Chain Frost v2.3 [GUI]

Releases a powerfull frost ball that deals 250/350/450 damage to each target it hits. Jumps 5/6/7 times.
  • Chain frost stats
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Set the spell --------
      • Set ChainFrost = Chain Frost
      • -------- Set the base damage of the spell --------
      • Set rDamage = 150.00
      • -------- Set the damage per level of the ability --------
      • Set rLvlDamage = 100.00
      • -------- Choose how many times it should bounce --------
      • Set iJumps = 7
      • -------- Number of jumps increased per level --------
      • Set iLvlJumps = 1
      • -------- 128 units = 1 tile in length --------
      • -------- 1 rSpeed = 33 units p/sec --------
      • Set rSpeed = 14.00
      • -------- Effect on impact --------
      • Set sChainFrostE = Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
  • Chain frost spell
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to ChainFrost
    • Actions
      • If (iChainFrostIndex Equal to 0) then do (Trigger - Turn on Chain frost loop <gen>) else do (-------- begin --------)
      • Set iChainFrostIndex = (iChainFrostIndex + 1)
      • Set uChainFrostC[iChainFrostIndex] = (Triggering unit)
      • Set uChainFrostT[iChainFrostIndex] = (Target unit of ability being cast)
      • Set Temp_Point = (Position of uChainFrostC[iChainFrostIndex])
      • Unit - Create 1 Chain frost for Neutral Passive at Temp_Point facing Default building facing degrees
      • Set uChainFrostD[iChainFrostIndex] = (Last created unit)
      • Set Temp_Int = (Level of ChainFrost for uChainFrostC[iChainFrostIndex])
      • Set iChainFrostJumps[iChainFrostIndex] = (iJumps + (Temp_Int x iLevelJumps))
      • Set rFinalDamage[iChainFrostIndex] = (rDamage + ((Real(Temp_Int)) x rLvlDamage))
      • Custom script: call RemoveLocation(udg_Temp_Point)
  • Chain frost loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer Temp_Int) from 1 to iChainFrostIndex, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (uChainFrostD[Temp_Int] is paused) Equal to False
            • Then - Actions
              • -------- Get the location of the effect and target --------
              • Set Temp_Point = (Position of uChainFrostD[Temp_Int])
              • Set Temp_Point2 = (Position of uChainFrostT[Temp_Int])
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Distance between Temp_Point and Temp_Point2) Greater than (2.00 x rSpeed)
                • Then - Actions
                  • -------- Move effect towards target --------
                  • Set Temp_Point3 = (Temp_Point offset by rSpeed towards (Angle from Temp_Point to Temp_Point2) degrees)
                  • Unit - Move uChainFrostD[Temp_Int] instantly to Temp_Point3
                  • Custom script: call RemoveLocation(udg_Temp_Point3)
                • Else - Actions
                  • -------- Finally damage the target --------
                  • Set Temp_Point3 = (Position of uChainFrostT[Temp_Int])
                  • Unit - Move uChainFrostT[Temp_Int] instantly to Temp_Point3
                  • Unit - Cause uChainFrostC[Temp_Int] to damage uChainFrostT[Temp_Int], dealing rFinalDamage[Temp_Int] damage of attack type Spells and damage type Cold
                  • Custom script: call DestroyEffect(AddSpecialEffectLoc(udg_sChainFrostE,udg_Temp_Point3))
                  • Set iChainFrostJumps[Temp_Int] = (iChainFrostJumps[Temp_Int] - 1)
                  • -------- Pick the next target --------
                  • Set Temp_Group = (Units within 500.00 of Temp_Point3)
                  • Custom script: call RemoveLocation(udg_Temp_Point3)
                  • -------- Remove invalid targets --------
                  • Unit Group - Remove uChainFrostT[Temp_Int] from Temp_Group
                  • Unit Group - Pick every unit in Temp_Group and do (Actions)
                    • Loop - Actions
                      • Set Temp_unit = (Picked unit)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Temp_unit is A structure) Equal to True
                              • (Temp_unit is A flying unit) Equal to True
                              • ((Owner of Temp_unit) is an enemy of (Owner of uChainFrostC[Temp_Int])) Equal to False
                              • (Life of Temp_unit) Less than 0.41
                        • Then - Actions
                          • Unit Group - Remove Temp_unit from Temp_Group
                        • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • iChainFrostJumps[Temp_Int] Greater than 0
                      • (Temp_Group is empty) Equal to False
                    • Then - Actions
                      • Set uChainFrostT[Temp_Int] = (Random unit from Temp_Group)
                    • Else - Actions
                      • -------- Chain Frost is done, clean up --------
                      • Set uChainFrostC[Temp_Int] = uChainFrostC[iChainFrostIndex]
                      • Set uChainFrostC[iChainFrostIndex] = No unit
                      • Set uChainFrostT[Temp_Int] = uChainFrostT[iChainFrostIndex]
                      • Set uChainFrostT[iChainFrostIndex] = No unit
                      • Unit - Remove uChainFrostD[Temp_Int] from the game
                      • Set uChainFrostD[Temp_Int] = uChainFrostD[iChainFrostIndex]
                      • Set uChainFrostD[iChainFrostIndex] = No unit
                      • Set iChainFrostJumps[Temp_Int] = iChainFrostJumps[iChainFrostIndex]
                      • Set iChainFrostJumps[iChainFrostIndex] = 0
                      • Set rFinalDamage[Temp_Int] = rFinalDamage[iChainFrostIndex]
                      • Set rFinalDamage[iChainFrostIndex] = 0.00
                      • Set iChainFrostIndex = (iChainFrostIndex - 1)
                      • Set Temp_Int = (Temp_Int - 1)
                      • If (iChainFrostIndex Equal to 0) then do (Trigger - Turn off (This trigger)) else do (-------- finish --------)
                  • Custom script: call DestroyGroup(udg_Temp_Group)
              • Custom script: call RemoveLocation(udg_Temp_Point)
              • Custom script: call RemoveLocation(udg_Temp_Point2)
            • Else - Actions



