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Bribes the earth into assaulting the Warden's aims. Creates a ward that channels earth energy towards the Warden, damaging any enemies caught within the connection. Enemies can be damaged once every 2 seconds.
If you use this spell, make sure you credit me, please.
Implementation info can be found within the map.
Have fun
Earths Fury 1
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Earth's Fury
Actions
Set EF_Points[1] = (Position of (Triggering unit))
Set EF_Points[2] = (Target point of ability being cast)
Unit - Create 1 Dummy (Earth's Fury) for (Owner of (Triggering unit)) at EF_Points[2] facing Default building facing degrees
-------- Expiration Timer (Change value 7.00) [Affects the dummy's longetivity & the Terrain deformation] --------
Hashtable - Save (5.00 x (Real((Level of Earth's Fury for (Triggering unit))))) as (Key expiration) of (Key (Last created unit)) in EF_Hash
Unit - Add a (Load (Key expiration) of (Key (Last created unit)) from EF_Hash) second Generic expiration timer to (Last created unit)
Environment - Create a (Load (Key expiration) of (Key (Last created unit)) from EF_Hash) second Temporary crater deformation at EF_Points[2] with radius 50.00 and depth -280.00
Unit Group - Add (Last created unit) to EF_Group
-------- Attach the Triggering unit on Dummy --------
Hashtable - Save Handle Of(Triggering unit) as (Key caster) of (Key (Last created unit)) in EF_Hash
-------- Damage Dealt --------
Hashtable - Save (20.00 x (Real((Level of Earth's Fury for (Triggering unit))))) as (Key damage) of (Key (Last created unit)) in EF_Hash
-------- Lightning Creation --------
Lightning - Create a Spirit Link lightning effect from source EF_Points[1] to target EF_Points[2]
Hashtable - Save Handle Of(Last created lightning effect) as (Key lightning) of (Key (Last created unit)) in EF_Hash
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(EF_Group is empty) Equal to True
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Unit Group - Pick every unit in EF_Group and do (Actions)
Loop - Actions
Set EF_Points[3] = (Position of (Picked unit))
Set EF_Points[4] = (Position of (Load (Key caster) of (Key (Picked unit)) in EF_Hash))
Lightning - Move (Load (Key lightning) of (Key (Picked unit)) in EF_Hash) to source EF_Points[3] and target EF_Points[4]
Unit - Make (Picked unit) face (Load (Key caster) of (Key (Picked unit)) in EF_Hash) over 0.00 seconds
-------- I save the Picked unit, because we will need it later on --------
-------- Warning! The Picked Unit is stored in a Handle-type variable, to maintain the MUI-enhancement! --------
Set Unit = (Picked unit)
Hashtable - Save Handle Of(Picked unit) as (Key dummies) of (Key Unit) in EF_Hash
-------- --------
For each (Integer EF_Integer) from 1 to ((Integer((Distance between EF_Points[3] and EF_Points[4]))) / 20), do (Actions)
Loop - Actions
Set EF_MultiplePoints[EF_Integer] = (EF_Points[3] offset by ((Real(EF_Integer)) x 20.00) towards (Angle from EF_Points[3] to EF_Points[4]) degrees)
-------- This will detect whether there are units within the angle between the ward dummy and the hero or not. --------
Set EF_DetectUnits = (Units within 128.00 of EF_MultiplePoints[EF_Integer] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in EF_DetectUnits) Not equal to 0
Then - Actions
Unit Group - Pick every unit in EF_DetectUnits and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is in (Load (Key tempgroup) of (Key Unit) in EF_Hash)) Equal to False
Then - Actions
Trigger - Turn off (This trigger)
Hashtable - Save Handle OfEF_DamageUnits as (Key tempgroup) of (Key Unit) in EF_Hash
Unit Group - Add (Picked unit) to (Load (Key tempgroup) of (Key Unit) in EF_Hash)
Hashtable - Save Handle OfEF_DamageTimer as ((Key timerhandle) x (Number of units in (Load (Key tempgroup) of (Key Unit) in EF_Hash))) of (Key (Picked unit)) in EF_Hash
Countdown Timer - Start (Load ((Key timerhandle) x (Number of units in (Load (Key tempgroup) of (Key Unit) in EF_Hash))) of (Key (Picked unit)) in EF_Hash) as a One-shot timer that will expire in 2.50 seconds
Hashtable - Save (Number of units in (Load (Key tempgroup) of (Key Unit) in EF_Hash)) as (Key howmany) of (Key (Last started timer)) in EF_Hash
Set EF_Times = (Load (Key howmany) of (Key (Last started timer)) from EF_Hash)
Hashtable - Save Handle Of(Picked unit) as ((Key unithandle) x EF_Times) of (Key (Last started timer)) in EF_Hash
Hashtable - Save Handle OfEF_DamageUnits as (Key tempgroup) of (Key (Last started timer)) in EF_Hash
Floating Text - Create floating text that reads (String((Load (Key damage) of (Key Unit) from EF_Hash))) above (Picked unit) with Z offset 0.00, using font size 11.00, color (100.00%, 100.00%, 40.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
Unit - Cause (Load (Key dummies) of (Key Unit) in EF_Hash) to damage (Picked unit), dealing (Load (Key damage) of (Key Unit) from EF_Hash) damage of attack type Normal and damage type Normal
Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
Special Effect - Destroy (Last created special effect)
(Unit-type of (Triggering unit)) Equal to Dummy (Earth's Fury)
Actions
Unit Group - Remove (Triggering unit) from EF_Group
Lightning - Destroy (Load (Key lightning) of (Key (Triggering unit)) in EF_Hash)
Hashtable - Clear all child hashtables of child (Key (Load (Key caster) of (Key (Triggering unit)) in EF_Hash)) in EF_Hash
Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in EF_Hash
Unit - Remove (Triggering unit) from the game
Earths Fury 4
Events
Time - EF_DamageTimer expires
Conditions
Actions
For each (Integer B) from 1 to (Load (Key howmany) of (Key (Expiring timer)) from EF_Hash), do (Actions)
Loop - Actions
Unit Group - Remove (Load ((Key unithandle) x (Integer B)) of (Key (Expiring timer)) in EF_Hash) from (Load (Key tempgroup) of (Key (Expiring timer)) in EF_Hash)
Hashtable - Clear all child hashtables of child (Key (Load ((Key unithandle) x (Integer B)) of (Key (Expiring timer)) in EF_Hash)) in EF_Hash
Hashtable - Clear all child hashtables of child (Key (Expiring timer)) in EF_Hash
Changelog:
- Removed the terrain deformation effect, due to request.
