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Baseball bash v1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Hello everybody this is my first spell Enjoy it:-D
Baseball bash
Level 1:
Launch the target,target dealt 300 damage and when target landing target will bounce twice and enemy arounf target dealt 150 damage one bounce and 300 damage two bounce
NOTE:btw you can remove the fence if you want.

Keywords:
Wolf_Wing,Launch,Toss,Ground
Contents

Baseball bash (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 21:01, 8th Dec 2012 Magtheridon96: Before I go in depth, I'm going to give a few links that might be useful, because currently, the spell has leaks and it uses waits. Here you go...
Level 6
Joined
Nov 24, 2012
Messages
198
Trigger:
  • Hastable
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set Hastable = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set BB_Table = (Last created hashtable)
  • Push
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Baseball Bash
    • Actions
      • Set BB_Angle = (Angle from (Position of (Triggering unit)) to (Position of (Target unit of ability being cast)))
      • Set BB_Distance = (400.00 x 0.04)
      • Set BB_Remaining_Time = 2.00
      • Hashtable - Save BB_Distance as (Key distance) of (Key (Target unit of ability being cast)) in BB_Table
      • Hashtable - Save BB_Angle as (Key angle) of (Key (Target unit of ability being cast)) in BB_Table
      • Hashtable - Save BB_Remaining_Time as (Key time) of (Key (Target unit of ability being cast)) in BB_Table
      • Unit Group - Add (Target unit of ability being cast) to BB_UnitGroup
  • Push 2
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in BB_UnitGroup and do (Actions)
        • Loop - Actions
          • Set BB_Distance = (Load (Key distance) of (Key (Picked unit)) from BB_Table)
          • Set BB_Angle = (Load (Key angle) of (Key (Picked unit)) from BB_Table)
          • Set BB_Remaining_Time = (Load (Key time) of (Key (Picked unit)) from BB_Table)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BB_Remaining_Time Greater than 0.00
            • Then - Actions
              • Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by BB_Distance towards BB_Angle degrees)
              • Hashtable - Save (BB_Remaining_Time - 0.04) as (Key time) of (Key (Picked unit)) in BB_Table
            • Else - Actions
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in BB_Table
              • Unit Group - Remove (Picked unit) from BB_UnitGroup
  • Push 3
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Baseball Bash
    • Actions
      • Set BB_Caster = (Triggering unit)
      • Set BB_caster_pos = (Position of (Triggering unit))
      • Set BB_Target_unit = (Target unit of ability being cast)
      • Special Effect - Create a special effect attached to the weapon of BB_Caster using Abilities\Spells\Human\Polymorph\PolyMorphTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect attached to the hand,right of BB_Caster using war3mapImported\Baseballbat.mdx
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect attached to the weapon of BB_Caster using Abilities\Spells\Human\Polymorph\PolyMorphTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit - Add Crow Form to BB_Target_unit
      • Unit - Remove Crow Form from BB_Target_unit
      • Unit - Pause BB_Target_unit
      • Unit - Create 1 Dummy BB cast for Neutral Hostile at BB_caster_pos facing (Facing of BB_Caster) degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Animation - Change BB_Target_unit flying height to 200000.00 at 400.00
      • Wait 1.00 seconds
      • Animation - Change BB_Target_unit flying height to 0.00 at 400.00
      • Wait 1.00 seconds
      • Unit - Cause BB_Caster to damage BB_Target_unit, dealing 300.00 damage of attack type Spells and damage type Normal
      • Special Effect - Create a special effect attached to the origin of BB_Target_unit using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
      • Unit - Unpause BB_Target_unit
      • Set BB_AoE_Damage = (Units within 300.00 of (Position of BB_Target_unit) matching (((Matching unit) belongs to an enemy of (Owner of BB_Caster)) Equal to True))
      • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Pause (Picked unit))
      • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Cause BB_Caster to damage (Picked unit), dealing 150.00 damage of attack type Spells and damage type Normal)
      • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Unpause (Picked unit))
      • Animation - Change BB_Target_unit flying height to 150000.00 at 400.00
      • Wait 0.50 seconds
      • Animation - Change BB_Target_unit flying height to 0.00 at 400.00
      • Wait 0.50 seconds
      • Special Effect - Create a special effect attached to the origin of BB_Target_unit using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
      • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Pause (Picked unit))
      • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Cause BB_Caster to damage (Picked unit), dealing 150.00 damage of attack type Spells and damage type Normal)
      • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Unpause (Picked unit))
 
  • Like
Reactions: BUP

Wrda

Spell Reviewer
Level 28
Joined
Nov 18, 2012
Messages
1,993
1. Not MUI
2. You leak points
  • Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by BB_Distance towards BB_Angle degrees)
  • Actions
    • Set YourPoint1 = (Position of (Picked unit))
    • Set YourPoint2 = (YourPoint1 offset by BB_Distance towards BB_Angle degrees)
    • Unit - Move (Picked unit) instantly to YourPoint2
    • Custom script: call RemoveLocation(udg_YourPoint1)
    • Custom script: call RemoveLocation(udg_YourPoint2)
3. Bad arc (No gravity)
4. You leak a group and use waits, which means it can be overwritten if another unit or the same unit casts the spell on a unit.
  • Set BB_AoE_Damage = (Units within 300.00 of (Position of BB_Target_unit) matching (((Matching unit) belongs to an enemy of (Owner of BB_Caster)) Equal to True))
  • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Pause (Picked unit))
  • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Cause BB_Caster to damage (Picked unit), dealing 150.00 damage of attack type Spells and damage type Normal)
  • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Unpause (Picked unit))
  • Animation - Change BB_Target_unit flying height to 150000.00 at 400.00
  • Wait 0.50 seconds
  • Animation - Change BB_Target_unit flying height to 0.00 at 400.00
  • Wait 0.50 seconds
  • Special Effect - Create a special effect attached to the origin of BB_Target_unit using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
  • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Pause (Picked unit))
  • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Cause BB_Caster to damage (Picked unit), dealing 150.00 damage of attack type Spells and damage type Normal)
  • Unit Group - Pick every unit in BB_AoE_Damage and do (Unit - Unpause (Picked unit))
This is 2/5 at moment, you need to improve your code.
Here is a link that helps you how to make spells MUI:
http://www.hiveworkshop.com/forums/spells-569/gui-dynamic-indexing-template-144325/?prev=search%3Dindex%26d%3Dlist%26r%3D20
I know I'm being a bit rude but i think this could help you ^^.
 
Last edited:

BUP

BUP

Level 9
Joined
Sep 9, 2012
Messages
172
Your codings remind me as my old self....
Your spell leaks and it's not MUI...
You should use Hanky's Indexing and Radamantus's Height Formula

(((4xMaxHeightof the Arc)/MaxDistance)x((MaxDistance-DistanceTravelled)x(DistanceTravelled/MaxDistance)))
Save Variables for
1.Your max height
2.Your max distance
3.Distance Travelled
4.For the formula
EXAMPLE
  • Set Height_Formula = (((4.00 x Max_Height) / Max_Distance) x ((Max_Distance - Distance_Travelled) x (Distance_Travelled / Max_Distance)))
5.Use it in changing the height
  • Animation - Change Triggering Unit's flying height to Height_Formula at 0.00


  • Custom script: if UnitAddAbility(udg_Your_Target's Unit Variable,'Amrf') then
  • Custom script: call UnitRemoveAbility(udg_Your_Target's Unit Variable,'Amrf')
  • Custom script: endif

And use only two Triggers(1 for Cast the other for Loop)...You can add stages


KEEP CODING ~~ +Rep :D
 
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