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Double Spinning Blade v1.1.5

I just thinking, i join hive for what? modding right? so i guess one resource is better than nothing.

Double Spinning Blade
The User throw a spinning blade towards the target point, for set amount of time the blade will destroyed and the user's illusion will appeared at blade's location. Then he throw a spinning blade again to the user's current location.
Level 1 - 75 damage.
Level 2 - 100 damage.
Level 3 - 125 damage.

[highlight]READ!! IMPORTANT!![/code]
[highlight]How to Import[/code]
Go to World Editor => file => Preferences => Check the "Automatically create unknown Variable while pasting trigger data" => ok
Copy all triggers (except "Do not import this" trigger) to your map
then open Object Editor, copy the "Spinning Blade" and "Rokhan Dummy" to your map. and store them into Configuration Trigger
(Set DSB_Dummy_Type = Spinning Blade and Set DSB_Dummy_Type2 = Rokhan Dummy)
remember, the first dummy type is for the blade, and the second dummy type is for the illusion

  • Configuration
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- --------------------------------------------- --------
      • -------- Store your ability id here --------
      • Set DSB_Ability_ID = Double Spinning Blade
      • -------- Store your dummy here --------
      • Set DSB_Dummy_Type = Spinning Blade
      • Set DSB_Dummy_Type2 = Rokhan Dummy
      • -------- Your Dummy's animation when cast the spell --------
      • Set DSB_Dummy2_Animation = attack
      • -------- Your Dummy's animation speed when play it's animation --------
      • Set DSB_Animation_Speed = 200.00
      • -------- Your 2nd Dummy's expiration timer --------
      • Set DSB_Dummy2_Lifetime = 1.00
      • -------- Your 2nd Dummy's color (RGB) --------
      • Set DSB_Dummy2_RED = 60.00
      • Set DSB_Dummy2_GREEN = 60.00
      • Set DSB_Dummy2_BLUE = 60.00
      • -------- Your 2nd Dummy's transparency --------
      • Set DSB_Dummy2_Transparency = 60.00
      • -------- Your ability's damage when it's hit enemies in the line --------
      • Set DSB_Damage[1] = 75.00
      • Set DSB_Damage[2] = 100.00
      • Set DSB_Damage[3] = 125.00
      • -------- Area of Effect of the ability --------
      • Set DSB_AoE = 150.00
      • -------- How far your blade travels --------
      • Set DSB_Distance = 1000.00
      • -------- How far your blade spawns --------
      • Set DSB_Start_Range = 100.00
      • -------- Sound Effect which will appear when your caster cast the spell. Set it to no sound if you don't want to play a sound --------
      • Set DSB_SoundEffect = HeroShadowhunterMissileLaunch1 <gen>
      • -------- Special Effect which spawn when the blade hits your enemies --------
      • Set DSB_Special_Effect = Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
      • -------- which point your special effect will spawned at? head/chest/hand/overhead/origin, etc --------
      • Set DSB_Special_Effect_Location = chest
      • -------- Yes = Will Destroy Trees / No = Won't Destroy Trees --------
      • Set DSB_Destroy_Tree = True
      • -------- Do you want your shadow throw the blade back to you? if yes, set this to "True". if no, set this to "False" --------
      • Set DSB_Shadow = True
      • -------- --------------------------------------------- --------
      • -------- Conditions Configuration --------
      • -------- --------------------------------------------- --------
      • -------- Units Belongs to enemy player --------
      • Set DSB_Conditions[1] = True
      • -------- Units is Alive --------
      • Set DSB_Conditions[2] = True
      • -------- Units is Magic Immune --------
      • Set DSB_Conditions[3] = False
      • -------- Units is a Structure --------
      • Set DSB_Conditions[4] = False
      • -------- Units is in UnDamage Group (to prevent damage looping) --------
      • Set DSB_Conditions[5] = False
      • -------- --------------------------------------------- --------
      • -------- DO NOT CHANGE THIS (BELOW) --------
      • -------- --------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DSB_Destroy_Tree Equal to True
        • Then - Actions
          • Set TempPoint = (Center of (Playable map area))
          • Unit - Create 1 Peasant for Neutral Passive at TempPoint facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Set DSB_Destroyer = (Last created unit)
          • Unit - Hide DSB_Destroyer
        • Else - Actions
      • -------- --------------------------------------------- --------
  • Double Spinning Blade
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to DSB_Ability_ID
    • Actions
      • Set DSB_Max_Index = (DSB_Max_Index + 1)
      • Set DSB_Owner[DSB_Max_Index] = (Triggering player)
      • Set DSB_Caster[DSB_Max_Index] = (Triggering unit)
      • Set DSB_Ability_Level[DSB_Max_Index] = (Level of DSB_Ability_ID for DSB_Caster[DSB_Max_Index])
      • Set TempPoint = (Position of DSB_Caster[DSB_Max_Index])
      • Set TempPoint2 = (Target point of ability being cast)
      • Set DSB_Angle[DSB_Max_Index] = (Angle from TempPoint to TempPoint2)
      • Set TempPoint3 = (TempPoint offset by DSB_Start_Range towards DSB_Angle[DSB_Max_Index] degrees)
