1. Are you planning to upload your awesome spell or system to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. We have recently started the 16th edition of the Mini Mapping Contest. The theme is mini RPG. Do check it out and have fun.
    Dismiss Notice
  5. Choose your ride to damnation in the 5th Special Effect Contest Poll.
    Dismiss Notice
  6. The winners of the 13th Techtree Contest have been announced!
    Dismiss Notice
  7. The 13th Music Contest Poll is up! Vote for the best tracks in this symphony of frost and flame.
    Dismiss Notice
  8. Race against the odds and Reforge, Don't Refund. The 14th Techtree Contest has begun!
    Dismiss Notice
  9. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Death Stomp V1.4

Submitted by Destination9747
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
Death Stomp, Version 1.4, Created by Destination9747

Changelog: Added color to the spell for every player

You can use this spell for demon, undead or anything you want!

An ultimate spell...
When you cast the spell (base on your level) it will damage nearby land enemies by 50/100/150 and stun them for 1 second, and it will release 3/6/9 death orbs that they travel for 500 ranges.
Orbs travel around the casting unit and if they see an enemy unit they will damage it by 20/25/30. They attack every 0.2 second.
when they arrive their final destination(500 range) they will explode and stun nearby enemies by 2/3/4 seconds and damage them by 200/250/300.

I tested the map and the maximum damage it does is about 1300 based on where you cast the spell!

Setup the spell
  • Death Stomp Setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set DeathStomp_Count[1] = 3
      • Set DeathStomp_Count[2] = 6
      • Set DeathStomp_Count[3] = 9
      • Set DeathStomp_StunDamage[1] = 200.00
      • Set DeathStomp_StunDamage[2] = 250.00
      • Set DeathStomp_StunDamage[3] = 300.00
      • Set DeathStomp_StunRange[1] = 100.00
      • Set DeathStomp_StunRange[2] = 150.00
      • Set DeathStomp_StunRange[3] = 200.00


Run the spell
  • Death Stomp Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Death Stomp
    • Actions
      • -------- -------------------- Settings -------------------- --------
      • Set DeathStomp_Caster = (Triggering unit)
      • Set DeathStomp_Angle = (Facing of DeathStomp_Caster)
      • Set DeathStomp_Level = (Level of Death Stomp for DeathStomp_Caster)
      • Set DeathStomp_TriggeringPlayer = (Triggering player)
      • -------- -------------------- Color Settings -------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 1 (Red)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 255.00
          • Set DeathStomp_ColorGreenNoArray = 1.00
          • Set DeathStomp_ColorBlueNoArray = 1.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 2 (Blue)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 0.00
          • Set DeathStomp_ColorGreenNoArray = 25.00
          • Set DeathStomp_ColorBlueNoArray = 255.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 3 (Teal)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 10.00
          • Set DeathStomp_ColorGreenNoArray = 90.00
          • Set DeathStomp_ColorBlueNoArray = 72.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 4 (Purple)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 32.00
          • Set DeathStomp_ColorGreenNoArray = 0.00
          • Set DeathStomp_ColorBlueNoArray = 50.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 5 (Yellow)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 100.00
          • Set DeathStomp_ColorGreenNoArray = 98.00
          • Set DeathStomp_ColorBlueNoArray = 0.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 6 (Orange)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 100.00
          • Set DeathStomp_ColorGreenNoArray = 72.00
          • Set DeathStomp_ColorBlueNoArray = 5.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 7 (Green)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 12.00
          • Set DeathStomp_ColorGreenNoArray = 75.00
          • Set DeathStomp_ColorBlueNoArray = 0.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 8 (Pink)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 89.00
          • Set DeathStomp_ColorGreenNoArray = 35.00
          • Set DeathStomp_ColorBlueNoArray = 69.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 9 (Gray)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 58.00
          • Set DeathStomp_ColorGreenNoArray = 58.00
          • Set DeathStomp_ColorBlueNoArray = 58.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 10 (Light Blue)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 49.00
          • Set DeathStomp_ColorGreenNoArray = 74.00
          • Set DeathStomp_ColorBlueNoArray = 94.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 11 (Dark Green)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 6.00
          • Set DeathStomp_ColorGreenNoArray = 38.00
          • Set DeathStomp_ColorBlueNoArray = 27.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DeathStomp_TriggeringPlayer Equal to Player 12 (Brown)
        • Then - Actions
          • Set DeathStomp_ColorRedNoArray = 30.00
          • Set DeathStomp_ColorGreenNoArray = 16.00
          • Set DeathStomp_ColorBlueNoArray = 1.00
        • Else - Actions
      • -------- -------------------- Orbs Releasing -------------------- --------
      • For each (Integer A) from 1 to DeathStomp_Count[DeathStomp_Level], do (Actions)
        • Loop - Actions
          • -------- -------------------- Creating Dummies -------------------- --------
          • Set DeathStomp_PointDummy = (Position of DeathStomp_Caster)
          • Unit - Create 1 Dummy Mover for (Triggering player) at DeathStomp_PointDummy facing DeathStomp_Angle degrees
          • Set DeathStomp_Dummy = (Last created unit)
          • Set DeathStomp_DummyIndex = (Custom value of DeathStomp_Dummy)
          • Set DeathStomp_CasterArray[DeathStomp_DummyIndex] = DeathStomp_Caster
          • Set DeathStomp_PointDummy = (Position of DeathStomp_Dummy)
          • Set DeathStomp_PointDummy = (DeathStomp_PointDummy offset by 500.00 towards DeathStomp_Angle degrees)
          • Animation - Change DeathStomp_Dummy's vertex coloring to (DeathStomp_ColorRedNoArray%, DeathStomp_ColorGreenNoArray%, DeathStomp_ColorBlueNoArray%) with 0.00% transparency
          • Unit - Order DeathStomp_Dummy to Move To DeathStomp_PointDummy
          • Unit - Add a 1.60 second Generic expiration timer to DeathStomp_Dummy
          • Unit - Set level of Death Stomp - Missles for DeathStomp_Dummy to DeathStomp_Level
          • Unit Group - Add DeathStomp_Dummy to DeathStomp_DummyGroup
          • Set DeathStomp_Angle = (DeathStomp_Angle + (360.00 / (Real(DeathStomp_Count[DeathStomp_Level]))))
      • Trigger - Turn on Death Stomp Stunning <gen>


