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DBWater Spell Pack v1.2

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

Creates a water effect at targeted point to make taregeted enemies stunned with dealing damage and stun.
  • Water Up cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Water Up
    • Actions
      • Set Water_Up_Caster = (Triggering unit)
      • Set Water_Up_TargetedPoint = (Target point of ability being cast)
      • Set Water_Up_Region = (Region centered at Water_Up_TargetedPoint with size (500.00, 500.00))
      • Set Water_Up_Player = (Owner of Water_Up_Caster)
      • Special Effect - Create a special effect at Water_Up_TargetedPoint using war3mapImported\Shiva'sWrath.mdx
      • Wait 1.60 seconds
      • Unit - Create 1 Water_Up_Dummy for Water_Up_Player at Water_Up_TargetedPoint facing Default building facing degrees
      • Set Water_Up_CreatedUnit = (Last created unit)
      • Unit - Add a 5.00 second Water Elemental expiration timer to Water_Up_CreatedUnit
      • Animation - Change Water_Up_CreatedUnit's animation speed to 20.00% of its original speed
      • Unit - Add Water_Up_Dummy to Water_Up_CreatedUnit
      • Unit - Set level of Water_Up_Dummy for Water_Up_CreatedUnit to (Level of Water Up for Water_Up_Caster)
      • Unit - Order Water_Up_CreatedUnit to Orc Tauren Chieftain - War Stomp
      • Wait 0.20 seconds
      • Special Effect - Create a special effect at Water_Up_TargetedPoint using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at Water_Up_TargetedPoint using war3mapImported\IceSparks.mdx
      • Special Effect - Destroy (Last created special effect)
      • Special Effect - Create a special effect at Water_Up_TargetedPoint using war3mapImported\AncientExplode.mdx
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation (udg_Water_Up_TargetedPoint)
      • Destructible - Pick every destructible in Water_Up_Region and do (Actions)
        • Loop - Actions
          • Destructible - Kill (Picked destructible)
Changes the hero's form to a wave form, then moves him to the targeted point with dealing collision damage.

