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Delta Strike v1.0

Submitted by GangSpear
This bundle is marked as approved. It works and satisfies the submission rules.
Spell Descriptions
Picture
[​IMG]

Descriptions
[​IMG]
Pause the target unit and slash the target unit with triangle shape.Each slash deals damage,last strike deals AoE damage,total 4 strike,regeneration 100 hit points and mana when striking.
Level 1 - Deals 100 damage each strike.
Level 2 - Deals 200 damage each strike.
Level 3 - Deals 300 damage each strike.

Changelog

Delta Strike v1.0 = Uploaded

Triggers
Triggers
DS Cast
  • DS Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Delta Strike
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DS_IndexSize Equal to 0
        • Then - Actions
          • Trigger - Turn on DS Loop <gen>
        • Else - Actions
      • Set DS_IndexSize = (DS_IndexSize + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DS_IndexSize Greater than DS_IndexMaxSize
        • Then - Actions
          • Set DS_Index[DS_IndexSize] = DS_IndexSize
          • Set DS_IndexMaxSize = DS_IndexSize
        • Else - Actions
      • Set DS_TempInt = DS_Index[DS_IndexSize]
      • Set DS_Caster[DS_TempInt] = (Triggering unit)
      • Set DS_Damage[DS_TempInt] = (100.00 x (Real((Level of Delta Strike for DS_Caster[DS_TempInt]))))
      • Set DS_TargetUnit[DS_TempInt] = (Target unit of ability being cast)
      • Set DS_Check1[DS_TempInt] = False
      • Set DS_SlashTime1[DS_TempInt] = 50.00
      • Set DS_SlashTime2[DS_TempInt] = 0.00
      • Set DS_SlashTime3[DS_TempInt] = 0.00
      • Set DS_SlashTime4[DS_TempInt] = 0.00
      • Set DS_SlashTime5[DS_TempInt] = 100.00
      • Set DS_SlashTime6[DS_TempInt] = 0.00
      • Set DS_Location1 = (Position of DS_TargetUnit[DS_TempInt])
      • Set DS_Points[DS_TempInt] = (Position of DS_TargetUnit[DS_TempInt])
      • Set DS_Boolean[DS_TempInt] = True
      • Set DS_Boolean1[DS_TempInt] = False
      • Set DS_Boolean2[DS_TempInt] = False
      • Set DS_Boolean3[DS_TempInt] = False
      • Lightning - Create a Drain Life lightning effect from source DS_Location1 to target DS_Location1
      • Set DS_LightningEffect1[DS_TempInt] = (Last created lightning effect)
      • Lightning - Change color of DS_LightningEffect1[DS_TempInt] to (1.00 0.00 0.00) with 1.00 alpha
      • Lightning - Create a Drain Life lightning effect from source DS_Location1 to target DS_Location1
      • Set DS_LightningEffect2[DS_TempInt] = (Last created lightning effect)
      • Lightning - Create a Drain Mana lightning effect from source DS_Location1 to target DS_Location1
      • Set DS_LightningEffect3[DS_TempInt] = (Last created lightning effect)
      • Unit - Pause DS_Caster[DS_TempInt]
      • Unit - Pause DS_TargetUnit[DS_TempInt]
      • Special Effect - Create a special effect attached to the weapon of DS_Caster[DS_TempInt] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • Set DS_SpecialEffect[DS_TempInt] = (Last created special effect)
      • Custom script: call RemoveLocation(udg_DS_Location1)
DS Loop
  • DS Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer DS_IndexLoop) from 1 to DS_IndexSize, do (Actions)
        • Loop - Actions
          • Set DS_TempInt = DS_Index[DS_IndexLoop]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (DS_Caster[DS_TempInt] is alive) Equal to True
              • (DS_TargetUnit[DS_TempInt] is alive) Equal to True
              • DS_Check1[DS_TempInt] Equal to False
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DS_SlashTime1[DS_TempInt] Greater than or equal to DS_SlashTime2[DS_TempInt]
                • Then - Actions
                  • Set DS_Location1 = (DS_Points[DS_TempInt] offset by 300.00 towards 50.00 degrees)
                  • Set DS_SlashTime2[DS_TempInt] = (DS_SlashTime2[DS_TempInt] + 5.00)
                  • Unit - Move DS_Caster[DS_TempInt] instantly to DS_Location1
                  • Custom script: call RemoveLocation(udg_DS_Location1)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DS_SlashTime1[DS_TempInt] Greater than or equal to DS_SlashTime3[DS_TempInt]
                    • Then - Actions
                      • Set DS_Location1 = (DS_Points[DS_TempInt] offset by 300.00 towards 180.00 degrees)
                      • Set DS_Location2 = (DS_Points[DS_TempInt] offset by 300.00 towards 50.00 degrees)
                      • Set DS_SlashTime3[DS_TempInt] = (DS_SlashTime3[DS_TempInt] + 5.00)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • DS_Boolean1[DS_TempInt] Equal to False
                        • Then - Actions
                          • Set DS_Boolean1[DS_TempInt] = True
                          • Unit - Cause DS_Caster[DS_TempInt] to damage DS_TargetUnit[DS_TempInt], dealing DS_Damage[DS_TempInt] damage of attack type Spells and damage type Normal
                          • Animation - Play DS_Caster[DS_TempInt]'s attack animation
                        • Else - Actions
                      • Unit - Move DS_Caster[DS_TempInt] instantly to DS_Location1, facing 220.00 degrees
                      • Lightning - Move DS_LightningEffect1[DS_TempInt] to source DS_Location1 and target DS_Location2
                      • Custom script: call RemoveLocation(udg_DS_Location1)
