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Delta Strike v1.0

Spell Descriptions
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Descriptions
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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
  • 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
    • 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

Moderator

M

Moderator

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

Approved.
 
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)
 
Level 17
Joined
Mar 17, 2009
Messages
1,350
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 :/
 
Level 2
Joined
Apr 14, 2011
Messages
19
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
 
- 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...
 
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