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Bone Armor 1.18

Spell Preview

Description

Required


Preview 1 - Using Modified Spirit Touch Model by Hermit
myvideo2-gif.316347

Preview 2 - Using Hexagon Shield Model by Hermit
hermits-hexagon-shield-model-gif.317950

Preview 3 - Using Vanilla Spirit Touch Model [with ZERO model edits] by Blizzard with purely triggered modifications to yaw & pitch.
See "how to install tab" for step by step instructions for similar models to Spirit touch (i.e. Lasers using revive)

bone-armor-preview-gif.313740


Woah Nelly - Boolean Tweaking and their results!

Fading Effect on Segments
(experiment as this affects only the textures of the model not particles!)
segment-fade-gif.343725

Shrinking Effect on Segments
shrink-effect-gif.321931

btnbonearmor-jpg.313664

ability-description-png.313662

Damage Engine 5.4.2.3
  • Damage Detection


Triggers

How to install

Credits!

Changelog

Pre 1.31 Blizzard Patch version



Config
  • BAmr Config
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- This value represents how often the BAmr Peridic will run. --------
      • Set BAmr_Config_PERIODIC = 0.03
      • Trigger - Add to BAmr Periodic <gen> the event (Time - Every BAmr_Config_PERIODIC seconds of game time)
      • -------- --------
      • -------- This value indicates what spell is being used by the caster --------
      • Set BAmr_Config_SPELL_ID = Bone Armor BAmr
      • -------- --------
      • -------- This value indicates which buff will be detected when the enchanted unit is struck, and which buff the enchanted unit needs to keep the effect going. --------
      • Set BAmr_Config_BUFF = Bone Armor BAmr
      • -------- --------
      • -------- Spell stat values --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • -------- Stacking --------
          • -------- Set to true to allow for "Stacking" of shield values when cast on the same unit consecutively --------
          • Set BAmr_Boolean[0] = True
          • -------- --------
          • -------- This indicates the base value for the shield --------
          • Set BAmr_Config_BASE_HP = 100.00
          • -------- This indicates the base value for the shield --------
          • -------- --------
          • -------- This value will determine the increase in shield health if the hero invests skill points into the Ability --------
          • Set BAmr_Config_LVL_HP_BONUS[1] = 200.00
          • Set BAmr_Config_LVL_HP_BONUS[2] = 400.00
          • Set BAmr_Config_LVL_HP_BONUS[3] = 600.00
          • -------- This value will determine the increase in shield health if the hero invests skill points into the Ability --------
          • -------- --------
          • -------- This value decides what percentage of the caster's Strength will be used to boost Bone Armor's Health (Default: 0.00) --------
          • Set BAmr_Config_ATT_BONUS[1] = 0.00
          • -------- This value decides what percentage of the caster's Agility will be used to boost Bone Armor's Health (Default: 0.00) --------
          • Set BAmr_Config_ATT_BONUS[2] = 0.00
          • -------- This value decides what percentage of the caster's Intelligence will be used to boost Bone Armor's Health (Default: 0.00) --------
          • Set BAmr_Config_ATT_BONUS[3] = 0.00
          • -------- --------
          • -------- This value denotes of what percentage of the damage will be taken by the shield. Default:1.00 (100%) --------
          • -------- Example: 0.5 means only 50% of incoming damage will be taken by the shield and will be dealt to the unit --------
          • Set BAmr_Config_ABSORBTION = 1.00
          • -------- --------
          • -------- These two values determine what percentage of physical or Spell damage it will resist. Default: 1.00 (100%) --------
          • -------- Not to be confused with the previous value --------
          • -------- Example: Spell Resist at 2.00 means that spell damage will deal 200% more damage --------
          • -------- Setting either of these values to 0.00 will ignore that type of damage --------
          • Set BAmr_Config_RESIST_SPELL = 1.00
          • Set BAmr_Config_RESIST_PHYSICAL = 1.00
          • -------- --------
        • Else - Actions
      • -------- Spell stat values --------
      • -------- --------
      • -------- This value determines the "Flavour" of the Shield, the number corresponds with the options below, match it to get the intended effect --------
      • Set BAmr_Config_FLAVOR = 23
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • -------- Flavors --------
          • -------- --------
          • -------- 23 --------
          • -------- Lime / Necro --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Config_FLAVOR Equal to 23
            • Then - Actions
              • Set BAmr_Config_FLAVOR_PATH[0] = Abilities\Weapons\NecromancerMissile\NecromancerMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[1] = Abilities\Spells\Undead\RaiseSkeletonWarrior\RaiseSkeleton.mdl
              • Set BAmr_Config_FLAVOR_PATH[2] = Abilities\Spells\Undead\RaiseSkeletonWarrior\RaiseSkeleton.mdl
              • Set BAmr_Config_FLAVOR_PATH[3] = BoneArmorCasterTC.mdx
            • Else - Actions
          • -------- 23 --------
          • -------- --------
          • -------- 1 --------
          • -------- Red / Fire --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Config_FLAVOR Equal to 1
            • Then - Actions
              • Set BAmr_Config_FLAVOR_PATH[0] = Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[1] = Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
              • Set BAmr_Config_FLAVOR_PATH[2] = Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
              • Set BAmr_Config_FLAVOR_PATH[3] = BoneArmorCasterTC.mdx
            • Else - Actions
          • -------- 1 --------
          • -------- --------
          • -------- 2 --------
          • -------- Blue / Frost --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Config_FLAVOR Equal to 2
            • Then - Actions
              • Set BAmr_Config_FLAVOR_PATH[0] = Abilities\Spells\Other\FrostBolt\FrostBoltMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[1] = Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
              • Set BAmr_Config_FLAVOR_PATH[2] = Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
              • Set BAmr_Config_FLAVOR_PATH[3] = BoneArmorCasterTC.mdx
            • Else - Actions
          • -------- 2 --------
          • -------- --------
          • -------- 3 --------
          • -------- Teal / Ocean --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Config_FLAVOR Equal to 3
            • Then - Actions
              • Set BAmr_Config_FLAVOR_PATH[0] = Abilities\Weapons\SeaElementalMissile\SeaElementalMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[1] = Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
              • Set BAmr_Config_FLAVOR_PATH[2] = Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
              • Set BAmr_Config_FLAVOR_PATH[3] = BoneArmorCasterTC.mdx
            • Else - Actions
          • -------- 3 --------
          • -------- --------
          • -------- 4 --------
          • -------- Purple / Ooze? --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Config_FLAVOR Equal to 4
            • Then - Actions
              • Set BAmr_Config_FLAVOR_PATH[0] = Abilities\Weapons\SludgeMissile\SludgeMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[1] = Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
              • Set BAmr_Config_FLAVOR_PATH[2] = Abilities\Spells\Items\AIil\AIilTarget.mdl
              • Set BAmr_Config_FLAVOR_PATH[3] = BoneArmorCasterTC.mdx
            • Else - Actions
          • -------- 4 --------
          • -------- --------
          • -------- 5 --------
          • -------- Yellow / Holy --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Config_FLAVOR Equal to 5
            • Then - Actions
              • Set BAmr_Config_FLAVOR_PATH[0] = Abilities\Weapons\FaerieDragonMissile\FaerieDragonMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[1] = Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
              • Set BAmr_Config_FLAVOR_PATH[2] = Abilities\Spells\Other\HealingSpray\HealBottleMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[3] = BoneArmorCasterTC.mdx
            • Else - Actions
          • -------- 5 --------
          • -------- --------
          • -------- 6 --------
          • -------- Orange / Drunk --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Config_FLAVOR Equal to 6
            • Then - Actions
              • Set BAmr_Config_FLAVOR_PATH[0] = Abilities\Spells\Other\StrongDrink\BrewmasterMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[1] = Abilities\Spells\Orc\SpiritLink\SpiritLinkZapTarget.mdl
              • Set BAmr_Config_FLAVOR_PATH[2] = Abilities\Spells\Human\Feedback\SpellBreakerAttack.mdl
              • Set BAmr_Config_FLAVOR_PATH[3] = BoneArmorCasterTC.mdx
            • Else - Actions
          • -------- 6 --------
          • -------- --------
          • -------- 7 --------
          • -------- Green / Nature --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Config_FLAVOR Equal to 7
            • Then - Actions
              • Set BAmr_Config_FLAVOR_PATH[0] = Abilities\Weapons\KeeperGroveMissile\KeeperGroveMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[1] = Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
              • Set BAmr_Config_FLAVOR_PATH[2] = Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
              • Set BAmr_Config_FLAVOR_PATH[3] = BoneArmorCasterTC.mdx
            • Else - Actions
          • -------- 7 --------
          • -------- --------
          • -------- 8 --------
          • -------- Pink / Darkness --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Config_FLAVOR Equal to 8
            • Then - Actions
              • Set BAmr_Config_FLAVOR_PATH[0] = Abilities\Weapons\VoidWalkerMissile\VoidWalkerMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[1] = Abilities\Spells\Undead\OrbOfDeath\AnnihilationMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[2] = Abilities\Spells\Undead\OrbOfDeath\AnnihilationMissile.mdl
              • Set BAmr_Config_FLAVOR_PATH[3] = BoneArmorCasterTC.mdx
            • Else - Actions
          • -------- 8 --------
          • -------- --------
          • -------- Flavors --------
        • Else - Actions
      • -------- This value determines the "Flavour" of the Shield, the number corresponds with the options below, match it to get the intended effect --------
      • -------- --------
      • -------- --------
      • -------- Special effects & related values --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • -------- --------
          • -------- This path denotes what form the orbiting segments will take. --------
          • Set BAmr_Config_SPEF_PATH[0] = BAmr_Config_FLAVOR_PATH[0]
          • -------- This path denotes what form the orbiting segments will take. --------
          • -------- --------
          • -------- This value indicates what effect will occur when the segments are first spawned --------
          • -------- see the "Flavor Section" to customize numerous effect loadouts --------
          • Set BAmr_Config_SPEF_PATH[1] = BAmr_Config_FLAVOR_PATH[1]
          • -------- This value indicates what effect will occur when the segments are first spawned --------
          • -------- --------
          • -------- This value indicates what effect will occur when the segments are destroyed --------
          • -------- see the "Flavor Section" to customize numerous effect loadouts --------
          • Set BAmr_Config_SPEF_PATH[2] = BAmr_Config_FLAVOR_PATH[2]
          • -------- This value indicates what effect will occur when the segments are destroyed --------
          • -------- --------