                      • Custom script: call RemoveLocation(udg_DS_Location2)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • DS_SlashTime1[DS_TempInt] Greater than or equal to DS_SlashTime4[DS_TempInt]
                        • Then - Actions
                          • Set DS_Location1 = (DS_Points[DS_TempInt] offset by 300.00 towards 320.00 degrees)
                          • Set DS_Location2 = (DS_Points[DS_TempInt] offset by 300.00 towards 180.00 degrees)
                          • Set DS_SlashTime4[DS_TempInt] = (DS_SlashTime4[DS_TempInt] + 5.00)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • DS_Boolean2[DS_TempInt] Equal to False
                            • Then - Actions
                              • Set DS_Boolean2[DS_TempInt] = True
                              • Unit - Cause DS_Caster[DS_TempInt] to damage DS_TargetUnit[DS_TempInt], dealing DS_Damage[DS_TempInt] damage of attack type Spells and damage type Normal
                              • Animation - Play DS_Caster[DS_TempInt]'s attack animation
                              • Unit - Set life of DS_Caster[DS_TempInt] to ((Life of DS_Caster[DS_TempInt]) + 100.00)
                            • Else - Actions
                          • Unit - Move DS_Caster[DS_TempInt] instantly to DS_Location1, facing 320.00 degrees
                          • Lightning - Move DS_LightningEffect2[DS_TempInt] to source DS_Location1 and target DS_Location2
                          • Custom script: call RemoveLocation(udg_DS_Location1)
                          • Custom script: call RemoveLocation(udg_DS_Location2)
                        • Else - Actions
                          • Set DS_Location1 = (DS_Points[DS_TempInt] offset by 300.00 towards 50.00 degrees)
                          • Set DS_Location2 = (DS_Points[DS_TempInt] offset by 300.00 towards 320.00 degrees)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • DS_Boolean3[DS_TempInt] Equal to False
                            • Then - Actions
                              • Set DS_Boolean3[DS_TempInt] = True
                              • Unit - Cause DS_Caster[DS_TempInt] to damage DS_TargetUnit[DS_TempInt], dealing DS_Damage[DS_TempInt] damage of attack type Spells and damage type Normal
                              • Animation - Play DS_Caster[DS_TempInt]'s attack animation
                              • Unit - Set mana of DS_Caster[DS_TempInt] to ((Mana of DS_Caster[DS_TempInt]) + 100.00)
                            • Else - Actions
                          • Unit - Move DS_Caster[DS_TempInt] instantly to DS_Location1
                          • Lightning - Move DS_LightningEffect3[DS_TempInt] to source DS_Location1 and target DS_Location2
                          • Set DS_Check1[DS_TempInt] = True
                          • Custom script: call RemoveLocation(udg_DS_Location1)
                          • Custom script: call RemoveLocation(udg_DS_Location2)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DS_Boolean[DS_TempInt] Equal to True
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DS_SlashTime5[DS_TempInt] Greater than or equal to DS_SlashTime6[DS_TempInt]
                    • Then - Actions
                      • Set DS_SlashTime6[DS_TempInt] = (DS_SlashTime6[DS_TempInt] + 5.00)
                    • Else - Actions
                      • Animation - Play DS_Caster[DS_TempInt]'s slam animation
                      • Unit - Unpause DS_TargetUnit[DS_TempInt]
                      • Unit - Unpause DS_Caster[DS_TempInt]
                      • Unit - Move DS_Caster[DS_TempInt] instantly to DS_Points[DS_TempInt]
                      • Special Effect - Create a special effect at DS_Points[DS_TempInt] using Abilities\Spells\Other\Doom\DoomDeath.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: set bj_wantDestroyGroup=true
                      • Unit Group - Pick every unit in (Units within 250.00 of DS_Points[DS_TempInt] matching ((((Matching unit) belongs to an enemy of (Owner of DS_Caster[DS_TempInt])) Equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and ((((Matching unit) is A structure) Not equal to Tr and do (Actions)
                        • Loop - Actions
                          • Unit - Cause DS_Caster[DS_TempInt] to damage (Picked unit), dealing DS_Damage[DS_TempInt] damage of attack type Spells and damage type Normal
                      • Lightning - Destroy DS_LightningEffect1[DS_TempInt]
                      • Lightning - Destroy DS_LightningEffect2[DS_TempInt]
                      • Lightning - Destroy DS_LightningEffect3[DS_TempInt]
                      • Special Effect - Destroy DS_SpecialEffect[DS_TempInt]
                      • Set DS_Boolean[DS_TempInt] = False
                      • Custom script: call RemoveLocation(udg_DS_Points[udg_DS_TempInt])
                      • Set DS_Index[DS_IndexLoop] = DS_Index[DS_IndexSize]
                      • Set DS_Index[DS_IndexSize] = DS_TempInt
                      • Set DS_IndexLoop = (DS_IndexLoop - 1)
                      • Set DS_IndexSize = (DS_IndexSize - 1)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • DS_IndexSize Equal to 0
                        • Then - Actions
                          • Trigger - Turn off (This trigger)
                        • Else - Actions
                • Else - Actions