      • Sound - Play DSB_SoundEffect at 100.00% volume, located at TempPoint with Z offset 0.00
      • Unit - Create 1 DSB_Dummy_Type for DSB_Owner[DSB_Max_Index] at TempPoint3 facing DSB_Angle[DSB_Max_Index] degrees
      • Set DSB_Dummy[DSB_Max_Index] = (Last created unit)
      • Unit - Add a ((DSB_Distance x 0.03) x 0.03) second Generic expiration timer to DSB_Dummy[DSB_Max_Index]
      • Set DSB_Shdow[DSB_Max_Index] = True
      • Set DSB_Stage[DSB_Max_Index] = 1
      • Custom script: set udg_DSB_UnDamage_Group[udg_DSB_Max_Index] = CreateGroup()
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DSB_Max_Index Equal to 1
        • Then - Actions
          • Trigger - Turn on DSB Loop <gen>
        • Else - Actions
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call RemoveLocation(udg_TempPoint2)
      • Custom script: call RemoveLocation(udg_TempPoint3)
  • DSB Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer DSB_Current_Index) from 1 to DSB_Max_Index, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DSB_Stage[DSB_Current_Index] Equal to 1
            • Then - Actions
              • Set TempPoint = (Position of DSB_Dummy[DSB_Current_Index])
              • Set TempPoint2 = (TempPoint offset by (DSB_Distance x 0.03) towards DSB_Angle[DSB_Current_Index] degrees)
              • Unit - Move DSB_Dummy[DSB_Current_Index] instantly to TempPoint2
              • Set DSB_Damage_Group = (Units within DSB_AoE of TempPoint)
              • Unit Group - Pick every unit in DSB_Damage_Group and do (Actions)
                • Loop - Actions
                  • Set TempUnit = (Picked unit)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (TempUnit belongs to an enemy of DSB_Owner[DSB_Current_Index]) Equal to DSB_Conditions[1]
                      • (TempUnit is alive) Equal to DSB_Conditions[2]
                      • (TempUnit is Magic Immune) Equal to DSB_Conditions[3]
                      • (TempUnit is A structure) Equal to DSB_Conditions[4]
                      • (TempUnit is in DSB_UnDamage_Group[DSB_Current_Index]) Equal to DSB_Conditions[5]
                    • Then - Actions
                      • Unit - Cause DSB_Caster[DSB_Current_Index] to damage TempUnit, dealing DSB_Damage[DSB_Ability_Level[DSB_Current_Index]] damage of attack type Spells and damage type Normal
                      • Special Effect - Create a special effect attached to the DSB_Special_Effect_Location of TempUnit using DSB_Special_Effect
                      • Special Effect - Destroy (Last created special effect)
                      • Unit Group - Add TempUnit to DSB_UnDamage_Group[DSB_Current_Index]
                    • Else - Actions
              • Custom script: call DestroyGroup(udg_DSB_Damage_Group)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DSB_Destroy_Tree Equal to True
                • Then - Actions
                  • Destructible - Pick every destructible within DSB_AoE of TempPoint and do (Actions)
                    • Loop - Actions
                      • Set TempDest = (Picked destructible)
                      • Unit - Order DSB_Destroyer to Harvest TempDest
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Current order of DSB_Destroyer) Equal to (Order(harvest))
                        • Then - Actions
                          • Destructible - Kill TempDest
                        • Else - Actions
                      • Unit - Order DSB_Destroyer to Stop
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (DSB_Dummy[DSB_Current_Index] is dead) Equal to True
                • Then - Actions
                  • Custom script: call DestroyGroup(udg_DSB_UnDamage_Group[udg_DSB_Current_Index])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DSB_Shdow[DSB_Current_Index] Equal to True
                    • Then - Actions
                      • Custom script: set udg_DSB_UnDamage_Group[udg_DSB_Max_Index] = CreateGroup()
                      • Set DSB_Stage[DSB_Current_Index] = 2
                      • Set TempPoint2 = (Position of DSB_Caster[DSB_Current_Index])
                      • Unit - Create 1 DSB_Dummy_Type2 for DSB_Owner[DSB_Current_Index] at TempPoint facing TempPoint2
                      • Set DSB_Dummy2[DSB_Current_Index] = (Last created unit)
                      • Unit - Add a DSB_Dummy2_Lifetime second Generic expiration timer to DSB_Dummy2[DSB_Current_Index]
                      • Animation - Change DSB_Dummy2[DSB_Current_Index]'s animation speed to DSB_Animation_Speed% of its original speed
                      • Animation - Change DSB_Dummy2[DSB_Current_Index]'s vertex coloring to (DSB_Dummy2_RED%, DSB_Dummy2_GREEN%, DSB_Dummy2_BLUE%) with DSB_Dummy2_Transparency% transparency
                      • Animation - Play DSB_Dummy2[DSB_Current_Index]'s DSB_Dummy2_Animation animation
                      • Set TempPoint = (Position of DSB_Dummy2[DSB_Current_Index])
                      • Set DSB_Angle[DSB_Current_Index] = (Angle from TempPoint to TempPoint2)
                      • Custom script: call RemoveLocation(udg_TempPoint2)
                      • Set TempPoint3 = (TempPoint offset by DSB_Start_Range towards DSB_Angle[DSB_Current_Index] degrees)