          • -------- This value indicates what effect will occur when the enchanted unit is struck --------
          • -------- see the "Flavor Section" to customize numerous effect loadouts --------
          • Set BAmr_Config_SPEF_PATH[3] = BAmr_Config_FLAVOR_PATH[3]
          • -------- This value indicates what effect will occur when the enchanted unit is struck --------
          • -------- --------
          • -------- Values contained within directly influence the "shield flare" effect governed by BAmr_EFFECTPATH[3] --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
            • Then - Actions
              • -------- --------
              • -------- This Value determines whether or not you want the "Shield Flare Effect" to match the player's colour or to a specific colour --------
              • Set BAmr_Boolean[1] = False
              • -------- --------
              • -------- Offset will determine how far away the Special effect will be created from the enchanted target --------
              • -------- PLAYER COLOUR --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BAmr_Boolean[1] Equal to False
                • Then - Actions
                  • Set BAmr_Config_SPEF_VALUE[0] = (Real(BAmr_Config_FLAVOR))
                • Else - Actions
              • -------- --------
              • -------- Offset will determine how far away the Special effect will be created from the enchanted target --------
              • -------- OFFSET --------
              • Set BAmr_Config_SPEF_VALUE[1] = 85.00
              • -------- Offset will determine how far away the Special effect will be created from the enchanted target --------
              • -------- --------
              • -------- Height will determine at what height the Special effect will be created, starting from the enchanted target's current height & Z Height. --------
              • -------- HEIGHT --------
              • Set BAmr_Config_SPEF_VALUE[2] = 65.00
              • -------- Height will determine at what height the Special effect will be created, starting from the enchanted target's current height --------
              • -------- --------
              • -------- Scale will determine the percentage of scale the Special effect will have --------
              • -------- SCALE --------
              • Set BAmr_Config_SPEF_VALUE[3] = 0.90
              • -------- Scale will determine the percentage of scale the Special effect will have --------
              • -------- --------
              • -------- Timescale will determine the speed of the special effect's animation --------
              • -------- TIMESCALE --------
              • Set BAmr_Config_SPEF_VALUE[4] = 7.50
              • -------- Timescale will determine the speed of the special effect's animation --------
              • -------- --------
              • -------- RGB value from 0 - 255 will determine what colors will be present in the special effect (note this requires a lot of experimentation) --------
              • -------- from 1 - 3 is RED, GREEN, BLUE --------
              • Set BAmr_Config_SPEF_VALUE[5] = 255.00
              • Set BAmr_Config_SPEF_VALUE[6] = 255.00
              • Set BAmr_Config_SPEF_VALUE[7] = 255.00
              • -------- from 1 - 3 is RED, GREEN, BLUE --------
              • -------- RGB value from 0 - 255 will determine what colors will be present in the special effect (note this requires a lot of experimentation) --------
              • -------- --------
              • -------- YPR will determine in order of apperance, Yaw, Pitch, & Roll. --------
              • -------- Thanks to Hermit, the model provided already has an orienation to 90 degrees we need not add it, but I will leave these all the same for interesting effects! --------
              • -------- The Values are calculated as (( X * 3.14 ) / 180 ), 1.57 = 90 degrees, 3.14 = 180 degrees, etc --------
              • -------- To flip normally horizontal models like the default spirit touch, all values below must be set to 1.57 or ((90 x 3.14 /) 180) --------
              • -------- from 8 - 10 is YAW, PITCH, ROLL --------
              • -------- --------
              • Set BAmr_Config_SPEF_VALUE[8] = 0.00
              • -------- YAW --------
              • -------- --------
              • Set BAmr_Config_SPEF_VALUE[9] = 0.00
              • -------- PITCH --------
              • -------- --------
              • Set BAmr_Config_SPEF_VALUE[10] = 0.00
              • -------- ROLL --------
              • -------- --------
              • -------- YPR will determine in order of apperance, Yaw, Pitch, & Roll. --------
              • -------- --------
              • -------- This Value checks whether or not the Shield flare intensity will match the shield's current health --------
              • Set BAmr_Boolean[2] = False
              • -------- If Above Boolean is true, this handles the minimum the shield will fade to. --------
              • -------- --------
              • Set BAmr_Config_SPEF_VALUE[12] = 25.00
              • -------- --------
            • Else - Actions
          • -------- Values contained within directly influence the "shield flare" effect governed by BAmr_EFFECTPATH[3] --------
          • -------- --------
        • Else - Actions
      • -------- Special effects & related values --------
      • -------- --------
      • -------- Segement Configuration --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • -------- --------
          • -------- This value indicates how "segments" will orbit around the enchanted Target. --------
          • Set BAmr_Config_SEGMENT_SPAWNED = 3
          • -------- --------
          • -------- This value indicates how far away the "segments" orbit away from the enchanted Target. --------
          • -------- SEGMENT ORBIT OFFSET --------
          • Set BAmr_Config_SEG_VALUE[1] = 60.00
          • -------- This value indicates how far away the segments spawn from the their target --------
          • -------- SEGMENT SPAWN OFFSET --------
          • Set BAmr_Config_SEG_VALUE[2] = 120.00
          • -------- --------
          • -------- This value indicates at what height the segment will be at in addition the the unit's flying height --------
          • -------- SEGMENT HEIGHT --------
          • Set BAmr_Config_SEG_VALUE[3] = 65.00
          • -------- --------
          • -------- This value indicates how far apart the segements will spawn from, this is default to a 360 --------
          • -------- SEGMENT RADIUS TOTAL (I.e. don't change unless you are sure) --------
          • Set BAmr_Config_SEG_VALUE[4] = 360.00
          • -------- --------
          • -------- This value indicates how fast the "segments" orbit around the enchanted Target. --------
          • -------- SEGMENT ORBIT SPEED --------
          • Set BAmr_Config_SEG_VALUE[5] = 3.00
          • -------- --------
          • -------- This value indicates how fast the "segments" intially move towards the enchanted Target. --------
          • -------- SEGMENT MISSILE SPEED --------
          • Set BAmr_Config_SEG_VALUE[6] = 18.00
          • -------- --------
          • -------- This value indicates how far the target can travel before the segments will teleport with them --------
          • -------- SEGMENT TELEPORT --------
          • Set BAmr_Config_SEG_VALUE[20] = 900.00
          • -------- --------
          • -------- This value Indicates the size of the individual segments --------
          • -------- SEGMENT SIZE --------
          • Set BAmr_Config_SEG_VALUE[7] = 1.00
          • -------- --------
          • -------- Sets the segments lowest size from damage, the boolean below needs to be set to true for this to take any affect --------
          • -------- the value below is how small the segment will shrink to as to avoid making it dissapear all together before the segment threshold damage is reached. --------
          • -------- SEGMENT "SHRINK" EFFECT MINIMUM --------
          • Set BAmr_Config_SEG_VALUE[8] = 0.05
          • -------- --------
          • Set BAmr_Boolean[3] = False
          • -------- The value above directly is dependent on the boolean above being set to true --------
          • -------- --------
          • -------- the value below is how small the segment will shrink to as to avoid making it dissapear all together before the segment threshold damage is reached. --------
          • Set BAmr_Config_SEG_VALUE[9] = 5.00
          • -------- SEGMENT "DIM" EFFECT MINIMUM --------
          • -------- --------
          • Set BAmr_Boolean[4] = True
          • -------- If Above Boolean is true, then segments will dim based on how much damage they have taken --------
          • -------- --------
          • -------- This value corresponds to the segment's "Alpha" i,e. sorta like transparency, do experiment as ribbons and particles will not be affected on the missile... --------
          • -------- SEGMENT ALPHA (TEXTURE TRANSPARENCY) --------
          • Set BAmr_Config_SEG_VALUE[10] = 255.00
          • -------- --------
          • -------- RGB value from 0 - 255 will determine what colors will be present in the special effect (note this requires a lot of experimentation) --------
          • -------- from 11 -13 is RED, GREEN, BLUE --------
          • Set BAmr_Config_SEG_VALUE[11] = 255.00
          • Set BAmr_Config_SEG_VALUE[12] = 255.00
          • Set BAmr_Config_SEG_VALUE[13] = 255.00
          • -------- from 1 - 3 is RED, GREEN, BLUE --------
          • -------- RGB value from 0 - 255 will determine what colors will be present in the special effect (note this requires a lot of experimentation) --------
          • -------- --------
          • -------- YPR will determine in order of apperance, Yaw, Pitch, & Roll WHEN ORBITING --------
          • -------- The Values are calculated as (( X * 3.14 ) / 180 ), 1.57 = 90 degrees, 3.14 = 180 degrees, etc --------
          • -------- from 14, 15, & 16 is YAW, PITCH, ROLL --------
          • -------- --------
          • Set BAmr_Config_SEG_VALUE[14] = 1.57
          • -------- YAW --------
          • -------- --------
          • Set BAmr_Config_SEG_VALUE[15] = 0.00
          • -------- PITCH --------
          • -------- --------
          • Set BAmr_Config_SEG_VALUE[16] = 0.00
          • -------- ROLL --------
          • -------- --------
          • -------- YPR will determine in order of apperance, Yaw, Pitch, & Roll. --------
          • -------- --------
          • -------- YPR will determine in order of apperance, Yaw, Pitch, & Roll ON INITIAL CAST AND CLOSING DISTANCE --------
          • -------- The Values are calculated as (( X * 3.14 ) / 180 ), 1.57 = 90 degrees, 3.14 = 180 degrees, etc --------
          • -------- from 17, 18, & 19 is YAW, PITCH, ROLL --------
          • -------- --------
          • Set BAmr_Config_SEG_VALUE[17] = 0.00
          • -------- YAW --------
          • -------- --------
          • Set BAmr_Config_SEG_VALUE[18] = 0.00
          • -------- PITCH --------
          • -------- --------
          • Set BAmr_Config_SEG_VALUE[19] = 0.00
          • -------- ROLL --------
          • -------- --------
        • Else - Actions
      • -------- Segement orbit values --------
      • -------- --------
      • -------- Preload --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • Set BAmr_Point[1] = (Center of (Playable map area))
          • Unit - Create 1 Albatross for Neutral Passive at BAmr_Point[1] facing Default building facing degrees
          • Set BAmr_Unit[0] = (Last created unit)
          • Unit - Add BAmr_Config_SPELL_ID to BAmr_Unit[0]
          • Unit - Add a 0.03 second Generic expiration timer to BAmr_Unit[0]
          • Custom script: call RemoveLocation(udg_BAmr_Point[1])
        • Else - Actions
      • -------- Preload --------

