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Assault v1.0

A simple but useful spell from my ORPG. It could be the pair of Fade Step ~.~

Dashes towards the target enemy unit and slash it.
Lvl 1 : 20 Damage
Lvl 2 : 40 Damage
Lvl 3 : 60 Damage
Lvl 4 : 80 Damage
Lvl 5 : 100 Damage

  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set TempLoc = (Center of (Playable map area))
      • Unit - Create 1 Peasant for Neutral Passive at TempLoc facing Default building facing degrees
      • Unit - Add Assault to (Last created unit)
      • Unit - Explode (Last created unit)
      • Custom script: call RemoveLocation (udg_TempLoc)
      • Visibility - Disable fog of war
      • Visibility - Disable black mask
  • Assault
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Assault
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AHas[ALastRecycled] Equal to True
        • Then - Actions
          • Set AMax = (AMax + 1)
          • Set AIndex = AMax
        • Else - Actions
          • Set AIndex = ALastRecycled
          • Set ALastRecycled = ARecycledList[ALastRecycled]
      • Set ACaster[AIndex] = (Triggering unit)
      • Set ATarget[AIndex] = (Target unit of ability being cast)
      • Set TempLoc = (Position of ATarget[AIndex])
      • Set ACasterPoint[AIndex] = (Position of ACaster[AIndex])
      • Set AMaxDistance[AIndex] = (Distance between ACasterPoint[AIndex] and TempLoc)
      • Set ADamage[AIndex] = (20.00 x (Real((Level of Assault for ACaster[AIndex]))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • AMaxDistance[AIndex] Less than 150.00
        • Then - Actions
          • Unit - Cause ACaster[AIndex] to damage ATarget[AIndex], dealing ADamage[AIndex] damage of attack type Hero and damage type Normal
          • Special Effect - Create a special effect attached to the overhead of ATarget[AIndex] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation (udg_TempLoc)
          • Skip remaining actions
        • Else - Actions
      • Set ADistance[AIndex] = 0.00
      • Set AHas[AIndex] = True
      • Set ACount = (ACount + 1)
      • Set AMove[AIndex] = (1500.00 / (0.40 / 0.03))
      • Unit - Add Assault Effect to ACaster[AIndex]
      • Unit - Turn collision for ACaster[AIndex] Off
      • Custom script: call RemoveLocation (udg_TempLoc)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Assault Loop <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Assault Loop <gen>
        • Else - Actions
  • Assault Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer AInteger) from 0 to AMax, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AHas[AInteger] Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ADistance[AInteger] Less than AMaxDistance[AInteger]
                • Then - Actions
                  • Set TempLoc = (Position of ATarget[AInteger])
                  • Set ADistance[AInteger] = (ADistance[AInteger] + AMove[AInteger])
                  • Set AAngle[AInteger] = (Angle from ACasterPoint[AInteger] to TempLoc)
                  • Set TempLoc2 = (ACasterPoint[AInteger] offset by ADistance[AInteger] towards AAngle[AInteger] degrees)
                  • Unit - Move ACaster[AInteger] instantly to TempLoc2
                  • Set AMaxDistance[AInteger] = (Distance between ACasterPoint[AInteger] and TempLoc)
                  • Custom script: call RemoveLocation (udg_TempLoc)
                  • Custom script: call RemoveLocation (udg_TempLoc2)
                • Else - Actions
                  • Unit - Turn collision for ACaster[AIndex] On
                  • Unit - Cause ACaster[AInteger] to damage ATarget[AInteger], dealing ADamage[AInteger] damage of attack type Hero and damage type Normal
                  • Special Effect - Create a special effect attached to the overhead of ATarget[AInteger] using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Remove Assault Effect from ACaster[AInteger]
                  • Unit - Order ACaster[AInteger] to Attack ATarget[AInteger]
                  • Custom script: call RemoveLocation (udg_ACasterPoint[udg_AInteger])
                  • Set ACount = (ACount - 1)
                  • Set AHas[AInteger] = False
                  • Set ARecycledList[AInteger] = ALastRecycled
                  • Set ALastRecycled = AInteger
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ACount Equal to 0
                    • Then - Actions
                      • Set AMax = 0
                      • Set ARecycledList[0] = 0
                      • Set ALastRecycled = 0
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
            • Else - Actions
Keywords:
assault, dash, attack, run, speed, slash, cut, damage, teleport, blink, fade, step
Contents

Just another Warcraft III map (Map)

Reviews
15:34, 27th Jun 2011 Maker: It's a decent spell, though not very original. No leaks and it is MUI. Approved. You can go over cliffs and through trees with it, maybe that is something you should think about.

Moderator

M

Moderator

15:34, 27th Jun 2011
Maker: It's a decent spell, though not very original. No leaks and it is MUI. Approved.

You can go over cliffs and through trees with it, maybe that is something you should think about.
 
Level 1
Joined
Jun 28, 2011
Messages
2
Que buen skill! una cosa:

soy nuevo y quiero saber como hacer bien esto...

Bueno se que tengo que copiar los detonadores que pones.

Lo que hago es copiar esos detonadores y también la skill y el PJ en el editor de Objetos

Pero también veo que hay variables... esas variables, de dónde las saco? como las copio? o tengo que hacerlas yo mismo?

me harías una tutorial sencillo y completo porfavor?
 
Level 6
Joined
Feb 14, 2011
Messages
104
soy nuevo y quiero saber como hacer bien esto...

Bueno se que tengo que copiar los detonadores que pones.

Lo que hago es copiar esos detonadores y también la skill y el PJ en el editor de Objetos

Pero también veo que hay variables... esas variables, de dónde las saco? como las copio? o tengo que hacerlas yo mismo?

me harías una tutorial sencillo y completo porfavor?
editor de Objects=x
It must be: editor d'objects
Parceque il y a deux voiyelle lettres !!!


Nice Spell!!! No leaks
But when there are lot of units around the target, the caster is moved to nearest space!!! plz fix this...
 
Level 2
Joined
May 29, 2013
Messages
24
Wow this is really helpful, I'm making a map and I was finding for a spell like a Jump Kick, but this is good enough, thanks. 5/5 Nice effects.
 
Level 1
Joined
Jun 22, 2017
Messages
96
how are you guys making a unit dash with the trigger-action = move (unit) (Instantly) to (point). if it's move INSTANTLY?
 
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