Last Stun
  • Death Stomp Stunning
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Dummy Mover
    • Actions
      • -------- -------------------- Settings -------------------- --------
      • Set DeathStomp_Dummy = (Triggering unit)
      • Set DeathStomp_PointDummy = (Position of DeathStomp_Dummy)
      • Set DeathStomp_StunLevel = (Level of Death Stomp - Missles for DeathStomp_Dummy)
      • Set DeathStomp_DummyID = (Custom value of DeathStomp_Dummy)
      • -------- ---------------------------------------- --------
      • -------- ---------------------------------------- --------
      • Custom script: set bj_wantDestroyGroup=true
      • Unit Group - Pick every unit in (Units within DeathStomp_StunRange[DeathStomp_StunLevel] of DeathStomp_PointDummy matching ((((Matching unit) is A ground unit) Equal to True) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Triggering player)) Eq and do (Actions)
        • Loop - Actions
          • Unit - Cause DeathStomp_CasterArray[DeathStomp_DummyID] to damage (Picked unit), dealing DeathStomp_StunDamage[DeathStomp_StunLevel] damage of attack type Spells and damage type Normal
          • Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\Items\OrbVenom\OrbVenomSpecialArt.mdl
          • Special Effect - Destroy (Last created special effect)
      • Unit - Create 1 Dummy Stun for (Triggering player) at DeathStomp_PointDummy facing Default building facing degrees
      • Set DeathStomp_Dummy_2 = (Last created unit)
      • Unit - Add Death Stomp -Last Stun to DeathStomp_Dummy_2
      • Unit - Set level of Death Stomp -Last Stun for DeathStomp_Dummy_2 to DeathStomp_StunLevel
      • Unit - Add a 2.00 second Generic expiration timer to DeathStomp_Dummy_2
      • Unit - Order DeathStomp_Dummy_2 to Orc Tauren Chieftain - War Stomp
      • Set DeathStomp_PointDummy = (Position of DeathStomp_Dummy_2)
      • Special Effect - Create a special effect at DeathStomp_PointDummy using Abilities\Spells\Undead\ReplenishMana\ReplenishManaCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit Group - Remove DeathStomp_Dummy from DeathStomp_DummyGroup
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in DeathStomp_DummyGroup) Equal to 0
        • Then - Actions
          • Custom script: call RemoveLocation(udg_DeathStomp_PointDummy2)
          • Custom script: call RemoveLocation(udg_DeathStomp_PointDummy)
          • Trigger - Turn off (This trigger)
        • Else - Actions


Death Stomp Killing Control
  • Death Stomp Killing Control
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Life of GDD_DamagedUnit) Less than or equal to (22.00 + (((Real((Level of Death Stomp - Missles for GDD_DamageSource))) - 1.00) x 5.00))
          • (Unit-type of GDD_DamageSource) Equal to Dummy Mover
    • Actions
      • Set DeathStomp_DummyID2 = (Custom value of GDD_DamageSource)
      • Unit - Cause DeathStomp_CasterArray[DeathStomp_DummyID2] to damage GDD_DamagedUnit, dealing 33.00 damage of attack type Spells and damage type Normal


Keywords:
Death, Stomp, War, Undead, Demon, Orb, Poison, Stun, Storm Bolt
Contents

Death Stomp V1.4 (Map)

Reviews
Moderator
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Death Stomp V1.2 | Reviewed by Maker | 29th Sep 2013 NEEDS FIX [IMG] There is a location leak You are setting/removing the same location may times The caster should deal...
  1. 12th Dec 2015
    IcemanBo: Too long as NeedsFix. Rejected.