Cast
  • BAmr Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to BAmr_Config_SPELL_ID
    • Actions
      • -------- ===================================================================================================================================== --------
      • -------- --------
      • -------- Get our bearings --------
      • Set BAmr_Unit[1] = (Triggering unit)
      • Set BAmr_Unit[2] = (Target unit of ability being cast)
      • Set BAmr_Point[1] = (Position of BAmr_Unit[1])
      • Set BAmr_Point[2] = (Position of BAmr_Unit[2])
      • -------- Get our bearings --------
      • -------- --------
      • -------- Prepare value of shield --------
      • Set BAmr_Attribute[1] = ((Real((Strength of BAmr_Unit[1] (Include bonuses)))) x BAmr_Config_ATT_BONUS[1])
      • Set BAmr_Attribute[2] = ((Real((Agility of BAmr_Unit[1] (Include bonuses)))) x BAmr_Config_ATT_BONUS[2])
      • Set BAmr_Attribute[3] = ((Real((Intelligence of BAmr_Unit[1] (Include bonuses)))) x BAmr_Config_ATT_BONUS[3])
      • Set BAmr_Real[0] = ((BAmr_Config_BASE_HP + BAmr_Config_LVL_HP_BONUS[(Level of BAmr_Config_SPELL_ID for BAmr_Unit[1])]) + (BAmr_Attribute[1] + (BAmr_Attribute[2] + BAmr_Attribute[3])))
      • -------- Prepare value of shield --------
      • -------- --------
      • -------- Check if unit is already enchanted --------
      • For each (Integer BAmr_Loop) from 1 to BAmr_Index, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Enchanted_Unit[BAmr_Loop] Equal to BAmr_Unit[2]
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BAmr_Boolean[0] Equal to False
                • Then - Actions
                  • Set BAmr_Health[BAmr_Loop] = BAmr_Real[0]
                • Else - Actions
                  • Set BAmr_Health[BAmr_Loop] = (BAmr_Health[BAmr_Loop] + BAmr_Real[0])
              • Set BAmr_Max[BAmr_Loop] = BAmr_Health[BAmr_Loop]
              • Set BAmr_Total[BAmr_Loop] = 0.00
              • For each (Integer BAmr_Loop_Segment) from 1 to BAmr_Config_SEGMENT_SPAWNED, do (Actions)
                • Loop - Actions
                  • Set BAmr_Seg_CValue = ((BAmr_Config_SEGMENT_SPAWNED x BAmr_Loop) + (BAmr_Loop_Segment - 1))
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BAmr_Segment_Missile_State[BAmr_Seg_CValue] Not equal to Alive
                    • Then - Actions
                      • Set BAmr_Point[3] = (BAmr_Point[1] offset by BAmr_Config_SEG_VALUE[2] towards ((BAmr_Config_SEG_VALUE[4] / (Real(BAmr_Config_SEGMENT_SPAWNED))) x (Real(BAmr_Loop_Segment))) degrees)
                      • Special Effect - Create a special effect at BAmr_Point[3] using BAmr_Config_SPEF_PATH[0]
                      • Set BAmr_Segment_Missile[BAmr_Seg_CValue] = (Last created special effect)
                      • Custom script: set udg_BAmr_Spef_Current_Height[udg_BAmr_Seg_CValue] = GetLocationZ(udg_BAmr_Point[3])
                      • Special Effect - Set Position - Z of BAmr_Segment_Missile[BAmr_Seg_CValue] to ((BAmr_Spef_Current_Height[BAmr_Seg_CValue] + BAmr_Config_SEG_VALUE[3]) + (Current flying height of BAmr_Enchanted_Unit[BAmr_Loop]))
                      • Special Effect - Set Scale of BAmr_Segment_Missile[BAmr_Seg_CValue] to BAmr_Config_SEG_VALUE[7]
                      • Special Effect - Set Color of BAmr_Segment_Missile[BAmr_Seg_CValue] to r: (Integer(BAmr_Config_SEG_VALUE[11])), g: (Integer(BAmr_Config_SEG_VALUE[12])), b: (Integer(BAmr_Config_SEG_VALUE[13]))
                      • Set BAmr_Segment_Missile_State[BAmr_Seg_CValue] = Alive
                    • Else - Actions
                      • Set BAmr_Point[3] = (Point((Position - X of BAmr_Segment_Missile[BAmr_Seg_CValue]), (Position - Y of BAmr_Segment_Missile[BAmr_Seg_CValue])))
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BAmr_Boolean[3] Equal to True
                    • Then - Actions
                      • Special Effect - Set Scale of BAmr_Segment_Missile[BAmr_Seg_CValue] to BAmr_Config_SEG_VALUE[7]
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BAmr_Boolean[4] Equal to True
                    • Then - Actions
                      • Special Effect - Set Alpha of BAmr_Segment_Missile[BAmr_Seg_CValue] to (Integer(BAmr_Config_SEG_VALUE[10]))
                    • Else - Actions
                  • Special Effect - Create a special effect at BAmr_Point[3] using BAmr_Config_SPEF_PATH[1]
                  • Special Effect - Destroy (Last created special effect)
                  • Custom script: call RemoveLocation(udg_BAmr_Point[3])
              • Custom script: call RemoveLocation(udg_BAmr_Point[1])
              • Custom script: call RemoveLocation(udg_BAmr_Point[2])
              • Skip remaining actions
            • Else - Actions
      • -------- Check if unit is already enchanted --------
      • -------- --------
      • -------- Insert the values & unit directly into the index --------
      • -------- Insert the values & unit directly into the index --------
      • -------- Insert the values & unit directly into the index --------
      • -------- Insert the values & unit directly into the index --------
      • Set BAmr_Index = (BAmr_Index + 1)
      • Set BAmr_Health[BAmr_Index] = BAmr_Real[0]
      • Set BAmr_Max[BAmr_Index] = BAmr_Health[BAmr_Index]
      • Set BAmr_Total[BAmr_Index] = 0.00
      • Set BAmr_Enchanted_Unit[BAmr_Index] = BAmr_Unit[2]
      • For each (Integer BAmr_Loop_Segment) from 1 to BAmr_Config_SEGMENT_SPAWNED, do (Actions)
        • Loop - Actions
          • Set BAmr_Seg_CValue = ((BAmr_Config_SEGMENT_SPAWNED x BAmr_Index) + (BAmr_Loop_Segment - 1))
          • Set BAmr_Point[3] = (BAmr_Point[1] offset by BAmr_Config_SEG_VALUE[2] towards ((BAmr_Config_SEG_VALUE[4] / (Real(BAmr_Config_SEGMENT_SPAWNED))) x (Real(BAmr_Loop_Segment))) degrees)
          • Special Effect - Create a special effect at BAmr_Point[3] using BAmr_Config_SPEF_PATH[0]
          • Set BAmr_Segment_Missile[BAmr_Seg_CValue] = (Last created special effect)
          • Custom script: set udg_BAmr_Spef_Current_Height[udg_BAmr_Seg_CValue] = GetLocationZ(udg_BAmr_Point[3])
          • Special Effect - Set Position - Z of BAmr_Segment_Missile[BAmr_Seg_CValue] to ((BAmr_Spef_Current_Height[BAmr_Seg_CValue] + BAmr_Config_SEG_VALUE[3]) + (Current flying height of BAmr_Enchanted_Unit[BAmr_Index]))
          • Special Effect - Set Scale of BAmr_Segment_Missile[BAmr_Seg_CValue] to BAmr_Config_SEG_VALUE[7]
          • Special Effect - Set Color of BAmr_Segment_Missile[BAmr_Seg_CValue] to r: (Integer(BAmr_Config_SEG_VALUE[11])), g: (Integer(BAmr_Config_SEG_VALUE[12])), b: (Integer(BAmr_Config_SEG_VALUE[13]))
          • Set BAmr_Segment_Missile_State[BAmr_Seg_CValue] = Alive
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Boolean[3] Equal to True
            • Then - Actions
              • Special Effect - Set Scale of BAmr_Segment_Missile[BAmr_Seg_CValue] to BAmr_Config_SEG_VALUE[7]
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • BAmr_Boolean[4] Equal to True
            • Then - Actions
              • Special Effect - Set Alpha of BAmr_Segment_Missile[BAmr_Seg_CValue] to (Integer(BAmr_Config_SEG_VALUE[10]))
            • Else - Actions
          • Special Effect - Create a special effect at BAmr_Point[3] using BAmr_Config_SPEF_PATH[1]
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation(udg_BAmr_Point[3])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • BAmr_Index Equal to 1
        • Then - Actions
          • Trigger - Turn on BAmr Periodic <gen>
          • Trigger - Turn on BAmr Block <gen>
        • Else - Actions
      • -------- Insert the values & unit directly into the index --------
      • -------- --------
      • -------- --------
      • -------- What are leaks? --------
      • -------- https://www.hiveworkshop.com/threads/things-that-leak.35124/ --------
      • -------- --------
      • -------- No longer referencing the location, clean them up! --------
      • Custom script: call RemoveLocation(udg_BAmr_Point[1])
      • Custom script: call RemoveLocation(udg_BAmr_Point[2])
      • -------- No longer referencing the location, clean them up! --------
      • -------- --------
      • -------- ===================================================================================================================================== --------

