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Earth Crusher by colourcloud

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This is my JASS spell, I got the idea off one of the other spellpacks (dont remember the name)
Comment and rate
Cast
  • function Trig_Earth_Crush_Conditions takes nothing returns boolean
    • if ( not ( GetSpellAbilityId() == 'A000' ) ) then
      • return false
    • endif
    • return true
  • endfunction
  • function Trig_Earth_Crush_Actions takes nothing returns nothing
    • set udg_Earth_Crush_Caster = GetSpellAbilityUnit()
    • set udg_Earth_Crush_Point[0] = GetUnitLoc(udg_Earth_Crush_Caster)
    • set udg_Earth_Crush_Increment = 0
    • call PauseUnitBJ( true, udg_Earth_Crush_Caster )
    • call SetUnitAnimation( GetSpellAbilityUnit(), "slam" )
    • call TriggerSleepAction( 0.35 )
    • call EnableTrigger( gg_trg_Earth_Crush_Loop )
  • endfunction
  • //===========================================================================
  • function InitTrig_Earth_Crush takes nothing returns nothing
    • set gg_trg_Earth_Crush = CreateTrigger( )
    • call TriggerRegisterAnyUnitEventBJ( gg_trg_Earth_Crush, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    • call TriggerAddCondition( gg_trg_Earth_Crush, Condition( function Trig_Earth_Crush_Conditions ) )
    • call TriggerAddAction( gg_trg_Earth_Crush, function Trig_Earth_Crush_Actions )
  • endfunction
Loop
  • function Trig_Earth_Crush_Loop_Func001Func007Func009Func001C takes nothing returns boolean
    • if ( not ( IsUnitType(GetEnumUnit(), UNIT_TYPE_STRUCTURE) == false ) ) then
      • return false
    • endif
    • if ( not ( IsUnitEnemy(GetEnumUnit(), GetOwningPlayer(udg_Earth_Crush_Caster)) == true ) ) then
      • return false
    • endif
    • return true
  • endfunction
  • function Trig_Earth_Crush_Loop_Func001Func007Func009A takes nothing returns nothing
    • if ( Trig_Earth_Crush_Loop_Func001Func007Func009Func001C() ) then
      • call UnitDamageTargetBJ( udg_Earth_Crush_Caster, GetEnumUnit(), ( I2R(GetUnitAbilityLevelSwapped('A002', udg_Earth_Crush_Caster)) * ( 3.00 * I2R(GetUnitLevel(udg_Earth_Crush_Caster)) ) ), ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL )
    • else
    • endif
  • endfunction
  • function Trig_Earth_Crush_Loop_Func001C takes nothing returns boolean
    • if ( not ( udg_Earth_Crush_Increment == 36 ) ) then
      • return false
    • endif
    • return true
  • endfunction
  • function Trig_Earth_Crush_Loop_Actions takes nothing returns nothing
    • if ( Trig_Earth_Crush_Loop_Func001C() ) then
      • call DisableTrigger( GetTriggeringTrigger() )
      • call PauseUnitBJ( false, udg_Earth_Crush_Caster )
      • call ResetUnitAnimation( udg_Earth_Crush_Caster )
      • set udg_Earth_Crush_Caster = null
      • call RemoveLocation (udg_Earth_Crush_Point[0])
    • else
      • set udg_Earth_Crush_Increment = ( udg_Earth_Crush_Increment + 6 )
      • set bj_forLoopAIndex = 1
      • set bj_forLoopAIndexEnd = udg_Earth_Crush_Increment
      • loop
        • exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        • set udg_Earth_Crush_Point[1] = PolarProjectionBJ(udg_Earth_Crush_Point[0], ( I2R(udg_Earth_Crush_Increment) * 20.00 ), ( I2R(GetForLoopIndexA()) * ( 360.00 / I2R(udg_Earth_Crush_Increment) ) ))
        • set udg_Earth_Crush_UGroup = GetUnitsInRangeOfLocAll(150.00, udg_Earth_Crush_Point[1])
        • call AddSpecialEffectLocBJ( udg_Earth_Crush_Point[1], "Abilities\\Weapons\\AncientProtectorMissile\\AncientProtectorMissile.mdl" )
        • call DestroyEffectBJ( GetLastCreatedEffectBJ() )
        • call AddSpecialEffectLocBJ( udg_Earth_Crush_Point[1], "Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl" )
        • call DestroyEffectBJ( GetLastCreatedEffectBJ() )
        • call AddSpecialEffectLocBJ( udg_Earth_Crush_Point[1], "Objects\\Spawnmodels\\Undead\\ImpaleTargetDust\\ImpaleTargetDust.mdl" )
        • call DestroyEffectBJ( GetLastCreatedEffectBJ() )
        • call ForGroupBJ( udg_Earth_Crush_UGroup, function Trig_Earth_Crush_Loop_Func001Func007Func009A )
        • call RemoveLocation (udg_Earth_Crush_Point[1])
        • call DestroyGroup(udg_Earth_Crush_UGroup)
        • set bj_forLoopAIndex = bj_forLoopAIndex + 1
      • endloop
    • endif
  • endfunction
  • //===========================================================================
  • function InitTrig_Earth_Crush_Loop takes nothing returns nothing
    • set gg_trg_Earth_Crush_Loop = CreateTrigger( )
    • call DisableTrigger( gg_trg_Earth_Crush_Loop )
    • call TriggerRegisterTimerEventPeriodic( gg_trg_Earth_Crush_Loop, 0.15 )
    • call TriggerAddAction( gg_trg_Earth_Crush_Loop, function Trig_Earth_Crush_Loop_Actions )
  • endfunction
Keywords:
Spell, colourcloud, jass, colourcloud
Contents

EarthCrush Jass (Map)

Reviews
12th Dec 2015 IcemanBo: For too long time as NeedsFix. Rejected. 09:23, 7th Jun 2011 Maker: Not MUI and it looks like the "JASS" is only a converted GUI trigger.

Moderator

M

Moderator

12th Dec 2015
IcemanBo: For too long time as NeedsFix. Rejected.

09:23, 7th Jun 2011
Maker: Not MUI and it looks like the "JASS" is only a converted GUI trigger.
 
Level 4
Joined
Oct 15, 2010
Messages
71
This looks like GUI converted to JASS and its not optimized, the code is bad also its not MUI.
For now 1/5 and vote for rejection until updated.
 
Ketsuno Anson said:
Would you stop spamming on threads and post some useful stuff?

Ketsuno is 100% right. Black kitty stop posting useless comments like "awesome". You aren't helping colour cloud improve at all. Spamming those kind of shitty comments is like rewarding him for doing a bad job, and he'll keep submitting broken resources to the community if you make him think he's doing a good job when he's not. Can you honestly tell me this is an awesome spell? Hell no. This thing is broken as hell, and just a giant ass spam of caster art, in a giant ass blob of fail. In case you didn't read all the comments, this is a shitty, buggy spell that was GUI converted to JASS.



STOP POSTING A FUCKSTORM OF USELESS COMMENTS
 
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