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Destruction Wave v1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
  • Aqua Wave
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Aqua Wave
    • Actions
      • Set AquaW_Unit = (Triggering unit)
      • Set AquaW_Point = (Position of AquaW_Unit)
      • For each (Integer A) from 1 to 8, do (Actions)
        • Loop - Actions
          • Set AquaW_PointCast = (AquaW_Point offset by 250.00 towards (45.00 x (Real((Integer A)))) degrees)
          • Unit - Create 1 Dummy Caster for (Owner of (Triggering unit)) at AquaW_Point facing Default building facing degrees
          • Set AquaW_Dummy[(Integer A)] = (Last created unit)
          • Unit - Add Aqua Dummy to AquaW_Dummy[(Integer A)]
          • Unit - Set level of Aqua Dummy for AquaW_Dummy[(Integer A)] to (Level of Aqua Wave for AquaW_Unit)
          • Unit - Order AquaW_Dummy[(Integer A)] to Undead Dreadlord - Carrion Swarm AquaW_PointCast
          • Unit - Add a 5.00 second Generic expiration timer to AquaW_Dummy[(Integer A)]
          • Custom script: call RemoveLocation( udg_AquaW_PointCast )
      • For each (Integer B) from 1 to 8, do (Actions)
        • Loop - Actions
          • Set AquaW_PointCast = (AquaW_Point offset by 600.00 towards (45.00 x (Real((Integer B)))) degrees)
          • Unit - Create 1 Dummy Caster for (Owner of (Triggering unit)) at AquaW_PointCast facing Default building facing degrees
          • Set AquaW_Dummy[(Integer B)] = (Last created unit)
          • Unit - Add Aqua dummy 2 to AquaW_Dummy[(Integer B)]
          • Unit - Set level of Aqua dummy 2 for AquaW_Dummy[(Integer B)] to (Level of Aqua Wave for AquaW_Unit)
          • Unit - Order AquaW_Dummy[(Integer B)] to Undead Dreadlord - Carrion Swarm AquaW_Point
          • Unit - Add a 5.00 second Generic expiration timer to AquaW_Dummy[(Integer B)]
          • Custom script: call RemoveLocation( udg_AquaW_PointCast )
      • Custom script: call RemoveLocation( udg_AquaW_Point )
Made by Arisaitou

Destruction wave wave
causes waters and shockwave to crush enemies around you

Level 1 - 100 damage overall
Level 2 - 200 damage overall
Level 3 - 300 damage overall
Level 4 - 400 damage overall

damage may double if unit is near the caster

Keywords:
aqua, shockwave, earth,shock, wave, water, pulse, impulse, impulsive, aquawave, aqua wave, aquashock, aquashockwave, aqua shockwave.
Contents

Aqua Wave v1 (Map)

Reviews
12.12 IcemanBo: For long time as NeedsFix. Rejected. 03:46, 12th Dec 2015 IcemanBo:
Level 2
Joined
Jan 28, 2008
Messages
23
Simple and on top there are more waves than down.Fix it. Sry for my english. :p 3/5
 
Level 6
Joined
Feb 24, 2011
Messages
197
there are 8 waves, and i think the triggers are fine enough to be called MUI(no waits)

AND also, i do not know why upper part has more waves, but 360/8 = 45

and 45 supposed to make it all spaced correctly, i think this is blizzard's bug don't rate the spell before you read the triggers and understands it :(
 
I like it, it's really simple but really magical at the same time.

Some notes,

You don't need a dummy-unit array. Just make it a normal unit variable.

(Triggering player) works the same as (Owner of (Triggering unit)) because it's a "generic unit event"

You can combine both loops into one loop by just connecting the two blocks.
 
I would build it like this:

  • Aqua Wave
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Aqua Wave
    • Actions
      • Set Caster = (Triggering unit)
      • Set Owner = (Triggering player)
      • Set Level = (Level of Aqua Wave for Caster)
      • Set Point = (Position of Caster)
      • For each Integer i from 1 to 8, do (Actions)
        • Loop - Actions
          • Set Point2 = (Point offset by 250.00 towards (45.00 x (Real(i))) degrees)
          • Unit - Create 1 Dummy Caster for CasterOwner at Point facing Default building facing degrees
          • Set DummyUnit = (Last created unit)
          • Unit - Add Aqua Dummy to DummyUnit
          • Unit - Set level of Aqua Dummy for DummyUnit to Level
          • Unit - Order DummyUnit to Undead Dreadlord - Carrion Swarm Point2
          • Unit - Make DummyUnit explode on death
          • Unit - Add a 1.50 second Generic expiration timer to DummyUnit
          • Custom script: call RemoveLocation( udg_Point2 )
          • -------- --------
          • Set Point2 = (Point offset by 600.00 towards (45.00 x (Real(i))) degrees)
          • Unit - Create 1 Dummy Caster for CasterOwner at Point2 facing Default building facing degrees
          • Set DummyUnit = (Last created unit)
          • Unit - Add Aqua dummy 2 to DummyUnit
          • Unit - Set level of Aqua dummy 2 for DummyUnit to Level
          • Unit - Order DummyUnit to Undead Dreadlord - Carrion Swarm Point
          • Unit - Make DummyUnit explode on death
          • Unit - Add a 1.50 second Generic expiration timer to DummyUnit
          • Custom script: call RemoveLocation( udg_Point2 )
      • Custom script: call RemoveLocation( udg_Point )
 
Its too simple...

Your post was too simple, got deleted. Instead of saying "It's too simple" you need to specify a way for him to make it better or say why you think it's too simple. This is actually not "too simple" and is actually fine to be an acceptable resource provided there is not a duplicate of this spell found somewhere else.
 
Instead of Integer A / Integer B, use (Integer Variable)
Integers A and B can cause bugs.

This spell reminds me of Echo Slam in DotA

hmm.... No, i don't see it :p

Maybe if i actually download it, i might, but i stopped downloading GUI spells.
You could understand exactly what a spell does just by looking at the triggers ... and the picture ;P
 
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