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Earth Ward (GUI)

Submitted by Septimus
This bundle is marked as approved. It works and satisfies the submission rules.
Detail
Status

Forum: http://septimus.invisionplus.net
Coding: GUI
Current Version: 1.05

Ability Description

Blink out of the combat and leave a earth ward at the current position that would cast earthquake; damaging every hostile structure by 50 hit points every second and trapped every ground unit within it while slowing it down by 75%. Lasts 20 seconds.

Level 1 - 60 second cooldown, 70 mana.
Level 2 - 50 second cooldown, 50 mana.
Level 3 - 40 second cooldown, 30 mana.

Changelog
Version 1.05 Update

Fix dynamic index.

Version 1.04

Fix documentation.

Version 1.03

Wall no longer dissappear whenever 2 ward was cast close to one another. (Full credit for destructible/doodad life index system goes to Kingz)

Version 1.02

Ward no longer block air unit under the public request.

Version 1.01

Fix documentation error.
Add structure for spell testing.




Credit
msaeed28 - Pointing a documentation error.
Kingz - Destructible life index.

GUI Scripting
  • Earth Ward
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Earth Ward
    • Actions
      • Set EW_Position = (Position of (Triggering unit))
      • Unit - Create 1 Earth Ward for (Owner of (Triggering unit)) at EW_Position facing Default building facing degrees
      • Unit - Add a 20.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Earthquake (Ward Ability) to (Last created unit)
      • Unit - Order (Last created unit) to Orc Far Seer - Earthquake EW_Position
      • Custom script: call RemoveLocation(udg_EW_Position)


  • Create Earth Ward
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Earthquake (Ward Ability)
    • Actions
      • Set EW_Target_Position = (Position of (Casting unit))
      • Set EW_Caster = (Casting unit)
      • Set EW_Loop_Number = 18
      • For each (Integer EW_Integer) from 1 to EW_Loop_Number, do (Actions)
        • Loop - Actions
          • Set EW_Ward_Position = (EW_Target_Position offset by 500.00 towards (360.00 x ((Real(EW_Integer)) / (Real(EW_Loop_Number)))) degrees)
          • Destructible - Create a Pathing Blocker (Both) (Large) (Earth) at (EW_Ward_Position offset by 0.00 towards 0.00 degrees) facing (Random angle) with scale 0.50 and variation 0
          • Set DLT_destructible = (Last created destructible)
          • Set DLT_life_duration = 20.00
          • Trigger - Run Wall Life Time Initialization <gen> (ignoring conditions)
          • Custom script: call RemoveLocation(udg_EW_Ward_Position)
      • Custom script: call RemoveLocation(udg_EW_Target_Position)


  • Wall Life Time Initialization
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DLT_index[1] Equal to 0
        • Then - Actions
          • Trigger - Turn on Wall Life Time Loop <gen>
        • Else - Actions
      • Set DLT_index[1] = (DLT_index[1] + 1)
      • Set DLT_is = False
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DLT_dyn_index Not equal to DLT_index[2]
          • DLT_dyn_index Not equal to 0
          • DLT_iis[DLT_dyn_index] Equal to True
        • Then - Actions
          • Set DLT_is = True
        • Else - Actions
          • For each (Integer DLT_index[0]) from 1 to DLT_index[2], do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DLT_is Equal to False
                  • DLT_iis[DLT_index[0]] Equal to True
                • Then - Actions
                  • Set DLT_dyn_index = DLT_index[0]
                  • Set DLT_is = True
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DLT_is Equal to False
            • Then - Actions
              • Set DLT_index[2] = (DLT_index[2] + 1)
              • Set DLT_dyn_index = DLT_index[2]
              • Set DLT_is = True
            • Else - Actions
      • Set DLT_iis[DLT_dyn_index] = False
      • Set DLT_is = False
      • Set DLT_d[DLT_dyn_index] = DLT_destructible
      • Set DLT_ld[DLT_dyn_index] = DLT_life_duration