Block
  • BAmr Block
    • Events
      • Game - DamageModifierEvent becomes Equal to 4.00
    • Conditions
      • (DamageEventTarget has buff BAmr_Config_BUFF) Equal to True
    • Actions
      • For each (Integer BAmr_Loop) from 1 to BAmr_Index, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DamageEventTarget Equal to BAmr_Enchanted_Unit[BAmr_Loop]
            • Then - Actions
              • Set BAmr_DMG_Event = BAmr_Health[BAmr_Loop]
              • -------- --------
              • -------- Damage "Flare" effect --------
              • Set BAmr_Point[1] = (Position of DamageEventTarget)
              • Set BAmr_Point[2] = (Position of DamageEventSource)
              • Custom script: set udg_BAmr_Spef_Current_Height[udg_BAmr_Loop] = GetLocationZ(udg_BAmr_Point[1])
              • Special Effect - Create a special effect at (BAmr_Point[1] offset by BAmr_Config_SPEF_VALUE[1] towards (Angle from BAmr_Point[1] to BAmr_Point[2]) degrees) using BAmr_Config_SPEF_PATH[3]
              • Set BAmr_Config_SPEF = (Last created special effect)
              • Special Effect - Set Position - Z of BAmr_Config_SPEF to ((BAmr_Spef_Current_Height[BAmr_Loop] + BAmr_Config_SPEF_VALUE[2]) + (Current flying height of DamageEventTarget))
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BAmr_Boolean[1] Equal to True
                • Then - Actions
                  • Special Effect - Set Color of BAmr_Config_SPEF to color of (Owner of DamageEventTarget)
                • Else - Actions
                  • Special Effect - Set Color of BAmr_Config_SPEF to color of (Player((Integer(BAmr_Config_SPEF_VALUE[0]))))
              • Special Effect - Set Color of BAmr_Config_SPEF to r: (Integer(BAmr_Config_SPEF_VALUE[5])), g: (Integer(BAmr_Config_SPEF_VALUE[6])), b: (Integer(BAmr_Config_SPEF_VALUE[7]))
              • Special Effect - Set Scale of BAmr_Config_SPEF to BAmr_Config_SPEF_VALUE[3]
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BAmr_Boolean[2] Equal to True
                • Then - Actions
                  • Set BAmr_Real[1] = (BAmr_Health[BAmr_Loop] / (BAmr_Max[BAmr_Loop] / 255.00))
                  • If (BAmr_Real[1] Less than BAmr_Config_SPEF_VALUE[11]) then do (Set BAmr_Real[1] = BAmr_Config_SPEF_VALUE[11]) else do (Do nothing)
                  • Special Effect - Set Alpha of BAmr_Config_SPEF to (Integer(BAmr_Real[1]))
                • Else - Actions
              • Special Effect - Set Time Scale of BAmr_Config_SPEF to BAmr_Config_SPEF_VALUE[4]
              • Special Effect - Set Orientation of BAmr_Config_SPEF to yaw: (BAmr_Config_SPEF_VALUE[8] + (Radians((Angle from BAmr_Point[1] to BAmr_Point[2])))), pitch: BAmr_Config_SPEF_VALUE[9], roll: BAmr_Config_SPEF_VALUE[10]
              • Special Effect - Destroy BAmr_Config_SPEF
              • Custom script: call RemoveLocation(udg_BAmr_Point[1])
              • Custom script: call RemoveLocation(udg_BAmr_Point[2])
              • -------- --------
              • -------- This sets the damage of spells and physical attacks, it will ignore rates below zero allowing you to set strictly spell shields or physical sheilds! --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • IsDamageSpell Equal to True
                • Then - Actions
                  • If (BAmr_Config_RESIST_SPELL Equal to 0.00) then do (Skip remaining actions) else do (Set DamageEventAmount = (DamageEventAmount x BAmr_Config_RESIST_SPELL))
                • Else - Actions
                  • If (BAmr_Config_RESIST_PHYSICAL Equal to 0.00) then do (Skip remaining actions) else do (Set DamageEventAmount = (DamageEventAmount x BAmr_Config_RESIST_PHYSICAL))
              • -------- --------
              • -------- This sets the damage to the percentage that the spell will absorb --------
              • Set DamageEventAmount = (DamageEventAmount x BAmr_Config_ABSORBTION)
              • -------- --------
              • Set BAmr_Total[BAmr_Loop] = (BAmr_Total[BAmr_Loop] + DamageEventAmount)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DamageEventAmount Less than (BAmr_DMG_Event - 0.01)
                • Then - Actions
                  • Set BAmr_DMG_Event = (BAmr_DMG_Event - DamageEventAmount)
                  • Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x BAmr_Config_ABSORBTION))
                  • If (DamageEventAmount Less than 0.00) then do (Set DamageEventAmount = 0.00) else do (Do nothing)
                  • Set BAmr_Health[BAmr_Loop] = BAmr_DMG_Event
                • Else - Actions
                  • Unit - Remove BAmr_Config_BUFF buff from DamageEventTarget
                  • Set DamageEventAmount = (DamageEventAmount - BAmr_DMG_Event)
                  • Set BAmr_Health[BAmr_Loop] = 0.00
              • For each (Integer BAmr_Loop_Segment) from 1 to BAmr_Config_SEGMENT_SPAWNED, do (Actions)
                • Loop - Actions
                  • Set BAmr_Seg_CValue = ((BAmr_Config_SEGMENT_SPAWNED x BAmr_Loop) + (BAmr_Loop_Segment - 1))
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BAmr_Total[BAmr_Loop] Greater than (BAmr_Max[BAmr_Loop] - ((BAmr_Max[BAmr_Loop] / (Real(BAmr_Config_SEGMENT_SPAWNED))) x (Real((BAmr_Loop_Segment - 1)))))
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • BAmr_Segment_Missile_State[BAmr_Seg_CValue] Equal to Alive
                        • Then - Actions
                          • Set BAmr_Point[3] = (Point((Position - X of BAmr_Segment_Missile[BAmr_Seg_CValue]), (Position - Y of BAmr_Segment_Missile[BAmr_Seg_CValue])))
                          • Set BAmr_Segment_Missile_State[BAmr_Seg_CValue] = Dead
                          • Special Effect - Destroy BAmr_Segment_Missile[BAmr_Seg_CValue]
                          • Special Effect - Create a special effect at BAmr_Point[3] using BAmr_Config_SPEF_PATH[2]
                          • Special Effect - Destroy (Last created special effect)
                          • Custom script: call RemoveLocation(udg_BAmr_Point[3])
                        • Else - Actions
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (BAmr_Health[BAmr_Loop] - ((BAmr_Max[BAmr_Loop] / (Real(BAmr_Config_SEGMENT_SPAWNED))) x (Real((BAmr_Loop_Segment - 1))))) Less than or equal to (BAmr_Max[BAmr_Loop] / (Real(BAmr_Config_SEGMENT_SPAWNED)))
                      • BAmr_Segment_Missile_State[BAmr_Seg_CValue] Equal to Alive
                      • Or - Any (Conditions) are true
                        • Conditions
                          • BAmr_Boolean[3] Equal to True
                          • BAmr_Boolean[4] Equal to True
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • BAmr_Boolean[3] Equal to True
                        • Then - Actions
                          • Set BAmr_Real[2] = ((BAmr_Health[BAmr_Loop] - ((BAmr_Max[BAmr_Loop] / (Real(BAmr_Config_SEGMENT_SPAWNED))) x (Real((BAmr_Loop_Segment - 1))))) / ((BAmr_Max[BAmr_Loop] / (Real(BAmr_Config_SEGMENT_SPAWNED))) / BAmr_Config_SEG_VALUE[7]))
                          • If (BAmr_Real[2] Less than BAmr_Config_SEG_VALUE[8]) then do (Set BAmr_Real[2] = BAmr_Config_SEG_VALUE[8]) else do (Do nothing)
                          • Special Effect - Set Scale of BAmr_Segment_Missile[BAmr_Seg_CValue] to BAmr_Real[2]
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • BAmr_Boolean[4] Equal to True
                        • Then - Actions
                          • Set BAmr_Real[3] = ((BAmr_Health[BAmr_Loop] - ((BAmr_Max[BAmr_Loop] / (Real(BAmr_Config_SEGMENT_SPAWNED))) x (Real((BAmr_Loop_Segment - 1))))) / ((BAmr_Max[BAmr_Loop] / (Real(BAmr_Config_SEGMENT_SPAWNED))) / BAmr_Config_SEG_VALUE[10]))
                          • If (BAmr_Real[3] Less than BAmr_Config_SEG_VALUE[9]) then do (Set BAmr_Real[3] = BAmr_Config_SEG_VALUE[9]) else do (Do nothing)
                          • Special Effect - Set Alpha of BAmr_Segment_Missile[BAmr_Seg_CValue] to (Integer(BAmr_Real[3]))
                        • Else - Actions
                    • Else - Actions
            • Else - Actions