                      • Unit - Remove DSB_Dummy[DSB_Current_Index] from the game
                      • Unit - Create 1 DSB_Dummy_Type for DSB_Owner[DSB_Current_Index] at TempPoint3 facing DSB_Angle[DSB_Current_Index] degrees
                      • Set DSB_Dummy[DSB_Current_Index] = (Last created unit)
                      • Unit - Add a ((DSB_Distance x 0.03) x 0.03) second Generic expiration timer to DSB_Dummy[DSB_Current_Index]
                      • Custom script: call RemoveLocation(udg_TempPoint)
                      • Custom script: call RemoveLocation(udg_TempPoint3)
                    • Else - Actions
                      • Unit - Remove DSB_Dummy[DSB_Current_Index] from the game
                      • Set DSB_Shdow[DSB_Current_Index] = DSB_Shdow[DSB_Max_Index]
                      • Set DSB_Dummy[DSB_Current_Index] = DSB_Dummy[DSB_Max_Index]
                      • Set DSB_Dummy[DSB_Max_Index] = No unit
                      • Set DSB_Caster[DSB_Current_Index] = DSB_Caster[DSB_Max_Index]
                      • Set DSB_Caster[DSB_Max_Index] = No unit
                      • Set DSB_Angle[DSB_Current_Index] = DSB_Angle[DSB_Max_Index]
                      • Set DSB_Angle[DSB_Max_Index] = 0.00
                      • Set DSB_Ability_Level[DSB_Current_Index] = DSB_Ability_Level[DSB_Max_Index]
                      • Set DSB_Ability_Level[DSB_Max_Index] = 0
                      • Set DSB_Stage[DSB_Current_Index] = DSB_Stage[DSB_Max_Index]
                      • Set DSB_Stage[DSB_Max_Index] = 0
                      • Set DSB_Current_Index = (DSB_Current_Index - 1)
                      • Set DSB_Max_Index = (DSB_Max_Index - 1)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • DSB_Max_Index Equal to 0
                        • Then - Actions
                          • Trigger - Turn off (This trigger)
                        • Else - Actions
                • Else - Actions
              • Custom script: call RemoveLocation(udg_TempPoint)
              • Custom script: call RemoveLocation(udg_TempPoint2)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DSB_Stage[DSB_Current_Index] Equal to 2
                • Then - Actions
                  • Set TempPoint = (Position of DSB_Dummy[DSB_Current_Index])
                  • Set TempPoint2 = (TempPoint offset by (DSB_Distance x 0.03) towards DSB_Angle[DSB_Current_Index] degrees)
                  • Unit - Move DSB_Dummy[DSB_Current_Index] instantly to TempPoint2
                  • Set DSB_Damage_Group = (Units within DSB_AoE of TempPoint)
                  • Unit Group - Pick every unit in DSB_Damage_Group and do (Actions)
                    • Loop - Actions
                      • Set TempUnit = (Picked unit)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (TempUnit belongs to an enemy of DSB_Owner[DSB_Current_Index]) Equal to DSB_Conditions[1]
                          • (TempUnit is alive) Equal to DSB_Conditions[2]
                          • (TempUnit is Magic Immune) Equal to DSB_Conditions[3]
                          • (TempUnit is A structure) Equal to DSB_Conditions[4]
                          • (TempUnit is in DSB_UnDamage_Group[DSB_Current_Index]) Equal to DSB_Conditions[5]
                        • Then - Actions
                          • Unit - Cause DSB_Caster[DSB_Current_Index] to damage TempUnit, dealing DSB_Damage[DSB_Ability_Level[DSB_Current_Index]] damage of attack type Spells and damage type Normal
                          • Special Effect - Create a special effect attached to the DSB_Special_Effect_Location of TempUnit using DSB_Special_Effect
                          • Special Effect - Destroy (Last created special effect)
                          • Unit Group - Add TempUnit to DSB_UnDamage_Group[DSB_Current_Index]
                        • Else - Actions
                  • Custom script: call DestroyGroup(udg_DSB_Damage_Group)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DSB_Destroy_Tree Equal to True
                    • Then - Actions
                      • Destructible - Pick every destructible within DSB_AoE of TempPoint and do (Actions)
                        • Loop - Actions
                          • Set TempDest = (Picked destructible)
                          • Unit - Order DSB_Destroyer to Harvest TempDest
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Current order of DSB_Destroyer) Equal to (Order(harvest))
                            • Then - Actions
                              • Destructible - Kill TempDest
                            • Else - Actions
                          • Unit - Order DSB_Destroyer to Stop
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (DSB_Dummy[DSB_Current_Index] is dead) Equal to True
                    • Then - Actions
                      • Set DSB_Shdow[DSB_Current_Index] = False
                      • Set DSB_Stage[DSB_Current_Index] = 1
                    • Else - Actions
                  • Custom script: call RemoveLocation(udg_TempPoint)
                  • Custom script: call RemoveLocation(udg_TempPoint2)
                • Else - Actions
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Feedbacks and Suggestions is appreciated