  • Water Wave cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Water Wave
    • Actions
      • Set Water_Wave_Caster = (Triggering unit)
      • Set Water_Wave_TargetedPoint = (Target point of ability being cast)
      • Set Water_Wave_MovingPoint = ((Position of Water_Wave_Caster) offset by 20.00 towards Water_Wave_CasterFacing degrees)
      • Set Water_Wave_TargetedPoint = (Target point of ability being cast)
      • Set Water_Wave_CasterFacing = (Facing of Water_Wave_Caster)
      • Set Water_Wave_CasterPoint = (Position of Water_Wave_Caster)
      • Set Water_Wave_BetweenDistance = ((Distance between Water_Wave_CasterPoint and Water_Wave_TargetedPoint) / 2500.00)
      • Set Water_Wave_Player = (Owner of Water_Wave_Caster)
      • Set Water_Wave_UnitGroup = (Units within 150.00 of Water_Wave_CasterPoint matching (((Matching unit) belongs to an enemy of Water_Wave_Player) Equal to True))
      • Set Water_Wave_Damage = (200.00 x (Real((Level of Water Wave for Water_Wave_Caster))))
      • Unit - Make Water_Wave_Caster Invulnerable
      • Animation - Change Water_Wave_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Unit - Turn collision for Water_Wave_Caster Off
      • Trigger - Turn on Water Wave move <gen>
      • Trigger - Turn on Water Wave damage <gen>
      • Wait Water_Wave_BetweenDistance seconds
      • Trigger - Turn off Water Wave move <gen>
      • Animation - Change Water_Wave_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Unit - Turn collision for Water_Wave_Caster On
      • Unit - Make Water_Wave_Caster Vulnerable
      • Custom script: call RemoveLocation (udg_Water_Wave_MovingPoint)
      • Custom script: call RemoveLocation(udg_Water_Wave_TargetedPoint)
      • Custom script: call RemoveLocation (udg_Water_Wave_CasterPoint)
      • Custom script: call GroupClear (udg_Water_Wave_UnitGroup)
  • Water Wave move
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Set Water_Wave_MovingPoint = ((Position of Water_Wave_Caster) offset by 20.00 towards Water_Wave_CasterFacing degrees)
      • Set Water_Wave_CasterPoint = (Position of Water_Wave_Caster)
      • Unit - Move Water_Wave_Caster instantly to Water_Wave_MovingPoint, facing Water_Wave_CasterFacing degrees
      • Special Effect - Create a special effect at Water_Wave_CasterPoint using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • Special Effect - Destroy (Last created special effect)
  • Water Wave damage
    • Events
      • Time - Every 0.15 seconds of game time
    • Conditions
    • Actions
      • Set Water_Wave_UnitGroup = (Units within 150.00 of Water_Wave_CasterPoint matching (((Matching unit) belongs to an enemy of Water_Wave_Player) Equal to True))
      • Unit Group - Pick every unit in Water_Wave_UnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause Water_Wave_Caster to damage (Picked unit), dealing Water_Wave_Damage damage of attack type Spells and damage type Cold
      • Custom script: call GroupClear (udg_Water_Wave_UnitGroup)
Slams the ground, stunning enemies within 1000 AoE and damaging them.
  • Water Slam cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Water Slam
    • Actions
      • Set Water_Slam_Caster = (Triggering unit)
      • Set Water_Slam_Player = (Owner of Water_Slam_Caster)
      • Set Water_Slam_CasterPoint = (Position of Water_Slam_Caster)
      • Set Water_Slam_Region = (Region centered at Water_Slam_CasterPoint with size (1000.00, 1000.00))
      • Set Water_Slam_UnitGroup = (Units within 1050.00 of Water_Slam_CasterPoint matching (((Matching unit) belongs to an enemy of Water_Slam_Player) Equal to True))
      • Unit Group - Pick every unit in Water_Slam_UnitGroup and do (Actions)
        • Loop - Actions
          • Unit Group - Remove (Matching unit) from Water_Slam_UnitGroup
          • Set Water_Slam_PickedUnit = (Picked unit)
          • Unit - Turn collision for Water_Slam_PickedUnit Off
          • Unit - Move Water_Slam_PickedUnit instantly to Water_Slam_CasterPoint, facing Water_Slam_CasterPoint
          • Unit - Turn collision for Water_Slam_PickedUnit On
Makes the hero rotates 3 rotations with dealing collision damage and flood damage within 1000 AoE.|nLasts 10 seconds. But flood DPS will be disabled after 10 seconds.
  • Water Pool cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Water Pool
    • Actions
      • Set Water_Pool_Caster = (Triggering unit)
      • Set Water_Pool_Player = (Owner of Water_Pool_Caster)
      • Set Water_Pool_CasterDefaultFacing = (Facing of Water_Pool_Caster)
      • Set Water_Pool_MovePoint = ((Position of Water_Pool_Caster) offset by 500.00 towards (Water_Pool_CasterDefaultFacing + 90.00) degrees)
      • Set Water_Pool_CasterDefaultPoint = (Position of Water_Pool_Caster)
      • Set Water_Pool_DamageCollision = (100.00 + ((1.00 x (Real((Level of Water Pool for Water_Pool_Caster)))) x (Real((Agility of Water_Pool_Caster (Include bonuses))))))
      • Set Water_Pool_DamageRegion = (1.00 x (Real((Level of Water Pool for Water_Pool_Caster))))
      • Set Water_Pool_CasterFacing = ((Facing of Water_Pool_Caster) - 90.00)
      • Set Water_Pool_Region = (Region centered at Water_Pool_CasterDefaultPoint with size (1000.00, 1000.00))