Periodic
  • BAmr Periodic
    • Events
    • Conditions
    • Actions
      • For each (Integer BAmr_Loop) from 1 to BAmr_Index, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (BAmr_Enchanted_Unit[BAmr_Loop] has buff BAmr_Config_BUFF) Equal to False
            • Then - Actions
              • Set BAmr_Health[BAmr_Loop] = 0.00
              • For each (Integer BAmr_Loop_Segment) from 1 to BAmr_Config_SEGMENT_SPAWNED, do (Actions)
                • Loop - Actions
                  • Set BAmr_Seg_CValue = ((BAmr_Config_SEGMENT_SPAWNED x BAmr_Loop) + (BAmr_Loop_Segment - 1))
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • BAmr_Segment_Missile_State[BAmr_Seg_CValue] Equal to Alive
                    • Then - Actions
                      • Set BAmr_Point[3] = (Point((Position - X of BAmr_Segment_Missile[BAmr_Seg_CValue]), (Position - Y of BAmr_Segment_Missile[BAmr_Seg_CValue])))
                      • Set BAmr_Segment_Missile_State[BAmr_Seg_CValue] = Dead
                      • Special Effect - Destroy BAmr_Segment_Missile[BAmr_Seg_CValue]
                      • Special Effect - Create a special effect at BAmr_Point[3] using BAmr_Config_SPEF_PATH[2]
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation(udg_BAmr_Point[3])
                    • Else - Actions
                  • Set BAmr_Seg_CValue_DeIndex = ((BAmr_Config_SEGMENT_SPAWNED x BAmr_Index) + (BAmr_Loop_Segment - 1))
                  • Set BAmr_Segment_Missile[BAmr_Seg_CValue] = BAmr_Segment_Missile[BAmr_Seg_CValue_DeIndex]
                  • Set BAmr_Segment_Missile_State[BAmr_Seg_CValue] = BAmr_Segment_Missile_State[BAmr_Seg_CValue_DeIndex]
              • Set BAmr_Enchanted_Unit[BAmr_Loop] = BAmr_Enchanted_Unit[BAmr_Index]
              • Set BAmr_Health[BAmr_Loop] = BAmr_Health[BAmr_Index]
              • Set BAmr_Max[BAmr_Loop] = BAmr_Max[BAmr_Index]
              • Set BAmr_Spef_Current_Height[BAmr_Loop] = BAmr_Spef_Current_Height[BAmr_Index]
              • Set BAmr_Total[BAmr_Loop] = BAmr_Total[BAmr_Index]
              • Set BAmr_Index = (BAmr_Index - 1)
              • Set BAmr_Loop = (BAmr_Loop - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • BAmr_Index Equal to 0
                • Then - Actions
                  • Trigger - Turn off BAmr Periodic <gen>
                  • Trigger - Turn off BAmr Block <gen>
                • Else - Actions
              • -------- --------
            • Else - Actions
              • Set BAmr_Point[1] = (Position of BAmr_Enchanted_Unit[BAmr_Loop])
              • Set BAmr_Current_Rot_Speed[BAmr_Loop] = (BAmr_Current_Rot_Speed[BAmr_Loop] + BAmr_Config_SEG_VALUE[5])
              • For each (Integer BAmr_Loop_Segment) from 1 to BAmr_Config_SEGMENT_SPAWNED, do (Actions)
                • Loop - Actions
                  • Set BAmr_Seg_CValue = ((BAmr_Config_SEGMENT_SPAWNED x BAmr_Loop) + (BAmr_Loop_Segment - 1))
                  • Set BAmr_Point[3] = (Point((Position - X of BAmr_Segment_Missile[BAmr_Seg_CValue]), (Position - Y of BAmr_Segment_Missile[BAmr_Seg_CValue])))
                  • Custom script: set udg_BAmr_Spef_Current_Height[udg_BAmr_Seg_CValue] = GetLocationZ(udg_BAmr_Point[1])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Distance between BAmr_Point[1] and BAmr_Point[3]) Less than (BAmr_Config_SEG_VALUE[1] + 15.00)
                    • Then - Actions
                      • -------- ORBITING --------
                      • Set BAmr_Point[2] = (BAmr_Point[1] offset by BAmr_Config_SEG_VALUE[1] towards (((360.00 / (Real(BAmr_Config_SEGMENT_SPAWNED))) x (Real(BAmr_Loop_Segment))) + BAmr_Current_Rot_Speed[BAmr_Loop]) degrees)
                      • Special Effect - Set Position of BAmr_Segment_Missile[BAmr_Seg_CValue] to x: (X of BAmr_Point[2]), y: (Y of BAmr_Point[2]), z: ((BAmr_Spef_Current_Height[BAmr_Seg_CValue] + BAmr_Config_SEG_VALUE[3]) + (Current flying height of BAmr_Enchanted_Unit[BAmr_Loop]))
                      • Special Effect - Set Orientation of BAmr_Segment_Missile[BAmr_Seg_CValue] to yaw: (BAmr_Config_SEG_VALUE[14] + (Radians((Angle from BAmr_Point[1] to BAmr_Point[2])))), pitch: BAmr_Config_SEG_VALUE[15], roll: BAmr_Config_SEG_VALUE[16]
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Distance between BAmr_Point[1] and BAmr_Point[3]) Less than BAmr_Config_SEG_VALUE[20]
                        • Then - Actions
                          • Set BAmr_Point[2] = (BAmr_Point[3] offset by BAmr_Config_SEG_VALUE[6] towards (Angle from BAmr_Point[3] to BAmr_Point[1]) degrees)
                          • Special Effect - Set Position of BAmr_Segment_Missile[BAmr_Seg_CValue] to x: (X of BAmr_Point[2]), y: (Y of BAmr_Point[2]), z: ((BAmr_Spef_Current_Height[BAmr_Seg_CValue] + BAmr_Config_SEG_VALUE[3]) + (Current flying height of BAmr_Enchanted_Unit[BAmr_Loop]))
                          • Special Effect - Set Orientation of BAmr_Segment_Missile[BAmr_Seg_CValue] to yaw: (BAmr_Config_SEG_VALUE[17] + (Radians((Angle from BAmr_Point[3] to BAmr_Point[2])))), pitch: BAmr_Config_SEG_VALUE[18], roll: BAmr_Config_SEG_VALUE[19]
                        • Else - Actions
                          • Set BAmr_Point[2] = (BAmr_Point[1] offset by BAmr_Config_SEG_VALUE[1] towards (((360.00 / (Real(BAmr_Config_SEGMENT_SPAWNED))) x (Real(BAmr_Loop_Segment))) + BAmr_Current_Rot_Speed[BAmr_Loop]) degrees)
                          • Special Effect - Set Position of BAmr_Segment_Missile[BAmr_Seg_CValue] to x: (X of BAmr_Point[2]), y: (Y of BAmr_Point[2]), z: ((BAmr_Spef_Current_Height[BAmr_Seg_CValue] + BAmr_Config_SEG_VALUE[3]) + (Current flying height of BAmr_Enchanted_Unit[BAmr_Loop]))
                          • Special Effect - Set Orientation of BAmr_Segment_Missile[BAmr_Seg_CValue] to yaw: (BAmr_Config_SEG_VALUE[14] + (Radians((Angle from BAmr_Point[1] to BAmr_Point[2])))), pitch: BAmr_Config_SEG_VALUE[15], roll: BAmr_Config_SEG_VALUE[16]
                      • -------- TRAVELING --------
                  • -------- --------
                  • Custom script: call RemoveLocation(udg_BAmr_Point[2])
                  • Custom script: call RemoveLocation(udg_BAmr_Point[3])
              • Custom script: call RemoveLocation(udg_BAmr_Point[1])


Import Bone Armor in your map!