    Death Stomp V1.2 | Reviewed by Maker | 29th Sep 2013
    NEEDS FIX

    [​IMG]
    • There is a location leak
    • You are setting/removing the same location may times
    • The caster should deal the damage, not the dummies
    [​IMG]
    • You could limit the number of units created by making the projectile
      unit cast the War Stomp ability
    • The unit dies trigger should be turned off when it is not needed
    • You could use variables for the unit types and abilities

     
  2. jakeZinc

    jakeZinc

    Joined:
    Aug 13, 2013
    Messages:
    1,427
    Resources:
    20
    Spells:
    20
    Resources:
    20
    Post triggers anyway I have WE so that I'll download it to review....

    This is NOT needed a hashtable BECAUSE it is INSTANT SPELL. Too Simple Spell, It is like all are made with OE. Store triggering unit into the variable. You not needed dummy unit removal trigger. Your trigger is inefficient. Users do not need gameplay text message in angles so it must remove. Use your own integer variable in the integer loop. Must have configuration. You must store it to the variable all that you used twice 1.8/5 ( Nice Idea )
    and vote for Needs Fix

    EDIT:
    MUST NEEDED IMPORT INSTRUCTION tho that you created soo many dummy ability and dummy units in this spell.
    Rating Changed:
    1.5/5 ( Nice Idea )
     
  3. Destination9747

    Destination9747

    Joined:
    Mar 31, 2013
    Messages:
    38
    Resources:
    3
    Icons:
    3
    Resources:
    3
    Thanks for commenting i forgot to remove the text message, i will update it soon as possible. and again thanks

    Edit: I added more creativity to the spell... increased stunning duration per level, damage and also number of orbs
     
    Last edited: Sep 27, 2013
  4. Rheiko

    Rheiko

    Joined:
    Aug 27, 2013
    Messages:
    2,948
    Resources:
    7
    Icons:
    2
    Spells:
    3
    Tutorials:
    2
    Resources:
    7
    -Unit - Create 1 Dummy Mover for (Owner of (Triggering unit)) at DeathStomp_PointDummy facing DeathStomp_Angle degrees
    change owner of triggering unit => owner of DeathStomp_Caster or triggering player
    -Set DeathStomp_PointDummy = ((Position of (Last created unit)) offset by 500.00 towards DeathStomp_Angle degrees)
    store the (Position of (Last created unit) into a variable first
    -Set DeathStomp_PointDummy = (Position of (Triggering unit))
    position of DeathStomp_Dummy

    i suggest you make this configurable
     
  5. jakeZinc

    jakeZinc

    Joined:
    Aug 13, 2013
    Messages:
    1,427
    Resources:
    20
    Spells:
    20
    Resources:
    20
    Store last create unit in the variable. Use your own integer variable like this:
    • For each (Integer MyOwnIntegerVariable) from 1 to 10, do (Actions)
      • Loop - Actions


    Store owner of triggering unit into the unit variable.

    Death_Stomp_Count must be below in the Death_Stomp_Level so that you can use this:
    • Set Death_Stomp_Count = ( Death_Stomp_Level x 3 )


    It must have configuration trigger ^^!

    • Set DeathStomp_Dummy = (Triggering unit)
    • Set DeathStomp_PointDummy = (Position of (Triggering unit))
    • -------- It is must be like this: --------
    • Set DeathStomp_Dummy = (Triggering unit)
    • Set DeathStomp_PointDummy = (Position of DeathStomp_Dummy)


    EDIT: Rating Changed ( Due to Update )

    2.5/5
    Still Needs Fix
     
  6. Maker

    Maker

    Joined:
    Mar 6, 2006
    Messages:
    9,181
    Resources:
    17
    Maps:
    2
    Spells:
    14
    Tutorials:
    1
    Resources:
    17
    -You have a location leak in there
    -Under no circumstance can a spell edit a units custom value. Only unit indexer systems are allowed to edit custom values
     
  7. Ofel

    Ofel

    Joined:
    Mar 29, 2012
    Messages:
    443
    Resources:
    10
    Spells:
    10
    Resources:
    10
    QUICK REVIEW|Death Stomp|v1.1
    Resource Status: Needs Fix
    Rating: 2/5
    GENERAL
    • After creating Dummy Mover, store it in a variable and use that variable
    • Store (Position of (Last created unit)) in a variable and use it
    • Make the effect and something like that to be configurable in another trigger
    • Store the owner of the caster and use it in the cast trigger
    • Use custom integer instead of using Integer A on looping actions
    PROS
    • MUI
    • Support levels
    CONS
    • Changing unit custom values without using Unit Indexer system
    • Have leaks
    • Inefficient
    SUGGESTIONS
    • Read this
    • Store everything that you used twice or more, like (Triggering unit) and (Last created unit)
    [/tdalt][/tr]
    If you have any question about this review, PM or VM me
    Review template by Doomlord

    Edit
    Rating changed... ^^
    Cuz i think someone will angry... :p

    Review updated
     
    Last edited: Sep 27, 2013
  8. Maker

    Maker

    Joined:
    Mar 6, 2006
    Messages:
    9,181
    Resources:
    17
    Maps:
    2
    Spells:
    14
    Tutorials:
    1
    Resources:
    17
    Setting this to Needs Fix. The locations are not removed correctly.
    The color setting thing should be removed. You could store the values into a hashtable or something, a long if/then/else is not cool. Use variables or the abilities and unit types.