      • Unit - Create 10 Water_Pool_Slow for Water_Pool_Player at Water_Pool_CasterDefaultPoint facing (Random angle) degrees
      • Unit Group - Pick every unit in (Last created unit group) and do (Actions)
        • Loop - Actions
          • Unit - Add a 20.00 second Water Elemental expiration timer to (Picked unit)
          • Animation - Change (Picked unit) flying height to -500.00 at 444.00
          • Animation - Change (Picked unit)'s animation speed to 10.00% of its original speed
      • Unit - Make Water_Pool_Caster Invulnerable
      • Unit - Set Water_Pool_Caster acquisition range to 0.01
      • Unit - Order Water_Pool_Caster to Hold Position
      • Animation - Play Water_Pool_Caster's death animation
      • Trigger - Turn on Water Pool hold Position <gen>
      • Wait 2.50 seconds
      • Animation - Change Water_Pool_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
      • Trigger - Turn off Water Pool hold Position <gen>
      • Trigger - Turn on Water Pool damage collision <gen>
      • Trigger - Turn on Water Pool damage region <gen>
      • Environment - Create a 3.00 second Permanent crater deformation at Water_Pool_CasterDefaultPoint with radius 800.00 and depth 700.00
      • Unit - Move Water_Pool_Caster instantly to Water_Pool_MovePoint, facing (Water_Pool_CasterDefaultFacing - 90.00) degrees
      • Unit - Make Water_Pool_Caster face ((Facing of Water_Pool_Caster) - 90.00) over 0.00 seconds
      • Unit - Turn collision for Water_Pool_Caster Off
      • Trigger - Turn on Water Pool move <gen>
      • Wait 8.00 seconds
      • Environment - Create a 10.00 second Permanent crater deformation at Water_Pool_CasterDefaultPoint with radius 800.00 and depth -700.00
      • Wait 1.85 seconds
      • Trigger - Turn off Water Pool move <gen>
      • Trigger - Turn off Water Pool damage collision <gen>
      • Unit - Move Water_Pool_Caster instantly to Water_Pool_MovePoint, facing Water_Pool_CasterFacing degrees
      • Unit - Turn collision for Water_Pool_Caster On
      • Animation - Play Water_Pool_Caster's stand animation
      • Animation - Change Water_Pool_Caster's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Unit - Order Water_Pool_Caster to Stop
      • Unit - Set Water_Pool_Caster acquisition range to 800.00
      • Unit - Make Water_Pool_Caster Vulnerable
      • Custom script: call RemoveLocation (udg_Water_Pool_MovePoint)
      • Custom script: call RemoveLocation (udg_Water_Pool_CasterDefaultPoint)
      • Wait 10.00 seconds
      • Trigger - Turn off Water Pool damage region <gen>
      • Custom script: call RemoveLocation (udg_Water_Pool_MovePoint)
      • Custom script: call RemoveLocation (udg_Water_Pool_CasterDefaultPoint)
      • Custom script: call RemoveLocation (udg_Water_Pool_CasterPoint)
      • Custom script: call GroupClear (udg_Water_Pool_GroupCollision)
      • Custom script: call GroupClear (udg_Water_Pool_GroupRegion)
  • Water Pool hold Position
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Unit - Order Water_Pool_Caster to Hold Position
  • Water Pool move
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Set Water_Pool_CasterFacing = ((Facing of Water_Pool_Caster) - 10.00)
      • Set Water_Pool_MovePoint = ((Position of Water_Pool_Caster) offset by 10.00 towards Water_Pool_CasterFacing degrees)
      • Set Water_Pool_CasterPoint = (Position of Water_Pool_Caster)
      • Unit - Make Water_Pool_Caster face Water_Pool_CasterFacing over 0.00 seconds
      • Unit - Move Water_Pool_Caster instantly to Water_Pool_MovePoint
      • Special Effect - Create a special effect at Water_Pool_CasterPoint using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • Destructible - Pick every destructible within 200.00 of Water_Pool_MovePoint and do (Actions)
        • Loop - Actions
          • Destructible - Kill (Picked destructible)
  • Water Pool damage collision
    • Events
      • Time - Every 0.25 seconds of game time
    • Conditions
    • Actions
      • Set Water_Pool_GroupCollision = (Units within 150.00 of Water_Pool_CasterPoint matching (((Matching unit) belongs to an enemy of Water_Pool_Player) Equal to True))
      • Unit Group - Pick every unit in Water_Pool_GroupCollision and do (Actions)
        • Loop - Actions
          • Unit - Cause Water_Pool_Caster to damage (Picked unit), dealing Water_Pool_DamageCollision damage of attack type Spells and damage type Cold
      • Custom script: call GroupClear (udg_Water_Pool_GroupCollision)
  • Water Pool damage region
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Set Water_Pool_GroupRegion = (Units in Water_Pool_Region matching (((Matching unit) belongs to an enemy of Water_Pool_Player) Equal to True))
      • Unit Group - Pick every unit in Water_Pool_GroupRegion and do (Actions)
        • Loop - Actions
          • Unit - Cause Water_Pool_Caster to damage (Picked unit), dealing Water_Pool_DamageRegion damage of attack type Magic and damage type Cold
      • Custom script: call GroupClear (udg_Water_Pool_GroupRegion)
      • Special Effect - Create a special effect at (Random point in Water_Pool_Region) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • Special Effect - Destroy (Last created special effect)
[/HIDDEN]

