• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Divine Storm

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Description: Strikes down The ground dealing 200 damage calling holy hammers dealing 100 damage every 0.30 seconds everything around.
Triggers:
  • Divine Storm
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Divine Storm
    • Actions
      • Set Caster = (Casting unit)
      • Set Point_Pulse = (Target point of ability being cast)
      • Trigger - Turn on Loop <gen>
      • Trigger - Turn on Loop 2 <gen>
      • Wait 6.00 seconds
      • Trigger - Turn off Loop <gen>
      • Trigger - Turn off Loop 2 <gen>
  • Loop
    • Events
      • Time - Every 0.30 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 HammerDummy (Copy This) for (Owner of Caster) at Point_Pulse facing Default building facing degrees
      • Unit - Kill (Last created unit)
      • Unit Group - Pick every unit in (Units in (Region centered at Point_Pulse with size (1000.00, 1000.00))) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) belongs to an enemy of (Owner of Caster)) Equal to True
              • ((Picked unit) is dead) Equal to False
            • Then - Actions
              • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 100.00)
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
            • Else - Actions
              • Do nothing
  • Loop 2
    • Events
      • Time - Every 0.30 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 DummyLight (Copy This) for (Owner of Caster) at (Random point in (Region centered at Point_Pulse with size (700.00, 700.00))) facing Default building facing degrees
      • Unit - Kill (Last created unit)
Keywords:
divine, holy, storm, hammer, hammers, paladin, light
Contents

Divine Storm (Map)

Reviews
19:31, 5th Jul 2015 Maker: The spell does not support more than one caster casting the spell at the same time Look for tutorials how to make it MUI or ask for help in Triggers & Scripts subforum

Moderator

M

Moderator

19:31, 5th Jul 2015
Maker:
Review

The spell does not support more than one caster
casting the spell at the same time
Look for tutorials how to make it MUI or ask for help
in Triggers & Scripts subforum
 
- Don't use waits, only if you are doing something that really needs them (like cinematics).
- Instead of
  • Set Life - Life of Picked Unit -100
use
  • Unit - Cause (Caster) to damage (Target), dealing (Damage) damage of attack type (Spell or whatever) and damage type Normal
No one will get credits for killing a unit with Set Life, thats why.
- Also, you can add the casting unit to a group (lets say DStorm_Casters) and then in the periodic trigger
  • Unit Group - Pick every unit in DStorm_Casters and do (Actions)
    • Loop - Actions
      • Periodic Actions here
(^ but replace Caster with Picked Unit)
  • Do nothing
^ this does exactly what it says, if you ever coded in any other language (C, Pascal, Python, Java etc...) you would know it isn't needed to tell the program to do nothing, because he will do nothing if there's nothing ;)
I checked your profile, you've got many other rejected/unacceptable resources, there are many guide on Hive for triggering, but as btdonald said, try to make it MUI.
(I know, the conditions on Hive are tough, I also got many unaccepted/awaiting update resources ^^, but if you are really into triggering I can help you a bit)
 
Level 28
Joined
Mar 25, 2008
Messages
2,955
To make this easily mui, you could do:
Unit - Add Expiration timer
to your hammer dummy so it kills itself without leaving a leak

Add a custom value to your dummy unit (like 56) and check for the value in your conditions, like Pick every unit in 700,700 from POINT whereas POINT is a variable, set to pick the position of every unit with the custom value (of 56 here) so your variables don't get overwritten.

As for the TurnOn-Off part; check for the amount of units on your map having such a custom value and if the amount is 0 (zero/none), turn off the trigger- respectively turn it on when the spell is being cast.

Also, leave out the Do Nothing, do
Custom script: call udg_RemoveLocation() and others, as explained here to get rid of leaks.

Ah, the joy of spellmaking until you notice coding them in GUI is tedious...
 
Hello.

Please read the http://www.hiveworkshop.com/forums/rules-information-710/spell-submission-rules-230362/.

Spells must be useful. Extremely simple, cinematic, or other spells which have no place in a game will not be accepted.
The spell/system must be leakless.
Spells must be MUI and MPI
Users have to be able to configure your spell to their liking.
Spells and systems must have decent importing instructions

This concept is by far too simple. I don't see this being able to be approved.

Rejected for now. Ask in forum if you have question about triggering.
 
Top