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The Hero Canalize A Powerful Circle Of Electricity. It Pick All Unit In The Circle, Slow And Damage Picked. If The Unit Die, It Sumon A Electricity Elementals.
Target-Point
Channeling
Level 1 : Cast Range == 800 / Dmg == 8 % Per Sec / AoE == 600
Level 2 : Cast Range == 900 / Dmg == 11 % Per Sec / AoE == 700
Level 3 : Cast Range == 1000 / Dmg == 14 % Per Sec / AoE == 800
Cooldown : 80 secs
- Initial Release
- Magma Bomb
---¤ Fixed Burn Damage - 2 For Each Level
---¤ Fixed A Bug ( One Of The Final Dummy Dont SHoot A Projectile )
---¤ Set The Colision Of Dummy To 0
---¤ Change The Burn Effects
---¤ Remove One Leak
---¤ Remove The Custom Icon
- Added Documentation
- Create 1 hero for each spell
- Change The Name Of The Pack To 'Elementals Spell Pack' - Added Lightning Field
- Magma Bomb
---¤ Fixed A Bug (Thx To Klingo)
Someone cant post trigger plz?
Because my editor is in french.
19:40, 17th Jun 2010
Hanky:
There are three things that have to be improved:
- improve the indexing of your spells, the way you are using is pretty inefficient
- the tooltips are poor, improve that
- add some documentation
After you have...
Hanky:
There are three things that have to be improved:
- improve the indexing of your spells, the way you are using is pretty inefficient
- the tooltips are poor, improve that
- add some documentation
After you have fixed those stuff message me or one of the other spell moderators.
For each (Integer RD_Index[2]) from 1 to RD_Index[1], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RD_Distance[RD_Index[2]] Greater than or equal to RD_MinDistance[RD_Index[2]]
Then - Actions
Set RD_Index[3] = (RD_Index[3] + 1)
Set RD_Counter[((RD_Index[2] x 2) + 1)] = (RD_Counter[((RD_Index[2] x 2) + 1)] + 0.03)
Set RD_Counter[((RD_Index[2] x 2) + 2)] = (RD_Counter[((RD_Index[2] x 2) + 2)] + 1.00)
Set RD_Angle[RD_Index[2]] = (RD_Angle[RD_Index[2]] + RD_ChangeAngle[RD_Index[2]])
Set RD_Distance[RD_Index[2]] = (RD_Distance[RD_Index[2]] - RD_ChangeDistance[RD_Index[2]])
Set Temp_Point1 = (RD_Loc[RD_Index[2]] offset by RD_Distance[RD_Index[2]] towards RD_Angle[RD_Index[2]] degrees)
Unit - Order RD_Dummy[((RD_Index[2] x RD_Number[RD_Index[2]]) + (Integer(RD_Counter[((RD_Index[2] x 2) + 2)])))] to Neutral Tinker - Cluster Rockets Temp_Point1
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RD_Counter[((RD_Index[2] x 2) + 1)] Greater than or equal to RD_RepeatTime[RD_Index[2]]
Then - Actions
Set RD_Counter[((RD_Index[2] x 2) + 1)] = 0.00
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Set Temp_Point1 = (RD_Loc[RD_Index[2]] offset by 100.00 towards (72.00 x (Real((Integer A)))) degrees)
Special Effect - Create a special effect at Temp_Point1 using RD_Effects[RD_Index[2]]
Special Effect - Destroy (Last created special effect)
For each (Integer MB_Index[2]) from 1 to MB_Index[1], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RD_CurrentDistance[MB_Index[2]] Less than or equal to MB_Distance[MB_Index[2]]
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)] is alive) Equal to True
Then - Actions
Set MB_CurrentDistance[MB_Index[2]] = (MB_CurrentDistance[MB_Index[2]] + MB_Speed[((MB_Index[2] x 2) + 1)])
Set MB_MovePoint[MB_Index[2]] = (MB_CasterLoc[MB_Index[2]] offset by MB_CurrentDistance[MB_Index[2]] towards MB_Angle[MB_Index[2]] degrees)
Unit - Move MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)] instantly to MB_MovePoint[MB_Index[2]]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_HeightBooleen[MB_Index[2]] Equal to False
Then - Actions
Set MB_Index[3] = (MB_Index[3] + 1)
Set MB_Height[MB_Index[2]] = (((MB_MaxHeight[MB_Index[2]] / MB_Distance[MB_Index[2]]) x (MB_Distance[MB_Index[2]] - MB_CurrentDistance[MB_Index[2]])) x (MB_CurrentDistance[MB_Index[2]] / MB_Distance[MB_Index[2]]))
Animation - Change MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)] flying height to MB_Height[MB_Index[2]] at 9999.00
Set MB_CurrentHeight[MB_Index[2]] = (Current flying height of MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)])
Set Temp_Point1 = (Position of MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)])
Set MB_Group[MB_Index[2]] = (Units within 250.00 of Temp_Point1)
Unit Group - Pick every unit in MB_Group[MB_Index[2]] 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 MB_Player[MB_Index[2]]) Equal to True
(Current flying height of (Picked unit)) Greater than or equal to (MB_Height[MB_Index[2]] - 20.00)
(Current flying height of (Picked unit)) Less than or equal to (MB_Height[MB_Index[2]] + 20.00)
Then - Actions
Unit - Cause MB_Caster[MB_Index[2]] to damage (Picked unit), dealing MB_Damage[((MB_Index[2] x 3) + 1)] damage of attack type Spells and damage type Defensive
