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Assassins Aid v. 1.1

Submitted by tjordell
This bundle is marked as approved. It works and satisfies the submission rules.
Hello THW. This spell is made for you to use. Hopes you like it.

BloodRazor Studios Presents, a tjordell´s project;
This spell will be in the New-Age AOS; Battle for Honor, LINK

[IMG]http://www.hiveworkshop.com/forums/pastebin_data/z63k1z/Assassins%20Aid%20Button.jpg[/IMG]
Each time a nearby enemy unit dies, the Assasin uses it's corpse to heal every nearby allied unit. The health is split depended on how many allied units nearby.
Level 1 - 5% of max health is split.
Level 2 - 8% of max health is split.
Level 3 - 11% of max health is split
Level 4 - 14% of max health is split.
Area of Effect: 700


Code

AA Preload
  • AA Preload
    • Events
      • Map initialization
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • Set AA_Percent[(Integer A)] = (5.00 + (3.00 x (Real((Integer A)))))

AA Effect
  • AA Effect
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Set AA_Loc[1] = (Position of (Triggering unit))
      • Set AA_Cstr_Group = (Units within 700.00 of AA_Loc[1] matching (((Level of Assassins Aid for (Matching unit)) Greater than 0) and (((Matching unit) is alive) Equal to True)))
      • Unit Group - Pick every unit in AA_Cstr_Group and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (AA_Cstr_Group is empty) Equal to False
            • Then - Actions
              • Set AA_E_HP = (Max life of (Triggering unit))
              • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • Set AA_Loc[2] = (Position of (Picked unit))
              • Set AA_A_Group = (Units within 700.00 of AA_Loc[2] matching ((((Matching unit) belongs to an ally of (Owner of (Picked unit))) Equal to True) and (((Matching unit) is alive) Equal to True)))
              • Set AA_HPcount = ((AA_E_HP / AA_Percent[(Level of Assassins Aid for (Picked unit))]) / (Real((Number of units in AA_A_Group))))
              • Unit Group - Pick every unit in AA_A_Group and do (Actions)
                • Loop - Actions
                  • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + AA_HPcount)
                  • Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                  • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation (udg_AA_Loc[2])
              • Custom script: call DestroyGroup (udg_AA_A_Group)
            • Else - Actions
      • Custom script: call RemoveLocation (udg_AA_Loc[1])
      • Custom script: call DestroyGroup (udg_AA_Cstr_Group)


Changelog
[v. 1.1] - Fixed some leaks. Long time no work on this xD...
[v. 1.0] - Created and Uploaded!


Keywords:
Assassin, aid, tjordell, BloodRazor Studios, First aid, revive, resurrect, regain hp, regenerate
Contents

Assassins Aid (Map)

Reviews
Moderator
00:28, 17th Jun 2010 Hanky: Looks okay now. Approved!
  1. 00:28, 17th Jun 2010
    Hanky:
    Looks okay now. Approved!
     
  2. Septimus

    Septimus

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    you leak position of trigger unit and picked unit. might want to fix that.
     
  3. VoidLordXtreme

    VoidLordXtreme

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    also dont use Integer A, use a Variable instead
     
  4. GodLike

    GodLike

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    lol why?

    (Position of Trigger Unit) is leak
    use GetUnitX\Y or variable + RemoveLocation()
     
  5. jim7777

    jim7777

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    @GodLike

    it is better to use variables than Integer A because when other triggers uses Integer A, it may cause conflicts between triggers in which integer are they now. Integer A is a global (for me :D )

    and yes, it leaks, at the declaration of UnitGroup variables you have there.
    Position of Triggering Unit leaks... fix that

    overall.. still nice spell
     
  6. Pharaoh_

    Pharaoh_

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    This is even more plain than the previous spell. I'm afraid it will receive a rating of Lacking. It's not the coding itself, it's just it's a really generic effect. A trigger with 10 lines is not approvable for sure. Your spell shares an effect other spells have in their 100th line; this is why this is considered too simple. Enhance the effects to receive some chance for it.
     
  7. tjordell

    tjordell

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    Hmmm, okay i can't fix none of that right now cuz the internet here is really bad. When i get home to my mum i have 25 MB/sec then i can fix that. It took 5 minutes to load this... Well Thanks for all the comments and tips.
     
  8. MortAr

    MortAr

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    Hes using Integer A only for preloading, it is not used every 1 second.. stop pretend of being smart.
     
  9. tjordell

    tjordell

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    But i didn't thought i needed a location variable for an group variable :S That's wierd...
     
  10. ChaosKnight

    ChaosKnight

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    I dont think this is enough complicated to be approved.
     
  11. tjordell

    tjordell

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    Well i was pretty noobish back there and the only thing i wanted was to get famous with my spells but i still like the idea of splitting a percentage life of a victim in an aoe. The splitting this is the one that i loves with this spells. The SFX suxxx i know... I will meaby rework mych of this =)
     
  12. NoMoreChallenge

    NoMoreChallenge

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    I must say this spell is pretty good as there are not many passive spells here and the idea is still ok, but I would like to see more complicated spell next time.
    Keep up the good work! +rep
     
  13. Virusmaximo

    Virusmaximo

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    How can i change the percent? i think they are so weak for a mele map :vw_wtf::vw_wtf::peasant-cheers-back: