10 minimal damage, 100 burst damage, 1 second delay.
Level 2 - 20 minimal damage, 200 burst damage, 2 second delay.
Level 3 - 30 minimal damage, 300 burst damage, 3 second delay.

Requirements :

GUI Spell System v1.6.1.0

Triggers :

  • Aquaos Config
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Spell__Ability = Aquaos
      • Set Spell__Trigger_OnCast = Aquaos Cast <gen>
      • Set Spell__Trigger_OnLoop = Aquaos Loop <gen>
      • -------- Filter --------
      • Set Spell__Filter_AllowMechanical = True
      • Set Spell__Filter_AllowStructure = True
      • Set Spell__Filter_AllowEnemy = True
      • Set Spell__Filter_AllowLiving = True
      • Set Spell__Filter_AllowHero = True
      • Set Spell__Filter_AllowNonHero = True
      • -------- Damage per second --------
      • Set Spell__Time = 1.00
      • -------- Duration before final burst (equalize with Follow Through Time in Object Editor) --------
      • Set Spell__Duration = 0.00
      • Set Spell__DurationPerLevel = 1.00
      • -------- Initial damage (BaseDmg + LevelDmg*Level) --------
      • Set Aquaos_InitialDamage = 0.00
      • Set Aquaos_InitialDamagePerLevel = 10.00
      • -------- Final Burst damage (BaseDmg + LevelDmg*Level) --------
      • Set Aquaos_BurstDamage = 0.00
      • Set Aquaos_BurstDamagePerLevel = 100.00
      • -------- Area of Effect (BaseAoE + LevelAoE*Level) --------
      • Set Aquaos_AoE = 600.00
      • Set Aquaos_AoEPerLevel = 0.00
      • -------- Initial SFX --------
      • Set Aquaos_InitialSFX = Abilities\Spells\Undead\FrostArmor\FrostArmorDamage.mdl
      • -------- Burst SFX --------
      • Set Aquaos_BurstSFX = Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • Trigger - Run Spell System <gen> (checking conditions)

  • Aquaos Cast
    • Events
    • Conditions
    • Actions
      • Set Spell__StartDuration = True

  • Aquaos Loop
    • Events
    • Conditions
    • Actions
      • Set Spell__InRangePoint = Spell__TargetPoint
      • Set Spell__InRange = (Aquaos_AoE + (Aquaos_AoEPerLevel x Spell__LevelMultiplier))
      • -------- Channel detection --------
      • 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__Duration Greater than 0.00
            • Then - Actions
              • Set Spell__Duration = 0.00
            • Else - Actions
        • Else - Actions
          • -------- DPS damage --------
          • Unit Group - Pick every unit in Spell__InRangeGroup and do (Actions)
            • Loop - Actions
              • Unit - Cause Spell__Caster to damage (Picked unit), dealing (Aquaos_InitialDamage + (Aquaos_InitialDamagePerLevel x Spell__LevelMultiplier)) damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Aquaos_InitialSFX
              • Special Effect - Destroy (Last created special effect)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Spell__Completed Equal to True
        • Then - Actions
          • -------- Burst damage --------
          • Unit Group - Pick every unit in Spell__InRangeGroup and do (Actions)
            • Loop - Actions
              • Unit - Cause Spell__Caster to damage (Picked unit), dealing (Aquaos_BurstDamage + (Aquaos_BurstDamagePerLevel x Spell__LevelMultiplier)) damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Aquaos_BurstSFX
              • Special Effect - Destroy (Last created special effect)
        • Else - Actions

Demonstration :


Changelog :
Version 1.0.1 : Changed final damage to not combine burst and interval damage. Added a cooldown for the spell.
Contents

Aquaos (Map)

Reviews
KILLCIDE
Spell concept is kind of meh and the visuals could use some work, but the length of the code is pretty astonishing. This is a great example of what Bribe's spell system can do. Needs Fixed Nothing Suggestions Why don't you store the AoE & damage...
  1. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,311
    Resources:
    22
    Packs:
    1
    Maps:
    8
    Spells:
    12
    Tutorials:
    1
    Resources:
    22
    I hope it could be of some use.
     