-The spell now supports levels
-Changed base ability from Acid Bomb to Channel

-Removed a leak
-Changed damage calculator's location


-Fixed location leak
-Improved tooltip
-Removed channel animation
-Added importing instruction
-Removed spell effect sight radius
-Removed Invulnerability from effect

[hidden="v2.3]
Increased missile speed
Changed icon xy location
Made impact affect confugiratable
Displays the impact effect more efficiently
Improved terrain and screenshot
Added commands
[/hidden]

Please give credit for my work.

Keywords:
chain, frost, dota, lich, winter, ice, snow, nuke, bounce
Contents

Chain Frost v2.2 (Map)

Reviews
Chain Frost v2.3 | Reviewed by Maker | 31.12.2014 Concept[/COLOR]] The spell is useful but not original Triggers[/COLOR]] The triggering is quite basic, but does the job. Change the life < 0.41 to unit is not dead boolean...

Moderator

M

Moderator


Chain Frost v2.3 | Reviewed by Maker | 31.12.2014

[COLOR="gray"

[COLOR="gray"

[COLOR="gray"

[COLOR="gray"

[COLOR="gray"

Concept[/COLOR]]
126248-albums6177-picture66521.png
The spell is useful but not original
Triggers[/COLOR]]
126248-albums6177-picture66521.png

The triggering is quite basic, but does the job.
Change the life < 0.41 to unit is not dead boolean.
Objects[/COLOR]]
126248-albums6177-picture66521.png

Object editor data is a bit unfinished, no much formattion
of tooltips and a missing learn hotkey for example.
Effects[/COLOR]]
126248-albums6177-picture66521.png

You coul've done better with sound effects. There could be
some effect when the projectile explodes the last time.
Rating[/COLOR]]
CONCEPTTRIGGERSOBJECTSEFFECTSRATINGSTATUS
126248-albums6177-picture75358.jpg
126248-albums6177-picture75358.jpg
126248-albums6177-picture75358.jpg
126248-albums6177-picture75358.jpg
126248-albums6177-picture75358.jpg
APPROVED
 
REVIEW
TRIGGER FIXES
  • Use comment instead of do nothing in this. If (iChainFrostIndex Equal to 0) then do (Trigger - Turn on Chain frost loop <gen>) else do (Do nothing)
  • You should use an ITE instead of removing all units from group using the group creation.
  • It makes it easier to read and edit.
FINAL RATING
  • Needs Fix
[/TD][/tr]
If you have any questions or problems with my review please tell me. Original Review Template by Doomlord.
 

Kazeon

Hosted Project: EC
Level 34
Joined
Oct 12, 2011
Messages
3,449
  • Set uChainFrostE[Temp_Int] = uChainFrostE[iChainFrostIndex]
  • Unit - Remove uChainFrostE[Temp_Int] from the game
Do you know what are you doin there? It seems a little incorrect for me.

  • Set uChainFrostC[iChainFrostIndex] = No unit
    • Set uChainFrostT[iChainFrostIndex] = No unit
    • Set uChainFrostE[iChainFrostIndex] = No unit
    • Set iChainFrostJumps[iChainFrostIndex] = 0
you are wasting time there..
 
I suggest you separate triggers with [/trigger] to make it more readable.

  • (Life of Temp_unit) Less than 0.41
^That is not enough to check a unit's state.
  • Unit - Create 1 Chain frost for (Owner of uChainFrostC[iChainFrostIndex]) at Temp_Point facing Default building facing degrees
You can set the owner to Neutral Passive so the Player end game score isn't affected.

Additionally, the TempPoint3 in the 'Else' (DistanceBetweenPoints) is the same as TempPoint2

Good spell though.
 
  • (Life of Temp_unit) Less than 0.41
^That is not enough to check a unit's state.
Then how should I check if a unit is dead? the "is unit dead" condition is bugged.
  • Unit - Create 1 Chain frost for (Owner of uChainFrostC[iChainFrostIndex]) at Temp_Point facing Default building facing degrees
You can set the owner to Neutral Passive so the Player end game score isn't affected.
Thanks, I fixed that :)
Additionally, the TempPoint3 in the 'Else' (DistanceBetweenPoints) is the same as TempPoint2
Temp_Point2 is the dummy location's offset by speed and Temp_Point3 is the target's location where the effect is displayed. I prefer the effect to show as accurate as possible.
Good spell though.
Thanks Mythic :)
 
Top