  • Wall Life Time Loop
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • For each (Integer DLT_index[3]) from 1 to DLT_index[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DLT_ld[DLT_index[3]] Greater than 0.00
            • Then - Actions
              • Set DLT_ld[DLT_index[3]] = (DLT_ld[DLT_index[3]] - 0.01)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DLT_ld[DLT_index[3]] Less than or equal to 0.00
                • Then - Actions
                  • Destructible - Remove DLT_d[DLT_index[3]]
                  • Set DLT_index[1] = (DLT_index[1] - 1)
                  • Set DLT_iis[DLT_index[3]] = True
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DLT_is Equal to False
                      • DLT_index[3] Not equal to DLT_index[2]
                    • Then - Actions
                      • Set DLT_dyn_index = DLT_index[3]
                      • Set DLT_is = True
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DLT_index[3] Equal to DLT_index[2]
                      • DLT_index[1] Not equal to 0
                    • Then - Actions
                      • Set DLT_index[2] = (DLT_index[2] - 1)
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DLT_index[1] Equal to 0
                    • Then - Actions
                      • Set DLT_index[2] = 0
                      • Set DLT_dyn_index = 0
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DLT_index[3] Equal to DLT_index[2]
                  • DLT_index[1] Not equal to 0
                • Then - Actions
                  • Set DLT_index[2] = (DLT_index[2] - 1)
                • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • DLT_index[1] Equal to 0
        • Then - Actions
          • Set DLT_index[2] = 0
          • Set DLT_dyn_index = 0
          • Trigger - Turn off (This trigger)
        • Else - Actions


Keywords:
Earth, Wards, Earthquake, Prison, Escape
Contents

Earth Ward Spells (Map)

Reviews
Moderator
22:46, 2nd Jun 2009 hvo-busterkomo: Leak-free, MUI, and well documented. The effect could have been better, since it's basically a well-directed earth-quake. I'm not sure why you reverted back to GUI after writing a decent spell in vJASS, but whatever.
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  1. 22:46, 2nd Jun 2009
    hvo-busterkomo:
    Leak-free, MUI, and well documented. The effect could have been better, since it's basically a well-directed earth-quake. I'm not sure why you reverted back to GUI after writing a decent spell in vJASS, but whatever.
     
  2. xxdingo93xx

    xxdingo93xx

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    Hmm, does more look like a spam of revival stones ...
     
  3. D4RK_G4ND4LF

    D4RK_G4ND4LF

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    imho that spell is a very good idea
    (well, I didn't get the reason why he is porting out of it but it's still cool :)
    you could add an expiration timer instead of removing the stones
    but it would cause some overlapping with the other stones and might not look as good
    so you might remove the stones which are blocking the new ones, too

    oO I just saw it are doodads
    you might replace them with units as well :>
     
  4. Rmx

    Rmx

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    Well Septimus u have taken an overdose, u are doing same trigers with diffrent effects.

    Still it's nice, but i didn't understand what the spell does.

    Edit : Not MUI ?!
     
    Last edited: Apr 29, 2009
  5. Deuterium

    Deuterium

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    [-]

    1. Not much of a nice idea; as xxdingo93xx says: spam of revival stones.


    2. Use:
    • Events
      • Unit - A unit Starts the effect of an ability


    Instead of:
    • Events
      • Unit - A unit Begins casting an ability


    The first triggers the trigger the moment the mana is spent and cooldown starts running, but the second a bit before that happens.


    3. Don't use these two together as events together:
    • Events
      • Unit - A unit Stops casting an ability
      • Unit - A unit Finishes casting an ability


    It's useless to use both. I can't really recall, but I think this is the better one:
    • Events
      • Unit - A unit Finishes casting an ability



    4. The slow effect affects the casting unit too...


    5. If the spell affects structures, add structures to your map.


    6. A little effort on your map gives your spell a better impression.



    [+]

    7. Leakless.


    8. MUI.



    [?]

    9. Is the unit supposed to blink out of the enclosed circle?


    10. Are the units supposed not to go in and out of the enclosed circle? Because the casting unit can't... maybe you'd like to use a smaller model.
     
    Last edited: Apr 29, 2009
  6. Septimus

    Septimus

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    Did you read the warning?

    Replace them with unit are rather bad idea, pathing blocker are the best to block ground and air unit from escape from the encirclement.

    I currently trying to test destructible/doodad as part of the spell. It was created at the same time with Fire Ward, just that I forgot to upload it.

    From what I had tested, it seems to be working fine. Need somebody to explain it though.

    Ooops, the documentation contain both. But at the actual copy and paste does not have it. I would remove it from the documentation.

    The description already indicate it would effect every unit.

    Would add it in the next update.

    Yes, it was suppose to be a escape ability that create a wall that trap every unit and damage every structure within the wall.
     
  7. Deuterium

    Deuterium

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    My usual mistake on judging MUI... since the spell is instant yes it is MUI!

    Yes it does... but that's annoying! :p


    Why don't you fix that instead of adding a warning? ;)
     
  8. Septimus

    Septimus

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    It was a escape ability. XD

    I do not think there is a right solution for it since pathing blocker cannot be set as owner of pathing blocker equal to. If the main stone expired, it would remove all pathing blocker within it. I doubt it could be done at GUI, but I could be wrong.
     