  2. EdgeOfChaos

    EdgeOfChaos

    Joined:
    Jan 8, 2014
    Messages:
    617
    Resources:
    1
    Tutorials:
    1
    Resources:
    1
    Is this MUI? Currently, it breaks for me if I try to stack them with two blood mages (never releases the final blast)
     
  3. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,311
    Resources:
    22
    Packs:
    1
    Maps:
    8
    Spells:
    12
    Tutorials:
    1
    Resources:
    22
    Interesting, my tests show they're MUI. I will check them out.

    EDIT :
    Tested it. I have both casters channel the spell until the duration ends and they worked perfectly. The burst requires the spell to complete it's channel procedure.
     
  4. EdgeOfChaos

    EdgeOfChaos

    Joined:
    Jan 8, 2014
    Messages:
    617
    Resources:
    1
    Tutorials:
    1
    Resources:
    1
    Haha, I did not realize it was channeling. My bad! Nice spell.
     
  5. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,311
    Resources:
    22
    Packs:
    1
    Maps:
    8
    Spells:
    12
    Tutorials:
    1
    Resources:
    22
    I will take note of that and make minor update soon for tooltip and cooldown.
     
  6. KILLCIDE

    KILLCIDE

    Administrator

    Joined:
    Jul 22, 2015
    Messages:
    3,448
    Resources:
    20
    Models:
    2
    Icons:
    10
    Spells:
    7
    Tutorials:
    1
    Resources:
    20
    Good use of Bribe's system. It really does shorten the code by a lot.
     
  7. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,311
    Resources:
    22
    Packs:
    1
    Maps:
    8
    Spells:
    12
    Tutorials:
    1
    Resources:
    22
    It sure is helpful :)
     
  8. Tasyen

    Tasyen

    Joined:
    Jul 18, 2010
    Messages:
    984
    Resources:
    10
    Tools:
    2
    Maps:
    2
    Spells:
    5
    Tutorials:
    1
    Resources:
    10
    Nice Spell you might make it cloneable, which is quite easy to do with Bribe's Spell System.
    Would still boost up its useablity alot.
    you save all aquaos Variables in the config as array using an creation index. This Creation Index you count up at the end of the Config.
    In your case you can save everything inside creation index and count up creation index by 1 at the end of config.
    If you would save data not as formel you would save them as Creation index + Level; aka Creation Index + 1, Creation Index + 2 ... .​
    Additional you save creation Index onto the ability inside spell hash to easy load it in spells logic.

    inside your cast Trigger: you save something like usedAbilityIndex[Spell Index] = Loaded AbilityCreation Index;
    And use this usedAbilityIndex[Spell Index] inside your logic.

    The bad point about this is that you have to convert Ability <> AbilityId using custom script, cause GUIhash does not accept Abilities which are actually Ids.
    And might be a bit slower (not much), if one does not uses any Clone of this Spell.

    udg_AbilityId is an Integer which you would have to create.
    This converts the Spoken Ability inside Casting to an integer.
    • Custom script: set udg_AbilityId = GetSpellAbilityId()

    This converts the Choosen Ability in the Config to an integer.
    • Custom script: set udg_AbilityId = udg_Spell__Ability


    But it will reduces the mappers work to clone this to:
    • Clone Spell in Object Editor
    • Clone the config
    • Change cloned config's/Spell's data.

    Edit: is it intended that a unit takes burstDamage + intervalDamage at complet casting?
     
    Last edited: Jul 17, 2017
  9. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,311
    Resources:
    22
    Packs:
    1
    Maps:
    8
    Spells:
    12
    Tutorials:
    1
    Resources:
    22
    At the moment, yes. Though I plan to change that in the near future.

