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Note: Before Completing Dowload my Spell, please read my instructions.
I (Losam) I present to you:
Death Blow
Characteristics of this magic:
- Version 1.0
- GUI / Triggers;
- It MUI;
- It is very configurable;
- It has simple functions;
- It is a passive spell (can not be trigger by the player);
- It has four levels;
What is the function of this spell?
When the Hero (That has to drive this spell) is attacking, he will have 18% chance of turning (like a tornado) And When this happens, he punishes (= damage) ground units around (it is valid for allied and enemy units ) throwing Them away.
During the effect That They Are Can They hurled collide (with any unit, is the same land) or hit a tree (this information is not Mentioned in this skill) And When this happens They feel dizzy. If you stop naturally If These units (the interfereinça tree, unity and tereno) they Were dizzy.
Triggers
For this spell, I worked out three triggers:
Death Blow Setup
Events
Map initialization
Conditions
Actions
-------- = --------
-------- The skill set is as follows: --------
Set DB_Ay = Death Blow
-------- = --------
-------- The skill that ensures that the units are silly is this: --------
Set DB_Ay_Dy = Stun
-------- = --------
-------- Type of Attack, Damage and Unity (Dummy) are set out below: --------
Set DB_Te_Ak = Hero
Set DB_Te_De = Universal
Set BD_Te_Dy = Dummy
-------- = --------
-------- This Boolean Indicates whether or not the Flames Destroy the trees: --------
Set DB_Bn_FeDyTe = True
-------- = --------
-------- DB_AoE [1] = Area of Effect for the unit collides with tree or unit. --------
Set DB_AoE[1] = 100.00
-------- DB_AoE [2] = Area of Effect for the AxeRunner throw and punishes drives around. --------
Set DB_AoE[2] = 280.00
-------- = --------
-------- DB_De_Min [1-4] = Is the Minimum Damage Caused by the spell, and the value of the Index corresponds to the level of skill. --------
Set DB_De_Min[1] = 40.00
Set DB_De_Min[2] = 84.00
Set DB_De_Min[3] = 130.00
Set DB_De_Min[4] = 161.00
-------- = --------
-------- DB_De_Max [1-4] = The Maximum Damage Caused by the spell, and the value of the Index corresponds to the level of skill. --------
Set DB_De_Max[1] = 60.00
Set DB_De_Max[2] = 112.00
Set DB_De_Max[3] = 150.00
Set DB_De_Max[4] = 190.00
-------- = --------
-------- DB_De_Extra [1-4] = Is Caused damage when thrown Dash Unit with One Another unit. --------
Set DB_De_Extra[1] = 12.00
Set DB_De_Extra[2] = 18.00
Set DB_De_Extra[3] = 24.00
Set DB_De_Extra[4] = 35.00
-------- = --------
-------- DB_De_Min_Lp [1-4] = Is the Minimum Damage Caused by Fire, and the value of the Index corresponds to the level of skill. --------
Set DB_De_Min_Lp[1] = 2.00
Set DB_De_Min_Lp[2] = 5.00
Set DB_De_Min_Lp[3] = 8.00
Set DB_De_Min_Lp[4] = 10.00
-------- = --------
-------- DB_De_Max_Lp [1-4] = The Maximum Damage Caused by Fire, and the value of the Index corresponds to the level of skill. --------
Set DB_De_Max_Lp[1] = 4.00
Set DB_De_Max_Lp[2] = 7.00
Set DB_De_Max_Lp[3] = 9.00
Set DB_De_Max_Lp[4] = 12.00
-------- = --------
-------- DB_Fire_Be [1-4] = Determines the Value of Accurate Seconds Duration of Flames. --------
Set DB_Fire_Be[1] = 2.00
Set DB_Fire_Be[2] = 3.00
Set DB_Fire_Be[3] = 4.00
Set DB_Fire_Be[4] = 5.00
-------- = --------
-------- DB_Re_Max [1-4] = This determines the Variable Approximate distance in which the unit will be thrown. --------
Set DB_Re_Max_Be[1] = 325.00
Set DB_Re_Max_Be[2] = 419.00
Set DB_Re_Max_Be[3] = 574.00
Set DB_Re_Max_Be[4] = 680.00
-------- = --------
-------- DB_Vy_CSE_Be = Determines the speed to Create Special Effects (Form A More Effective Leave This Spell). --------
Set DB_Vy_CSE_Be = 0.03
-------- = --------
-------- DB_Vy_CSE_Be = Determines the speed to create the Flames (Form A More Effective Leave This Spell). --------
Set DB_Vy_CDy_Be = 0.03
-------- = --------
-------- DB_Vy_CSE_Be = What Determines the Speed of Flames damage (the value of each Variable + 0.01) --------
Set DB_Vy_De_Be = 0.99
-------- = --------
-------- DB_Vy_Me = This is the variable that determines the speed at which the units are thrown. --------
Set DB_Vy_Me = 25.00
-------- = --------
-------- DB_AnDo_Be = Determines the Duration of the animation of the hero. --------
Set DB_AnDo_Be = 0.20
-------- = --------
-------- DB_Z = Chance to Determines Occorrer Function (assuming that the chance is the value of this variable - 1). --------
Set DB_Z = 19
-------- = --------
-------- DB_Model [1-3] = These models are used for this spell. --------
Set DB_Model[1] = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Set DB_Model[2] = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
Set DB_Model[3] = Abilities\Spells\Human\FlameStrike\FlameStrikeEmbers.mdl
-------- = --------
-------- Here Ends the Essential Setting this spell, the rest are with the Triggers Two (Death Blow and Death Blow Loop 1 and 2) --------
-------- = --------
Death Blow Loop 1
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer DB_Loop) from 1 to DB_Ix_Size, do (Actions)
Loop - Actions
-------- = --------
Set DB_Ix_X = DB_Ix[DB_Loop]
