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BladeFury (v1.0) by Losam

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
By Losam:

BladeFury

Characteristics of this magic:

> MUI;
> Version 1.0;
> Take Sorcery;
> GUI/Trigger(s);
> Type of magic:
- Active (Targets: Units or Positions).

This function magic:

The Caster is immune to spells and revolves like a
made until the selected point.
During this process, he/she punishes her
opponents around and throwing them
far.

Trigger(s):

Well,i use 3 Triggers for this spell:

- BladeFury Setup (to configure all variables of spell);
- BladeFury Cast (If a unit cast this spell);
- BladeFury Loop;


Take into account that:

Caster = Unit that the Spell Trigger (BladeFury);
X = Value of Variable BF_Damage [Y];
Y = Array of Variable BF_Damage;
Z = 0.03 (Time - Every 0.03 seconds of game time)


Remarks:

> If the position in which it is moving
it is impossible to pass or collide
with a tree, the caster will not turn over and
become vulnerable;

> To Calculate Damage Every second
in which the Caster punishes his enemies:
- Damage Every 1 Second = X/Z.

Thanks;

First, GOD, JESUS CHRIST
AND THE HOLY SPIRIT OF GOD;

Blizzard (the Edit World);
Bribe (by Dynamic Index);
-BerZeKeR-(by the icon "BTNSlam.blp")
Losam (why I created this spell and if you
use it on your map, please and thank me
give me the credits);

And you! (by interacting with my work)

Contact:

In case of:

> Criticism (constructive);
> Doubt;
> Opnion;
> Tip.

Talk to me (Losam) through HiveWorkShop
sending a private message or visitor.
Your participation is important to me!
If you can vote for my spell and/or give reputation
to me (if you think I deserve it).
Thank you for your attention and patience.

To import this magic:

> Copy the folder "Spell";
> Copy all the custom objects of this map;
> Paste all the custom objects in your map.
> Paste the folder "Spell" on your map.
> Ready!
Contents

BladeFury (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 17:34, 19th Sep 2012 Magtheridon96: The tree detection should not be done that way. You should use ONE unit. This unit would be created on map initialization and used for the rest of the game.

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.

17:34, 19th Sep 2012
Magtheridon96: The tree detection should not be done that way.
You should use ONE unit. This unit would be created on map initialization and used for the rest of the game.
 
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