v1.1.5
Added Follow Through Time
Added Sound
Minor Changes

v1.1.4
Dummy's Animation Speed is now configurable
You can change Double Spinning Blade to Single Spinning Blade with boolean (Configurable)

v1.1.3
Create the peasant for neutral passive
Remove the Dummy Removal Trigger
DSB_Damage_Group isn't an array group anymore
The dummies' vision is reduced to 500 (day/night)

v1.1.2
Remove Leaks

v1.1.1
Minor Changes

v1.1
Set unit variable after hide unit action - Fixed
Remove Location (TempPoint and TempPoint2) at Cast Trigger
Store Picked Unit to TempUnit
Store Picked Dest to TempDest
Remove Current Stage Checker
Remove Location before changing stage
The Turn Off ITE is now moved to de-indexing portion of the spell
De-Index ability level

v1.0
Released


Keywords:
Rheiko, Double, Two, Spinning, Spin, Blade, Shuriken, Double Spinning Blade, Shadow, Illusion, Throw.
Contents

Double Spinning Blade v1.1.5 (Map)

Reviews
Double Spinning Blade v1.1.4 | Reviewed by Maker | 27th Sep 2013 APPROVED You put an inventive spin on the ability by having the shadow throw the projectile back. You made a solid ability Don't create the harvester if...
Level 20
Joined
Aug 13, 2013
Messages
1,696
Review


Double Spinning Blade v1.1.5
This spell had been reviewed by jakeZinc.