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_CurrentHeight[MB_Index[2]] Less than or equal to 10.00
Then - Actions
Set MB_HeightBooleen[MB_Index[2]] = True
Set MB_Angle[MB_Index[2]] = (360.00 / (Real(MB_Number[MB_Index[2]])))
Set MB_Distance[MB_Index[2]] = (MB_Speed[((MB_Index[2] x 2) + 2)] x (Real(MB_NumberOfExplosion[MB_Index[2]])))
Set MB_Counter[((MB_Index[2] x 2) + 2)] = 0.00
Set MB_Group[MB_Index[2]] = (Units within 250.00 of MB_Loc[MB_Index[2]])
Unit - Kill MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + 1)]
For each (Integer A) from 1 to MB_Number[MB_Index[2]], do (Actions)
Loop - Actions
Set MB_Point[MB_Index[2]] = (MB_Loc[MB_Index[2]] offset by MB_DummyDistance[MB_Index[2]] towards (MB_Angle[MB_Index[2]] x (Real((Integer A)))) degrees)
Unit - Create 1 Magma Bomb (DUMMY) (2) for Player 1 (Red) at MB_Point[MB_Index[2]] facing (MB_Angle[MB_Index[2]] x (Real((Integer A)))) degrees
Set MB_Dummy[((MB_Index[2] x MB_Number[MB_Index[2]]) + (Integer A))] = (Last created unit)
Unit Group - Pick every unit in MB_Group[MB_Index[2]] 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 MB_Player[MB_Index[2]]) Equal to True
((Picked unit) is A flying unit) Equal to False
Then - Actions
Unit - Cause MB_Caster[MB_Index[2]] to damage (Picked unit), dealing MB_Damage[((MB_Index[2] x 3) + 1)] damage of attack type Spells and damage type Defensive
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_HeightBooleen[MB_Index[2]] Equal to True
Then - Actions
Set MB_Counter[((MB_Index[2] x 2) + 1)] = (MB_Counter[((MB_Index[2] x 2) + 1)] + 0.03)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Counter[((MB_Index[2] x 2) + 1)] Greater than or equal to MB_Interval[MB_Index[2]]
Then - Actions
Set MB_Counter[((MB_Index[2] x 2) + 1)] = 0.00
Set MB_Counter[((MB_Index[2] x 2) + 2)] = (MB_Counter[((MB_Index[2] x 2) + 2)] + 1.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Counter[((MB_Index[2] x 2) + 2)] Less than or equal to (Real(MB_NumberOfExplosion[MB_Index[2]]))
Then - Actions
Set MB_Index[3] = (MB_Index[3] + 1)
Set MB_Distance[MB_Index[2]] = (MB_Distance[MB_Index[2]] + MB_Speed[((MB_Index[2] x 2) + 2)])
For each (Integer A) from 1 to MB_Number[MB_Index[2]], do (Actions)
Loop - Actions
Set MB_Point[MB_Index[2]] = (MB_Loc[MB_Index[2]] offset by MB_Distance[MB_Index[2]] towards (MB_Angle[MB_Index[2]] x (Real((Integer A)))) degrees)
Special Effect - Create a special effect at MB_Point[MB_Index[2]] using MB_Effects[((MB_Index[2] x 2) + 1)]
Special Effect - Destroy (Last created special effect)
Destructible - Pick every destructible within 150.00 of MB_Point[MB_Index[2]] and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Set MB_Group[MB_Index[2]] = (Units within 150.00 of MB_Point[MB_Index[2]])
Unit Group - Pick every unit in MB_Group[MB_Index[2]] 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 MB_Player[MB_Index[2]]) Equal to True
((Picked unit) is A flying unit) Equal to False
Then - Actions
Unit - Cause MB_Caster[MB_Index[2]] to damage (Picked unit), dealing MB_Damage[((MB_Index[2] x 3) + 2)] damage of attack type Spells and damage type Defensive
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BurnDuration[MB_Index[2]] Greater than or equal to 0.00
Then - Actions
Set MB_Index[3] = (MB_Index[3] + 1)
Set MB_BurnDuration[MB_Index[2]] = (MB_BurnDuration[MB_Index[2]] - 0.03)
Set MB_BuffGroup[MB_Index[2]] = (Units within (MB_Speed[((MB_Index[2] x 2) + 2)] x (Real(MB_NumberOfExplosion[MB_Index[2]]))) of MB_Loc[MB_Index[2]])
Unit Group - Pick every unit in MB_BuffGroup[MB_Index[2]] 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 MB_Player[MB_Index[2]]) Equal to True
((Picked unit) is A flying unit) Equal to False
Then - Actions
Unit - Cause MB_Caster[MB_Index[2]] to damage (Picked unit), dealing MB_Damage[((MB_Index[2] x 3) + 3)] damage of attack type Spells and damage type Defensive
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BurnBooleen[((MB_Index[2] x 2) + 1)] Equal to False
Then - Actions
For each (Integer A) from 1 to 20, do (Actions)
Loop - Actions
Set MB_BurnBooleen[((MB_Index[2] x 2) + 1)] = True
Set Temp_Point1 = (MB_Loc[MB_Index[2]] offset by (Random real number between 0.00 and ((Real(MB_NumberOfExplosion[MB_Index[2]])) x MB_Speed[((MB_Index[2] x 2) + 2)])) towards (Random angle) degrees)
Special Effect - Create a special effect at Temp_Point1 using MB_Effects[((MB_Index[2] x 2) + 2)]
Set MB_BurnEffects[((MB_Index[2] x 20) + (Integer A))] = (Last created special effect)
I tested both spells and i think the rocks of Rock Devastation doesn't do any dmg. The spell only damages the area around the point of ability being cast.
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