Keywords:
Water Spell Pack, WaterSpellPack, Water Spells, WaterSpells, Water Pack, WaterPack, Water, Spells.
Contents

Water Spell Pack v1.2 (Map)

Reviews
14:32, 6th May 2011 Bribe: This is not MUI You need to use DestroyGroup, not GroupClear Plenty of leaks, many of which are caused by this not being MUI You actually have to remove the leaks, not just set them to variables. Totally not MUI, not...

Moderator

M

Moderator

14:32, 6th May 2011
Bribe:
  1. This is not MUI
  2. You need to use DestroyGroup, not GroupClear
  3. Plenty of leaks, many of which are caused by this not being MUI
  4. You actually have to remove the leaks, not just set them to variables.
  5. Totally not MUI, not even MPI or even an attempt at making this possible to be cast by more than one unit at a time
  6. Water Slam cast is way too simple to be a spell. You could trigger the same thing in object editor. And it leaks.
  7. The remaining is just more of the same things I've already pointed out. We can walk you through the process of fixing your trigger little by little, but there are layers of changes that need to be made and I feel this entire system just needs to be re-written after you have developed your skills in making things MUI and leakless. Please ask for help making your spells MUI and leakless in the http://www.hiveworkshop.com/forums/triggers-scripts-269/ forum.

Rejected.
 
D:
Hey! I was just about to upload a Tsunami Spell I was working on for 3 days now!
:mad: D:< AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHH


DIE! ...

Sorry... I was off-guard.. and Quite PISSED

Anyways, back to the spells, as Maker said, your using waits. Instead of waits make loop triggers. Waits prevent the spell from working on multiple units at once.

Also, there are so many leaks. I didn't look at the code, but i'm sure of what i'm talking about.

Things that leak:
-locations
-unit groups
-special effects
-lightning effects
-native unit groups (Use "bj_wantDestroyGroup()" before you pick a unit group to destroy it correctly. This doesn't make the "DestroyGroup(....)" function redundant. If you set a variable to a unit group, you must destroy the group when you don't need it anymore. It will cause leaks and tons of lag!)

Ever play Green Circle TD? Yeah... LAG because of LEAKS. I hope this shows you the importance of clearing leaks.

Read the tutorial Maker gave you. Trust me it's EXTREMELY useful.

Overall, your spell ideas are okay. I'd give it a 2/5 (I'm still pissed at you -.-)
 
Level 3
Joined
Sep 25, 2010
Messages
33
wew.. 5 triggers with 0.01 intervals can make you lag
better make em 0.03 above (higher if the unit is just being commanded to stop)
and the water pool can be optimized

EDIT:found bugs the hero doesn't go to the target point when using water wave and the hero can go outside the map
 
Level 6
Joined
Feb 14, 2011
Messages
104
wew.. 5 triggers with 0.01 intervals can make you lag
better make em 0.03 above (higher if the unit is just being commanded to stop)
and the water pool can be optimized

EDIT:found bugs the hero doesn't go to the target point when using water wave and the hero can go outside the map
I didnt set Water_Wave_Targeted_Point, I forgot it. And there are multiple triggers because those triggers their start and end are not at the same time.
 
@Magtheridon - upload it!!!

Meh ... I wrote it a month ago in GUI :p

I hate GUI now >.<
vJASS is epic!
I'll rewrite a new tsunami spell in vJASS, but the problem is, the special effects would be ... off :p

I'm going to have to create over 100 dummies xD (To fill the wave (Z counts 3) ))
Maybe special effects would work, but the damage would be ... never mind .. I'll just go upload it after I finish this other spell I'm working on.
 
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