Trigger Code
The triggering does not have any issues have and it is clean.
  • Set DSB_Damage_Group = (Units within DSB_AoE of TempPoint)
  • Unit Group - Pick every unit in DSB_Damage_Group and do (Actions)
This two actions can be merged into 1 line and it will does not requiring unit group variables.
  • Special Effect - Create a special effect attached to the DSB_Special_Effect_Location of TempUnit using DSB_Special_Effect
  • Special Effect - Destroy (Last created special effect)
Can be merged into 1 line too but I'll not force you to do this seems it is GUI ^^.
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Current order of DSB_Destroyer) Equal to (Order(harvest))
    • Then - Actions
    • Destructible - Kill TempDest
    • Else - Actions
Add a boolean condition: If Picked Destructible is dead equal to FALSE so that it will only pick alive trees not dead.
Documentation
The documentation in configuration is nice, there's no problem in this ^^.
Configuration
The configuration seems fine and it is documented.
  • Unit - Cause DSB_Caster[DSB_Current_Index] to damage TempUnit, dealing DSB_Damage[DSB_Ability_Level[DSB_Current_Index]] damage of attack type Spells and damage type Normal
The attacktype and the damagetype must be configurable by users.
  • -------- Area of Effect of the ability --------
  • Set DSB_AoE = 150.00
  • -------- How far your blade travels --------
  • Set DSB_Distance = 1000.00
  • -------- How far your blade spawns --------
  • Set DSB_Start_Range = 100.00
Can be supported every levels.
Pros
Very Useful spell and having shadow dummy that returns a blade is seems cool.
Cons
I don't find anyting bad about the spell.
Importing Instruction
There's no importing instruction :( and the the categories of the trigger must be separated.
Special Effects
The special effects is lacking but it is enough in the concept of the spell ^^
Usefulness
Useful from AoS Maps! It is a blade that travels by distance and it's projectile come back when reached a desired distance that really useful.
Suggestions
If the blade comes back, it must follow the position of the caster every loop because it seems odd if the blade comes back in the last saved position of the caster that is easily removed. The dummy must not have a food cost. The dummy must have 0.00 collision size. You can store this into a variable
  • (DSB_Distance x 0.03)
but it seems like it is unneeded to store that ^^.
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • DSB_Destroy_Tree Equal to True
    • Then - Actions
      • Set TempPoint = (Center of (Playable map area))
      • Unit - Create 1 Peasant for Neutral Passive at TempPoint facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Set DSB_Destroyer = (Last created unit)
      • Unit - Hide DSB_Destroyer
    • Else - Actions
You merge this into 3 lines. Before hiding a peasant unit, you must add an ability 'locust' and 'harvest'. Add a follow through time to the shadow dummy before returning the blade. The sound volume can be configurable.
Description Tooltip
The tooltip supported every level that seems good. Try adding a value of distance in the tooltip levels not only a damage ^^.

jakeZinc Score Board
Rejected: 1-10
Unacceptable : 11-30
Lacking : 31-49
Useful : 50-69
Recommended : 70-90
Highly Recommended : 91-100
Director Cut : 101-105
Scores
1) Triggering - 17/20
2) Documentation - 10/10
3) Importing Instruction - 0/10
4) Special Effects - 12/15
5) Usefulness - 20/20
6) Tooltip - 9/10
7) Configuration - 6/10
Ratings
Total Score - 69/105
jakeZinc Rating - 3.9/5
Status - Useful
You're near to Recommended status. You must add importing instruction so your spell will enter to the recommended status.
 
Level 22
Joined
Aug 27, 2013
Messages
3,973
[There's no importing instruction :( and the the categories of the trigger must be separated.
there is, check my description

Add a boolean condition: If Picked Destructible is dead equal to FALSE so that it will only pick alive trees not dead.
i will

Can be supported every levels.
i'm too lazy to add it but i will

You merge this into 3 lines. Before hiding a peasant unit, you must add an ability 'locust' and 'harvest'. Add a follow through time to the shadow dummy before returning the blade. The sound volume can be configurable.
okay

The tooltip supported every level that seems good. Try adding a value of distance in the tooltip levels not only a damage ^^.
sure

Note: i'm not using mobile, just lazy to use white text at the moment
 
jakeZinc
Let me point out something :
You merge this into 3 lines. Before hiding a peasant unit, you must add an ability 'locust' and 'harvest'. Add a follow through time to the shadow dummy before returning the blade. The sound volume can be configurable.
Harvest? Peasant have it by default.
 
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