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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...
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
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:
https://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:
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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