Step 0 REQUIRED - Under Preferences, make sure you have "Automatically create unknown variables while pasting trigger data" checked

Step 1 - Install Bribe's Damage Engine into your map:
1A: Copy Pasta Damage Engine Folder over to your trigger editor in your map
see Bribe's Damage Engine for more details

Step 3 - Install Bone Armor
2A Copy & paste the Bone Armor folder into your map
2B Copy the Bone Armor Ability from Object Editor, and set it to the variable BArmr_SPELL
2C Copy the Bone Armor Buff from Object Editor, and set it to the variable BArmr_BUFF

Step 4 [OPTIONAL] - Installing the Modified Spirit Touch model for Player Coloured damage flare
3A - Export the model "BoneArmorCasterTC.mdx" to a safe location
3B - In your New map open "Import manager" [directly next to the test map button!]
3C - Click the "Import File"
3D - navigate to the "BoneArmorCasterTC.mdx" file location and select it
3E - double click on the newly added "war3mapImported\BoneArmorCasterTC.mdx" and tick "Use custom path"
3F - remove "war3mapImported\" leaving behind only "BoneArmorCasterTC.mdx", copy this and click okay!
3G - Navigate to Triggers and BAmr Config to
  • Set BAmr_EFFECTPATH[3]
and paste "BoneArmorCasterTC.mdx"

More testing is required for this option, continue on your own time. (Note that Yaw & Roll essentially flipped in the current patch!)
Step 5 [OPTIONAL] - how to use default spirit touch or other effects that are orientated straight up
4A - Navigate to Triggers and BAmr Config to the variable
  • Set BAmr_EFFECTPATH[3]
and paste any effect path you wish
4B - still in BAmr Config go to the
  • Set BAmr_SPEF_YPR[1]
and set it to "1.57" (this bends the model to a 90 degree orientation)
4C - repeat previous step for
  • Set BAmr_SPEF_YPR[2]
and leaving
  • Set BAmr_SPEF_YPR[3]
to 0.00
4D - Note that we set
  • Set BAmr_SPEF_YPR[2]
as Pitch will not mimic the warcraft 3 style of degrees as "90 for north, 0 for east." and must instead have 1.57 added [essentially ((90 x 3.14) / 180) = 1.57]



Bribe - for his ever-so-useful-systems that make my life so much easier!

KILLCIDE - for his patience and our time cleaning up my triggers.

D4rk_G4ND4LF - for his earlier attempts at damage shields that inspired me to make this.

Foopad - for his work on my original request loooong time ago for a damage shield ability (Aka Ruined flesh from age of conan game.) back when us GUI dudes were banging rocks together.

Weep - for his Early Damage detection system.

Pinzu - for the player colour shield flare suggestion (Added in Bone Armor 1.08)

Hermit - for his Spirit Touch model allowing for different shield flare colours. (Added in Bone Armor 1.08)

Hermit AGAIN - for his Hexagon Shield Model - Allowing not only player colours as per the previous model, but with fancy futuristic animated hexagons perfect for any Protoss shield!

Vexorian - Excellent dummy model (Retired, using special effects to avoid using dummies)

Looking_For_Help - Hashtable variant damage system

MyPad - Suggesting to add "Stacking" & fixing the casting effect bug.

Spellbound - Suggesting RGB Addition to Segments

Pyrogasm - Spoonfed me issues I didn't see in my attempt at converting BAmr from Unit Indxer to Dynamic Indexing when my poo-brain could not.

Blizzard & Diablo 2 - My inspiration for the *cough* BLATANT COPY *cough* Necromancer's Abilities, and their wonderful editor that still manages to entertain me +17 years later.


Release 1.18 - 2020-07-09 - 12:07PM PST
- Added Teleport threshold for segments when exceeding a distance of (default) 900 units.
Thanks Ricola3D!

===============================
===============================
Release 1.17 - 2020-01-02 - 5:38AM PST

- Fixed number of issues resulting in index becoming desynced on cast
- Fixed Rotation speed of segments slowing down as segments fell off
Thanks to with the two above issues and many more when I first removed unit indexer.

Inform me of bugs please, frostboot hungers...

===============================

Unreleased 1.16 - 2019-12-02 - 7:48PM PST

Major:
- Converted to Dynamic Index, no longer required unit indexer

Minor:
- Removed Simple Effect Mode (SEM)
Reason: Huge Eyesore, and basically duplicating triggers for no good reason.

===============================

Release 1.15 - 2019-011-17 - 3:32PM PST

- Minor updated to Damage Engine 5.4.2.3


===============================

Release 1.14-2 - 2019-06-17 - 11:27AM PST
- Minor updated to Damage Engine 5.1.3.1

Inform me of bugs please, frostboot hungers...

Previous changelog

Release 1.14-1 - 2019-06-09 - 8:44PM PST

- Minor updated to Damage Engine 5.1.1.1
- Minor Fixed Special effect from spawning in the middle of map! (Whoopsie)

==========================

Release 1.14 - 2019-05-29 - 7:37PM PST
  • Major: uses new Damage Engine 5.0.0.0

  • Minor: Unit Indexer is no longer required by damage engine but I will release further updates of the hashtables version
  • Minor Fixed Speical Effect orientation to match current patch changes
    - Changes can be found in Config, Block, & Periodic where the it pertains to the special effect "Orientation" essentially instead of modifying roll the update has changed it to yaw

----------------------------------------------------------------------------------------------------

Release1.13.1 2019-05-01 at 4:49PM (PST)
- Bugfix on Shield Life Display (Not required!) - Destroying a segment would result in the floating text lingering...

----------------------------------------------------------------------------------------------------

Release 1.13 - 2019-04-30 at 3:00pm (PST)
- Major -
  1. Added SEM - Simple Effect Mode, turns off the floating segments and makes it a singular effect overhead the target, Fade & Shrinking effects will still work provided the effect is not attached as special effect modification does not work on attached special effects. (Please refer to turtle of the cosmos for why blizzard has done this)
  2. Added Shield Life display option to test map tome, this displays the individual life of segments (i.e. 300 total shields will result in 100 each (assuming default values)
-Minor-
  1. Overhauled triggers to include SEM
  2. Added SEM modifcations to bottom of Config, i.e. defaults for regular segments will not work for SEM, if SEM is on these modifications will overwrite allowing you to choose which one you want, note this is rather buggy on the Shield Life Display so do be careful!
  3. Angrily stared at variables in config to make sure nothing is duplicated or not connected to values elsewhere in the main triggers.
  4. Added some Boolean commands as I (can't be arsed)felt they didn't need to be added to the options, Type "Bones" followed directly with "Stack", "Skins", "Dim", "Fade", or "SEM" to toggled the respective Booleans found in the configuration. (example "BonesStack")

  • Details of Commands:
    Stack - Toggle Shield Stacking boolean, shields will now simply add the base cast on the current shield of the target

    Skins - Toggle Player Colour Shield Flare, default is set to chosen flavor, if toggled it will be set to player color

    Dim - Toggle Shield Flare "Dimming", Shield Flare will dim based on health of the shield

    Fade - Toggle Fade of Segments, Segments will fade based on health of the shield

    SEM - Toggle SEM, SEM removes the orbiting segments and creates only one overhead effect. (Might be buggy? Be Wary if you see anything!)
----------------------------------------------------------------------------------------------------

Release 1.12 - 2019-04-25 at 9:22pm (PST)
- Major -
  1. Added seperate Yaw, Pitch, & Roll to Travel and Orbit of segments movements.

  2. Added RGB Color customizations for segments, this already exists for the shield "flare" but I never thought to do so with the segments, Thanks Spellbound!

  3. Added "Dimming" & "Shrinking" of segments based on how much damage the individual segments have received, (Turn on the corresponding boolean to see!)
-Minor-
  1. Merged redundant varibles into an arrayed variable (BAmr_SEG_VALUE[X])

  2. Cast & Block have been reworked slightly to incorperate the new "Dimming" & "Shrinking" changes to segments
----------------------------------------------------------------------------------------------------

Release 1.11 - 2019-04-04 at 6:18pm (PST)
  • Bugfix - Special effect not ocurring when casting on unit with all segments active
  • Major - Added Stacking Boolean, casting on the same unit will Stack the value instead of resetting it, you can test this by turning on the "Check shield value" trigger (default off) and pressing ESC with a selected & shielded unit. *Credits to MyPad for the suggestion*
  • Minor bugfix, BAmr_Boolean[2] wasn't connected to the option in Block trigger
  • Minor bugfix, Remove Duplicate creation of special fx in cast trigger
----------------------------------------------------------------------------------------------------

Release 1.10 - 2019-03-03 at 9:45am (PST)
  • Major: Segments are no longer dummy units, they are now special effects!
  • Major: Flavour Selection: I.e. @Pinzu's idea, Pre-selected "themes" over the special effects used by the spell
  • Major?: Damage Flare Intensity Boolean - I.e. hitting a unit with a low shield health will make the shield flare look darker and dimmer - (Included Threshold variable to make sure it doesn't go below 50.00 and dissapear before the shield ends.)
  • Minor: merged some redundant values into single variables.
----------------------------------------------------------------------------------------------------

Release 1.09 - 2019-02-20 at 12:45am (PST)
  • Major: Added Vexorian dummy model to allow complete trigger control over the orbiting units model path - [Credits to Vexorian & Pinzu for the idea!]
Minor changes:
  • added BAmr_SEGMENT_MODEL_PATH to config - For use with the newly added dummy model
  • added BAmr_Bkey - exclusive for the segment units as a way to access Unit indexing, it appears in BAmr Cast/Block/Periodic for both the initial creation and the clean up after the unit has been cleared
  • made segment units into neutral passive as their ownership seemed pointless and simply added to end game score.
  • fixed casting stats, strength stat was being added due to a ( * ) being a ( + )
----------------------------------------------------------------------------------------------------
Release 1.08 - 2019-02-03 at 10:23pm
  • Major: Added new Spirit touch with player colour variability [Credits to Hermit! for the model & Pinzu for the idea!]
  • Minor: Added Boolean to decide if you want damage target's player colour or a specific one.
  • Minor: Added Specific Player Colour Variable if the above boolean is set to false (I.e player blue will create a orange flare effect when hit.)
  • Major: Added Segment flying height and changed them to flying types allowing for segments to actually orbit near the unit instead of on the ground [Credits to Hermit for noticing]
--------------------------------------------------------------------------------------------------
Release 1.07 - 2019-01-21 at 1:13 AM