    EDIT :

    I do aware of boosting it into another level, but that would make it sort of a system. Might as well make it an interval-burst system. How about that for your resources instead? You can use mine as base :)

    HAHAHA. This is amusing.
     
  10. KILLCIDE

    KILLCIDE

    Administrator

    Joined:
    Jul 22, 2015
    Messages:
    3,448
    Resources:
    20
    Models:
    2
    Icons:
    10
    Spells:
    7
    Tutorials:
    1
    Resources:
    20
    Spell concept is kind of meh and the visuals could use some work, but the length of the code is pretty astonishing. This is a great example of what Bribe's spell system can do.

    Needs Fixed

    • Nothing

    Suggestions

    • Why don't you store the AoE & damage into an array instead of recalculating it every time the loop fires?
    • InitialSFX & BurstSFX should have configurable attachment points
    • Attack type & damage type should be configurable
    • In both your unit group loops, store (Picked unit) into a variable so you don't have to call the function twice per iteration

    Status


    Approved
     
  11. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,311
    Resources:
    22
    Packs:
    1
    Maps:
    8
    Spells:
    12
    Tutorials:
    1
    Resources:
    22
    Thanks for the approval!

    Hehehe. I go for old classics.

    I have no idea in mind for a much better visual... Except...

    Like how spells usually goes? I just follow the example in Bribe's System. I'll do it when I have time.

    Will do.

    Welp, reminds me of someone who has almost everything configurable :p
    Will do.

    How much of efficiency difference it makes? But still, will do.
     
  12. KILLCIDE

    KILLCIDE

    Administrator

    Joined:
    Jul 22, 2015
    Messages:
    3,448
    Resources:
    20
    Models:
    2
    Icons:
    10
    Spells:
    7
    Tutorials:
    1
    Resources:
    20
    Very little :D but why not!
     
  13. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,311
    Resources:
    22
    Packs:
    1
    Maps:
    8
    Spells:
    12
    Tutorials:
    1
    Resources:
    22
    I guess I can take this to slightly another level. Wondering how should I apply a slow effect though. Will make this more the worthwhile.
     
  14. KILLCIDE

    KILLCIDE

    Administrator

    Joined:
    Jul 22, 2015
    Messages:
    3,448
    Resources:
    20
    Models:
    2
    Icons:
    10
    Spells:
    7
    Tutorials:
    1
    Resources:
    20
    Are you planning on adding a slow effect during the channel or when the damage is dealt at the end?
     
  15. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,311
    Resources:
    22
    Packs:
    1
    Maps:
    8
    Spells:
    12
    Tutorials:
    1
    Resources:
    22
    During channel, though not accumulatively. In the end they will freeze if they are inflicted for full duration.

    This will take a while to carry out.
     
  16. KILLCIDE

    KILLCIDE

    Administrator

    Joined:
    Jul 22, 2015
    Messages:
    3,448
    Resources:
    20
    Models:
    2
    Icons:
    10
    Spells:
    7
    Tutorials:
    1
    Resources:
    20
    Oo yes it will. That will definitely spice up the concept!
     
  17. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,311
    Resources:
    22
    Packs:
    1
    Maps:
    8
    Spells:
    12
    Tutorials:
    1
    Resources:
    22
    For some reasons slow is kinda messed up. Gonna take some time to figure out what went wrong.
    EDIT :
    Update will be pending for awhile. Will ask Bribe what I do wrong with my spell in regard to slow mechanic.
     
    Last edited: Jul 20, 2017
  18. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,311
    Resources:
    22
    Packs:
    1
    Maps:
    8
    Spells:
    12
    Tutorials:
    1
    Resources:
    22
    Just checked my Youtube channel and notices the spell's video is the most viewed video in my channel. And the only one with views above 100 xD
     
  19. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,311
    Resources:
    22
    Packs:
    1
    Maps:
    8
    Spells:
    12
    Tutorials:
    1
    Resources:
    22
    I noticed a lot of will do was forgotten here. Oh shit.