-------- = --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DB_Re_Max[DB_Ix_X] Less than or equal to 0.00
Then - Actions
-------- = --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(DB_Unit_C[DB_Ix_X] is alive) Equal to True
Then - Actions
-------- = --------
Set DB_Point[6] = (Position of DB_Unit_C[DB_Ix_X])
Set DB_X = (Level of DB_Ay for DB_Unit_B[DB_Ix_X])
-------- = --------
Unit - Create 1 BD_Te_Dy for (Owner of DB_Unit_B[DB_Ix_X]) at DB_Point[6] facing Default building facing degrees
-------- = --------
Unit - Make (Last created unit) Explode on death
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
-------- = --------
Unit - Add DB_Ay_Dy to (Last created unit)
Unit - Set level of DB_Ay_Dy for (Last created unit) to DB_X
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt DB_Unit_C[DB_Ix_X]
Unit Group - Pick every unit in DB_UtGp and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is Magic Immune) Equal to False
((Picked unit) is A flying unit) Equal to False
((Picked unit) is alive) Equal to True
Then - Actions
-------- = --------
Set DB_X = (Level of DB_Ay for DB_Unit_D[DB_Ix_X2])
Set DB_De_Total_Loop = (Random real number between DB_De_Min_Lp[DB_X] and DB_De_Max_Lp[DB_X])
-------- = --------
Unit - Cause DB_Unit_D[DB_Ix_X2] to damage (Picked unit), dealing DB_De_Total_Loop damage of attack type DB_Te_Ak and damage type DB_Te_De
Unit - Cause DB_Unit_D[DB_Ix_X2] to damage (Picked unit), dealing DB_De_Total_Loop damage of attack type DB_Te_Ak and damage type DB_Te_De
-------- = --------
Else - Actions
-------- = --------
Set DB_Vy_De[DB_Ix_X2] = 0.00
-------- = --------
Else - Actions
Set DB_Vy_De[DB_Ix_X2] = (DB_Vy_De[DB_Ix_X2] + 0.01)
-------- = --------
My Thanks and Credits:
First:
- To GOD (GOD ALMIGHTY, HOLY, PURE AND TRUE) JESUS? CHRIST (LAMB AND ONLY SON OF GOD, MY MASTER, LORD AND KING) and the HOLY SPIRIT OF GOD (lovely, IMMACULATE AND TRUE) to my God, that 'IT was not the will, I would not be here.
To Blizzard (Warcraft III and the series);
For Bribe (by Dynamic Index);
Paro the NFWar (BTNAxeStrike.blp the icon);
And you my friend / friend who participates in my work.
NOTE: IF YOU using and enjoying MY SPELL (OTHERWISE) THANK ME FOR MY WORK!
AND IF YOU RESPECT ME, YOU MAY:
- Use this spell on your map;
- Change the properties of this spell;
Contact:
I am free to criticize (constructively), opnion and suggestion.
Can you talk to me through my Profile page, or write in When You did the download of the Death Blow (by posting a comment).
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
08:54, 2nd Aug 2012
Magtheridon96: Using "Attack events" for this is not very reliable because these events are abusable.
Check this out. This resource is a damage detection system. Use the...
12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.
08:54, 2nd Aug 2012
Magtheridon96: Using "Attack events" for this is not very reliable because these events are abusable.
Check this out. This resource is a damage detection system. Use the damage event it provides you instead of using the attack event.
By the way, I would recommend using hidden tags around your triggers so they don't take up half the page. I fixed that for you.
Loops should be run at 0.03 seconds, 0.01 seconds runs 3x as fast as this and will cause lag very easily on most computers, additionally, unless you're using a damage detection system this is abusable, and you only need one loop not two.
Edit: Additionally save units to variables if you're going to use them more than once: I.e. (picked unit) or (triggering unit) should be stored as variables for this things.
Suppose there is a variable named "X" and she is real and has an Index Array.
Soon there is a Call "X_Be."
To Serve these two variables?
It's Simple:
Through the variable "X_Be" I determine a value (suppose to be 5) and 0.01 seconds the variable "X" is increased by 0.01 and when this variable is greater than "X_Be" occurs and the function variable "X "returned the value 0.
If you or another member can give me tips to correct my errors / leaks, I will give credit for the same help.
Like Tankeh said, you need to use a damage detection system.
The unit attacks event fires when a unit starts the attack animation. (or ends it, I can't remember)
Thank you all for your opnion and suggestion, I used the recommended event:
Time - Every 0.03 seconds of game team
And I made some changes in the variables that determine some speed (how to create special effects, moving units and units).
And I reached the following conclusion:
Improved but, need more detailed infromações (at which point my mistakes in my job).
Did U Notice What Happened If The Player Rapidly Click On S ?! Player Get 100% Chance! I Mean The Spell Happen Every Second ! Some Thing Like A Bug ! if I Were You Make It That Cant Be Trigger Every 1 sec .
Is There A Way To Fixe It !? Because Even In Dota If You Pick Rikki And Go Back Of A Unit And Have Your 3rd Spell And Rapidly Click On "S" The Unit Get Huge Amount OF Damage ! Or Like Spirit Same As Rikki ! ( You Can Ply Foot Ball With Units )
Can This System "GUI Damage Engine v2.2.1.0 by Bribe" Fixe It ?!
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