Changelog:

  • Minor: added current unit height and their current position's terrain height to make it so the Special effect on hit will not sink into the ground. (it still does slightly but I'm not sure how to fix it...)
  • Minor: redid commands into spellbook with four abilities
  • Minor: redid damage text to show accumulated damaged (occasionally bugs but have it off by default, lost on how it's being silly but it's pretty messy)
  • Minor: changed DamageEventAmount calculation in BAmr Block to
    • set.gif
      Set DamageEventAmount = (DamageEventAmount - (DamageEventAmount x BAmr_ABSORBTION_PERCENTAGE))
    from
    • set.gif
      Set DamageEventAmount = (DamageEventPrevAmt - (DamageEventPrevAmt x BAmr_ABSORBTION_PERCENTAGE))
    since the target was healing off the damage when enchanted.
  • Minor: Replaced all instances of Variables named BArmr to BAmr
--------------------------------------------------------------------------------------------------
Release 1.06 - 2019-01-12 at 6:20 PM

Changelog:

Major Additions:
  • Added BAmr_EFFECTPATH[1-3], allows for seperate spawn effect, destroyed effect, and damage effect.
  • Added Configuration for Destroyed & Damage Effect Path
  • Added Damage Effect in BAmr Block
  • Added BAmr_SPEF - to avoid using (Last created special effect)
  • Added Configuration for Damaged Effect's: Offset, Height, RGB Color Value, Scale, Timescale, Yaw/Pitch/Roll
  • Organized BAmr Config for cleaner look
Minor Additions in "Not Required":
  • Added install instructions
  • Added Commands for toggling Damage text & spawning of random hostile creeps
  • Added Selection of the test hero on startup as well as message for previously mentioned commands
  • Added Mouse tracking move for location point of spawning hostiles via commands.

--------------------------------------------------------------------------------------------------
Release 1.05 - 2019-01-03 at 7:55 PM
  • FINISHED - BAmr_Periodic Variable & Trigger add in Init added! (Neat!)
  • FINISHED - Removed BAmr_PreloadUnit used BAmr_Target instead
--------------------------------------------------------------------------------------------------
Release 1.04 - 2019-01-03 at 7:55 PM
(Happy New Year!)
Changelog:

  • FINISHED - BAmr_Preload_Unit Variable for preloader in BAmr Config - Added!
  • FINISHED - BAmr_STR/AGI/INT = Hero S/A/I x BAmr_Attribute_Bonus - Added!
  • FINISHED - If&Else checking if Segment unit is still alive, will spawn replacements if needed otherwise it will simply use the spawn effect on exisiting.
  • FINISHED - BAmr_Segment_Custom_Value Added, (wow this makes it much easier)
  • FINISHED - BAmr_UnitG_Count, replaced in BAmr Cast & Periodic
  • FINISHED- Put the conditions on BAmr Periodic (has buff? / Is alive?) together
  • FINISHED - Still don't know how to make a variable for periodic (won't use "Real" or "Timer") (Screenie)
  • FINISHED? - Segments will fly off if not above %125, especially so when the unit starts moving, (Black Magic Numbers)
  • FINISHED- Oops - Old habit of using hashtables since variables didn't work to well with them
  • UNSURE - I'm not quite sure what you're referring to but I changed the BAmr_LVL_BONUS to an Array with preset levels in BAmr Config
--------------------------------------------------------------------------------------------------
Release v1.03 - 2018-12-29 at 11:25 PM
Changelog:

  • FINISHED - Trigger Prefix changed: (BAmr X > BA X )
  • FINISHED - Added BAmr_Caster/Target/Picked_Unit to handle repetitive function calls.
  • FINISHED? - Added BAmr_Offset/Angle/Where for segment spawn point configuration.
  • FINISHED - Added BAmr_Integer to replace any usage of ( Integer A )
  • FINISHED - Added Toggles for block & periodic on cast & group clear
  • UNFINISHED - Still don't know how to make a variable for periodic (won't use "Real" or "Timer")
  • FINISHED - Put the conditions on BAmr Periodic (has buff? / Is alive?) together
Added configuration:
- BAmr_Absorbtion_% (Damage % that is handled by the shield and left for the target to deal with)

---------------------------------------------------------------
Release v1.02 - 2018-12-27 at X AM
Changelog:

  • FINISHED - Trigger Prefix changed: (BAmr X > BA X )
  • FINISHED - Added BAmr_Caster/Target/Picked_Unit to handle repetitive function calls.
  • FINISHED - Added BAmr_Offset/Angle/Where for segment spawn point configuration.
  • FINISHED - Added BAmr_Integer to replace any usage of ( Integer A )
  • FINISHED - Added Toggles for block & periodic on cast & group clear
  • UNFINISHED - Still don't know how to make a variable for periodic (won't use "Real" or "Timer")
  • FINISHED - Put the conditions on BAmr Periodic (has buff? / Is alive?) together
Added configuration:
- BAmr_Absorbtion_% (Damage % that is handled by the shield and left for the target to deal with)

Removed:
All the comments since it's the only thing I think KILLCIDE was referring to when he made the claim that I didn't read the Guides he suggested.

---------------------------------------------------------------
Release v1.01 - 2018-12-24 at 8:50 AM
Changelog:
  • FINISHED - (Cast --> BA Main Cast).
  • FINISHED - (BArmr > BA_X).
  • FINISHED - See "Added Configuration below.
  • FINISHED - (BArmr > Temp_X).
  • FINISHED - See below
Added Configuration for:
- Base shield health
- Shield health bonus per level
- Attribute bonus
- Spell/Physical resistance
- Unittype for Segment
- Number of Segments
- Rotation Distance
- Rotation Speed
- Missile speed (How fast the segments move to enclose the unit)

---------------------------------------------------------------
Release v1.00 - 2018-12-24 at 4:44 AM


Please let me know your thoughts, I will take any feedback on to improve bone armor.
Contents

Bone Armor (Map)

Level 12
Joined
Feb 27, 2019
Messages
399
I love it !! Just 2 very minor feedbacks for your next version:
1/ Typo in comment "-------- This value indicates how "segments" will orbit around the enchanted Target. --------", shouldn't it be "how many segments" ?
2/ Could you plz add somewhere (in a comment or something) the code version ? I think people usually do that, and it allows users to later check if they still are up-to-date :)
 
Level 24
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1,783
Pleased to hear!
I will make the corrections and your suggestion in newer releases, though I am unsure of what to change other than maintaining it up to Bribe's current damage engine.

I thought about overhauling into strictly hastable since the indexer is not required...
if you have any suggestions for changes or additions let me know.
 
Level 12
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Messages
399
Just for information, I don't know it if it a problem or just cosmetics:

I used the Memory Leaks Checker tool on my map, and it told me that Bone Armor has many "improper location cleans". It means many cases where you call "RemoveLocation" on a null or invalid pointer (=pointing to an already removed location). I noticed it was the case in the Periodic trigger for example.

However, like I said, I don't know if this is an issue, or just cosmetics :S
 
Level 12
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Messages
399
For info, this spell uses the following natives that are likely to cause desync in some conditions:
- GetLocationZ (because terrain deformations & animations of walkable destructables are asynchronous)
- BlzGetLocalSpecialEffectX (because the function is asynchronous)
- BlzGetLocalSpecialEffectY (because the function is asynchronous)
- BlzGetLocalSpecialEffectZ (because the function is asynchronous, and terrain deformations & animations of walkable destructables also are asynchronous)
 
Level 24
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Messages
1,783
For info, this spell uses the following natives that are likely to cause desync in some conditions:
- GetLocationZ (because terrain deformations & animations of walkable destructables are asynchronous)
- BlzGetLocalSpecialEffectX (because the function is asynchronous)
- BlzGetLocalSpecialEffectY (because the function is asynchronous)
- BlzGetLocalSpecialEffectZ (because the function is asynchronous, and terrain deformations & animations of walkable destructables also are asynchronous)

Any recommendations?
 
Level 16
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May 2, 2011
Messages
1,345
I was going to ask if this was compatable with Looking_for_Help DDS only to realize that of Bribe is already required.

though one thing confuses me: bribe description of that very DDS you are refferring to is that it requires 1.32 but here you say it requires 1.31

I have 1.31 so it might work but I wanted to make sure?

none the less I wish there was 1.26 version of this compatable with LFH because looking for help version work there. I mean I can make my campaign on 1.31 but if I have done so then those who have previous versions cannot play the campaign and so I thought it is better to stay at 1.26

Edit: I am looking at the code and it seems very much compatable. just instead of damage event becomes = 4.00 I will change the event to =1.00 and it would work just fine right? (will also need to change damage variables etc but that shouldnt be too difficult.)
Edit: nvm LFH cannot reduce damage before armor reductions and all...
thats a shame. this spell would have been very cool for that Elite Necromancer :(
 
Last edited:
Level 16
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Messages
1,345
@Map Designer
This one uses Looking_For_Help's system
BAmr Hashtable & PDD system | HIVE
However it has reduced features and is Hashtable based.
what reduced features? that the original one reduces damage before armor and this one reduces damage after armor reduction?
Anyway This is Great! I thought it was time for me to move on to 1.31 but you saved it :grin::grin::grin:

Edit: so now is the time to choose the model Certainly the vanilla spirit touch effect looks nice.
though isnt it good to have raise dead effect looping on the target?
 