    Last edited: Apr 30, 2009
  9. Kingz

    Kingz

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    Just an idea, making the stones as units you can change the look of the spell, example:
    They could all face the center of the cast point and maybe even make them a bit transparent so it looks like those are spectral stones :p
    Imagine them banished^^

    Just suggestions though :p
     
  10. Septimus

    Septimus

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    But they cannot lock unit inside the circle.
     
  11. Kingz

    Kingz

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    Why?
    Just make them ground units and increase their colision size in the object editor :p
     
  12. Septimus

    Septimus

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    You forgot air unit. :p

    The earth ward I design suppose to trap everything and anything. It is a escape spell, but it escape the spell caster only. XD
     
  13. Kingz

    Kingz

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    An additional dummy unit which is the same as the first one but doesn't have an model(or has a nice one) and blocks air units.
    Also the way you remove destructibles is really unefficent while if you would use units you could simply give them expiration timers :p
     
  14. Septimus

    Septimus

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    Since the loop run over 100 times, it would completely remove all pathing blocker even though you spam the spell and this make it completely safe. Then again, another problem arouse. That is why I add a warning. XD
     
  15. Kingz

    Kingz

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    Well that is what i meant, the destructible removal right now removes even other destructibles when one spell expires :p
     
  16. Septimus

    Septimus

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    yeah, if they are too close to it.

    However, pathing is the best solution. If i add locust ability and increase collision of a unit to make it as a wall. it isn't that good.

    It could probably cause lag if been mass casted compare to pathing
     
  17. Kingz

    Kingz

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    Why o.0?
    I tested my missile system by spamming it, creating 8 units per cast to about 64 units per second so i fail to see why would it lag...
     
  18. Guishiu

    Guishiu

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    First a question. If it's an Earth Ward, why would it effect Flying units?

    [-]
    The cooldown says 40seconds, and the spell says it lasts 20 seconds. I was able to cast it twice and they both run. So one of these is wrong.

    A test hero that runs from all the creeps that are supposed to be trapped in the circle is pretty annoying. Add a 1 damage attack or something.

    When I cast it twice in a row, one of the center stones was left behind, as well as one of the tombs on the side. I would post the Screen but, someone has to explain to me how. Aint got a clue here.

    It would also be cool to add trees to the map. I want to see if it works when the Hero is surrounded by trees.

    And maybe 2 heroes of the same guy. Easy way to test MUI.

    Overpowered, Unbalanced

    I give this spell a (1/5).

    Also, add some Multilevel usage besides reducing the mana cost and cooldowns.
    Make it add more damage and maybe even reduce speed even more with every level.
    As it is, it destroyed those towers way too fast. A hero could level an entire DOTA base in the first 5 minutes of the game with this. ROFL
     
  19. Septimus

    Septimus

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    Because I want it to follow the generic of escape. If it doesn't lock the air unit at encirclement as well, the air unit could chase the escape hero.

    Since you and several user have request for the encirclement not to block air unit, I would generally update that.

    The ward lasts for 20 seconds, but the spells cooldown is 40 seconds. Are you illiterate enough not to be able to make a difference between "lasts for" and "cooldown"?

    It was suppose to be a escape spells that trap unit and allow casting unit to escape from the pursuit.

    Overpowered at what? The spells just lock enemy unit and decrease their speed by 75%, it damage building by 50 hp every seconds.

    It was using the earthquake ability of warcraft 3 and I never change the damage. So, are you accusing blizzard of making inbalance ability?

    By making it like this, it was even more inbalance. And it was indeed multi level, did't you see it have 3 levels? Do you know what is multilevel at first?

    Play Orc at melee game and use Far Seer, that is where the earthquake ability is.

    Also, why does the ability reduce cooldown per level? To avoid inbalance of using it this way. Sure, I can increase the cooldown even higher. But, I currently set it to the standard 60 seconds as the highest. Exceed 60 seconds doesn't make it a 2nd ability usage anymore.

    Do not forget, DotA ultimate ability have 3 levels. It could also be set as a ultimate ability as well. The cooldown amount could be adjust by the user itself, the current standard I set was at max 60 seconds.

    Honestly enough, you are giving it a rating 1/5 (Unacceptable) all at the wrong term. I do not even see a single comment of yours that comment about trigger.

    I suggest you to delete your post before someone else sees it, because the rofl is at you and not me.
     
    Last edited: May 2, 2009
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