- Changed the model of the summoned ward.
- Tiny modifications on triggers for better functionality.
- Reduced the damage delay from 2.5 to 2.00 seconds.
7 November 2015
Bribe: Rejecting due to the status of this resource being "needs fix" for years.
12:17, 17th Jun 2010
Hanky:
I found some leaks. Fix them please. After you have done this message me or one of the other spell moderators.
Heh, well, it's an alternative way of telling "calls upon/summons/asks for assistance/bla bla".
The spell is our issue, not the tooltip. The ward model.. I'd use something better, but that would require import of model; I'll try to get something better though. Did you like the spell or not?
1) I guess it's no problem, since the spell is supposed to work with levels and I wouldn't want an exta variable for that (too many already).
2) I did it like that, so that users can easily change the value. Again, loads of variables would come up.
3) The unit dies trigger makes as many checks as the one you proposed. "EF_Group is empty" Boolean would be the same with the Unit-type comparison I make, since this exact unit-type (Dummy (Earth's Fury)) is used only for the spell.
4) I tried to destroy it in the final trigger, the "Time - Timer expires" one, and it creates problems (it doubles the damage & the floating texts). I set it in a variable, like this:
Set EF_UnitGroupLoad = ((Load Key(tempgroup) of (Key(Expiring Timer))) in EF_Hash)
Custom script: call DestroyGroup (udg_EF_UnitGroupLoad)
but it doesn't work properly, as I already said :/
Well, I don't think it's much of a problem here, since I clear every value attached to the timer afterwards.
Hi, you're spell ( and sorry if I offence :s ) has a weird effect o_o. I can't evaluate the triggering because I don't like using handles. But it seems clear (no leaks). 3/5 for the general rate.
Oh, and convert the Real damages into Integer, because it looks like you deals 60000 damages (and it's a bit... huge.. =P ).
I don't really get the whole "weird" thing here. There are way more complex spells than this, what's weird? The hero summons at a target place a ward and between them, every unit gets damaged every 2.5 seconds. What's weird? :S
Plus, just because you don't like handles, you can't judge a spell like that. I'm sorry I tend to avoid the old-fashioned indexing systems which are a huge column of triggering.
Ok, I offenced you sorry then. No, I'm just telling you the effect is strange oO. I did not explained why :
1°) Why is the dealing effect is dust ? (I know it's earth, but it would be using a lightning effect, no ?)
2°) (And that's my fault) I though it was using a knockback.
3°) For the second time, convert Real damages into Integer please.
4°) You should reduce the time delay for the damages, it would look more realistic (if you want it to be).
And please read correctly what I said : I rated your spell with the effect because I don't know how to rate it with the Handles, because I don't use them !
Ok, I changed the model of the ward, the tooltip, the damage displayed into integer and the damage delay from 2.5 -> 2.
Thank you for your feedback so far
Ok, I changed the model of the ward, the tooltip, the damage displayed into integer and the damage delay from 2.5 -> 2.
Thank you for your feedback so far
3) The unit dies trigger makes as many checks as the one you proposed. "EF_Group is empty" Boolean would be the same with the Unit-type comparison I make, since this exact unit-type (Dummy (Earth's Fury)) is used only for the spell.
Ok, I removed the Terrain Deformation.
Maker, the first trigger you propose modifications to has nothing different with the original trigger. The second trigger I really can't tell what's the difference between this:
Earths Fury 3
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Dummy (Earth's Fury)
Then - Actions
Unit Group - Remove (Triggering unit) from EF_Group
Lightning - Destroy (Load (Key lightning) of (Key (Triggering unit)) in EF_Hash)
Hashtable - Clear all child hashtables of child (Key (Load (Key caster) of (Key (Triggering unit)) in EF_Hash)) in EF_Hash
Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in EF_Hash
Unit - Remove (Triggering unit) from the game
Else - Actions
and this:
Earths Fury 3
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Dummy (Earth's Fury)
Actions
Unit Group - Remove (Triggering unit) from EF_Group
Lightning - Destroy (Load (Key lightning) of (Key (Triggering unit)) in EF_Hash)
Hashtable - Clear all child hashtables of child (Key (Load (Key caster) of (Key (Triggering unit)) in EF_Hash)) in EF_Hash
Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in EF_Hash
Unit - Remove (Triggering unit) from the game
Else - Actions
Anyway, I updated it & Turned - on & off the trigger with the "A unit dies event".
An... odd idea that I can't really get behind.
You can bribe the earth?
When the earth is "bribed", it's really bright?
The Warden would use something like this?
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