Last edited:
Level 16
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May 2, 2011
Messages
1,345
@Ricola3D
Very pleased you like it, I'll upload a change that has a threshold that if the target goes beyond (default) 900 units, the segments simply stick with them.

You can find the config threshold variable near segment missile speed, and the Necromancer hero has blink ability to test this.
what about Maiev Blink? What is the correct way for it to move?
 
Level 12
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Messages
399
Thanks !

If I'm corrent, max possible speed in War III is 522 (whatever you do you cannot go abobe this limit).

However I'm not sure about it's signification: does it mean that in 1 second unit can cross a max distance of 522units ? And this with a periodic Bamr trigger of 0.03s, max distance crossed between 2 calls would be 15.67units ? Anything above this limit would be teleport ?
 
Level 24
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1,783
@Map Designer
>what about Maiev Blink? What is the correct way for it to move?
I'm not sure I understand...
If you are curious to why it was added it is for testing the threshold distance of the segments.
Segements are treated as "missiles" in their initial stage of traveling towards the target upon cast, however if using a teleport/displacement ability or effect (Waystone/mass teleport/staff of sanctuary/ gem of summoning/blink/etc) the missing do not teleport with the target and instead begin traveling at their projectile speed towards their new position, to see bug in action simply make BAmr_Seg_Value[20] in the segment section to a large number and try blinking.

@Ricola3D
>If I'm corrent, max possible speed in War III is 522 (whatever you do you cannot go abobe this limit).
>However I'm not sure about it's signification: does it mean that in 1 second unit can cross a max distance of 522units ? And this with a periodic Bamr trigger of 0.03s, max distance crossed between 2 calls would be 15.67units ? Anything above this limit would be teleport ?

Where are you getting 15.67 units? The segment missile speed is 18.00 per instance, meaning in a full 33 ticks the segment would of passed 594, even then the segment while in a 100 unit distance from it's enchanted target every tick would mean 3300 distance per second.

The only way it will teleport is if the enchanted target exceeds the newly added threshold (as of 1.18) of 900 units within one tick of (default .03) seconds.
 
Level 12
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Feb 27, 2019
Messages
399
@Map Designer
>what about Maiev Blink? What is the correct way for it to move?
I'm not sure I understand...
If you are curious to why it was added it is for testing the threshold distance of the segments.
Segements are treated as "missiles" in their initial stage of traveling towards the target upon cast, however if using a teleport/displacement ability or effect (Waystone/mass teleport/staff of sanctuary/ gem of summoning/blink/etc) the missing do not teleport with the target and instead begin traveling at their projectile speed towards their new position, to see bug in action simply make BAmr_Seg_Value[20] in the segment section to a large number and try blinking.

@Ricola3D
>If I'm corrent, max possible speed in War III is 522 (whatever you do you cannot go abobe this limit).
>However I'm not sure about it's signification: does it mean that in 1 second unit can cross a max distance of 522units ? And this with a periodic Bamr trigger of 0.03s, max distance crossed between 2 calls would be 15.67units ? Anything above this limit would be teleport ?

Where are you getting 15.67 units? The segment missile speed is 18.00 per instance, meaning in a full 33 ticks the segment would of passed 594, even then the segment while in a 100 unit distance from it's enchanted target every tick would mean 3300 distance per second.

The only way it will teleport is if the enchanted target exceeds the newly added threshold (as of 1.18) of 900 units within one tick of (default .03) seconds.

I just multiplied 522 (max speed) by the period of your trigger (0.03s) to get a distance (setting variable[20] = 522 * variable_period). I just tried it in my map the visible result seems fine. However I cannot be sure that segments are not teleported all the time without adding some logs :S
 
Level 24
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If you indeed set it to the movement speed of the unit it will teleport, adding a game display of "TELEPORTED" whenever it fires is proof enough, now why would you set it to the max movement speed and not something like the max range of a short range teleport?
 
Level 12
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If you indeed set it to the movement speed of the unit it will teleport, adding a game display of "TELEPORTED" whenever it fires is proof enough, now why would you set it to the max movement speed and not something like the max range of a short range teleport?

Dunno. It seemed more logical to me, in case of dash/knockback/jump/etc.. abilities
 
Level 12
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May 16, 2020
Messages
660
Hi Deva, I want to use this amazing shield for my map, but is it possible to make each individual segment have it's own model?

I want to create a shaman who controls 4 elements, so each segment should have a different look and have its own effect when it gets destroyed.

For the visuals :p :
8b5571acd29199d6b46ccf26224afcb0.jpg



Edit: Regarding the Config trigger, how is changing the FLAVOR number changing the color of the shield...? I don't see where this is being changed per flavor. For example how is BAmr_Config_FLAVOR 6 = Orange?
 
Last edited:
Level 24
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Feb 9, 2009
Messages
1,783
@Ugabunda
Start by making a variable that you can refer to with multiplications of Loop_Segment:
upload_2020-8-21_6-49-18.png


Then in the triggers where the effect is created, change to index to match:
upload_2020-8-21_6-50-27.png

If you still have troubles with this I'd be happy to help.

>Edit: Regarding the Config trigger, how is changing the FLAVOR number changing the color of the shield...? I don't see where this is being changed per flavor. For example how is BAmr_Config_FLAVOR 6 = Orange?

This is due to the custom model, it has player color properties much like a footman or a grunt has parts on the unit that match the owning player's color, 1 is Red, 2 is blue, Etc
 
Level 12
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660
This is due to the custom model, it has player color properties much like a footman or a grunt has parts on the unit that match the owning player's color, 1 is Red, 2 is blue, Etc
Ahh, makes sense now that you mention it...

Regarding adjusting: If you can help then would appreciate it... spent some time interpreting what you wrote, but this monster of a trigger is honestly quite intimidating and I don't understand each part within the triggers outside of Config (general idea of what each section is supposed to do yes, but not how each part achieves its goal).
 
Level 2
Joined
Jun 11, 2011
Messages
8
Your spells never cease to amaze me! Quick question, how would I go about making it so that the shield only last for say 12 seconds at most? I need it to fall off if the player hasn't taken damage or no one has destroyed the shield in 12 seconds. Thanks a million ahead of time!
 
Level 12
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Messages
399
Hello !
This spells use the JASS function "GetLocationZ" known for a likely cause of desyncs if players use different OS (linux, mac), different version (classic, reforged), different graphic settings. (For ex, see this topic: [DESYNC] - 2 Possible causes found).

Do you think this spell is 100% safe ?
Otherwise, do you think it would be possible to make a version of this spell that does not use it ? (for all, or if we enable a given setting) ?
 
Level 24
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Messages
1,783
Hello !
This spells use the JASS function "GetLocationZ" known for a likely cause of desyncs if players use different OS (linux, mac), different version (classic, reforged), different graphic settings. (For ex, see this topic: [DESYNC] - 2 Possible causes found).

Do you think this spell is 100% safe ?
Otherwise, do you think it would be possible to make a version of this spell that does not use it ? (for all, or if we enable a given setting) ?

1. "if GetZ is used to do something NOT visual-only then it's flawed system and it must be reworked. Z arent synced for any version you can think of."

2. "So, no, saying that using Missile in your map causes desyncs is simply false because we already know for 15 years that you cant use GetLocationZ for anything gameplay relevant."

3. "in general only use GetLocationZ for visual-only systems."

4. (Source hive discord)
1642264058494.png


5.(Source hive discord)
1642264098766.png


The spell only uses GetLocationZ for visual as far as I understand from reading the thread and speaking with a few individuals.
If you just want to be safe I'd suggest making it into a simple shield ability with no fluff for visuals, that way you keep the ability and reduce risk.
 
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Level 3
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May 26, 2022
Messages
18
I made some tweaks to it and i gotta say i'm pretty happy with the results.
Great work on the spell.

I took the Poor Yorrick model and removed the missile sound and made it a little bigger.
Instead of the green skulls, which looked rather intrusive if you have many units on screen.
hello how did you do to remove the animations that come out around the character that are like 3 skulls?
 
Level 3
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May 26, 2022
Messages
18
Can you give me more information.
Hello, I already solved that, just remove the effect that makes the 3 heads appear around the characters when the spell is put on. now something very important is to know if I can do something so that they don't dissipate the spell. When I use it, sometimes the spell is dispelled, for example, the guardians of the apocalypse or the magicians and they take away my shield.
 
Level 24
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Feb 9, 2009
Messages
1,783
Hello, I already solved that, just remove the effect that makes the 3 heads appear around the characters when the spell is put on. now something very important is to know if I can do something so that they don't dissipate the spell. When I use it, sometimes the spell is dispelled, for example, the guardians of the apocalypse or the magicians and they take away my shield.
I do not know what the guardians of the apocalypse or the magicians are.
But it is an intended effect for the spell to end if the buff is removed by dispels.
Edit: Seen here in the periodic conditions:
1653689422658.png
 
Level 3
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May 26, 2022
Messages
18
I do not know what the guardians of the apocalypse or the magicians are.
But it is an intended effect for the spell to end if the buff is removed by dispels.
Edit: Seen here in the periodic conditions:
View attachment 400353
For some reason the data is not the same, this option does not appear. And I needed to disable that so they can't dispel the shield because many guardians of the apocalypse appear on my map and when I use the shield spell they dissipate everything the second.
 

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