Import Spell

Step 1: Copy the category of Delta Strike and paste to your map.
Step 2: Copy the ability of Delta Strike and paste to your map.
Step 3: Completed

Credits

Big thanks for mckill2009 help me fix the bugs.
Thanks for CRAZYRUSSIAN of the delta strike icon.


Keywords:
Slash,strike,blink,damage,delta,triangle,shape,delta strike
Contents

Delta Strike (Map)

Reviews
  1. Maker, Delta Strike v1.0, 23rd Sep 2011

    Approved.
     
  2. SpectreD

    SpectreD

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    is this just another omnislash....
     
  3. cboy123

    cboy123

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    In triangle... ~_~ Don't judge the book by its cover.
     
  4. Jazztastic

    Jazztastic

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    You need to drastically improve your english . . .
     
  5. GangSpear

    GangSpear

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    Its grammar wrong?
    Can you tell me please?Thanks.
     
  6. Jazztastic

    Jazztastic

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    This is, hard to read.
     
  7. cboy123

    cboy123

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    Agreed with you....

    By the way Gang, the spell is semi-original (semi since the omnislash thingy.)
     
  8. Adiktuz

    Adiktuz

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    The caster casted this spell,it will stop the target unit and slash the target unit with triangle shape.Each slash deals damage,last strike deals AoE damage,total 4 strike,regeneration 100 hit points and mana when striking.

    could be,

    Stops the target unit and slashes it in a triangular manner for a total of 4 strikes. The last slash deals AOE damage. Also regenerates 100 hit points and mana.

    Btw, since I cannot test it I have a question...

    Since your character moves in a triangular way, while the target is static, how could you possibly hit him always??? It doesn't look good you know... (I believe the caster would be performing his slash animation in each point and then the target will get damaged no matter whre he is)
     
  9. Deuterium

    Deuterium

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    i dont see anything interesting in a triangular omnislash, specially since it does look like just any omnislash :p

    BUT, u can tweak it up...
    "The unit morphs into a whisp which sucks the life out of it's target. Eventually, the whisp comes to a final blow as the caster goes back into his mortal being damaging his surrounding enemies and regenerating as much mana as how much life was sucked out."

    Some special effects here and there (im thinking of blue colors) would make it a nice spell.

    This way u turn into something original just by changing the effects and the spell description ;)

    & oh, btw... drop the triangular thingie... just make the motion random :/
     
  10. Jazztastic

    Jazztastic

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    Begging for rep is against the site rules :ogre_icwydt:
     
  11. NixEon

    NixEon

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    I thought it will drain life and mana from other units inside a triangle, and then he'll slash the target with a magical energy and buns targets mana
     
  12. mckill2009

    mckill2009

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    - you should really remove or change this >>> Change color of DS_LightningEffect1[DS_TempInt] to (1.00 0.00 0.00), coz the lightning cannot be seen...
    - this is useless >>> Animation - Play DS_Caster[DS_TempInt]'s attack animation coz a unit cannot animate in 0.03 second loop ...
    - better to replace the animation to an sfx for the caster when he gain life...
     
  13. Bribe

    Bribe

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    For future reference you don't need to prefix once-off variables like TempPoint or TempInt, you could leave those without prefixes as they won't conflict with other systems.
     
  14. Rufus

    Rufus

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    Looks cool but is yet another omnislash?
     
  15. GangSpear

    GangSpear

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    Ya,as cboy say,it semi-omnislash.
     
  16. RakEnRoL

    RakEnRoL

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    It looks like an omnislash, but this is more awesome.
     
  17. yurneric

    yurneric

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    I supposed this is taken/inspired from MegaMan Battle Network 5?
     
  18. GangSpear

    GangSpear

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    Yeah,i take it from MegaMan Battle Network 5
     
  19. Shehyee

    Shehyee

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    its not working i already do the steps
    do i need to copy the variables too ?