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Sorry, it was very hard to get a good picture for the spell, check it ingame instead.
I created this ability because I didn't have anything to do exactly. Well, it's 100% MUI and LEAKLESS (what I can see, tell me if you find any leaks or something that makes this non-MUI).
The spell is a target-unit spell, it's really easy how it works. You simply electrify an enemie target unit. Each 2.5 second (you can change this) a lightning will be created and damage nearby units of this unit (enemie units). The lightning will jump x times, but it will deal less damage each jump it does. The electrified unit can't create lightnings at it self, it must have a nearby unit close to it to create a lightning. Yes, the lightning is able to jump back to the electrified unit.
- - - - - - - README - - - - - - -
This spell is called: Electric Charge.
Spell version: 1.1a
Spell created by: The_Flood (Flood @ hiveworkshop)
How do I modify this spell?
Well, the only things you'll have to change can be found in the "Electric Charge Cast" trigger. Read the comments and modify the spell
in the way you want it.
Remember, that a part of the spell is also located in the Object Editor. The ability EC_DummyAbility contains some things that this spell
uses. Like, damage, number of jumps, and more...
- - - - - - - How to import this spell? - - - - - - -
Make sure you've checked the box in: File > Preferences > General > Automatically create unknown variables while pasting trigger data.
This will make the import ALOT easier, or else you'll have to copy and paste all variables one by one.
The second thing you'll have to do is copy two spells and one unit. Copy those abilities:
1. Electric Charge
and
2. EC_DummyAbility
...and copy this unit:
1. EC_DummyUnit
When you're done with this you'll have to copy two triggers, they are below this "comment-trigger", they are:
1. Electric Charge Cast
and
2. Electric Charge Loop
...this is the only things you'll need for this ability.
-------- This is the "hit-effect" that will appear on the targeted unit when you cast the spell the first time (Default: Abilities\Weapons\Bolt\BoltImpact.mdl) --------
-------- This is the effect of the targeted unit that will appear everytime a lightning will created from the targeted units body (Default: Abilities\Weapons\Bolt\BoltImpact.mdl) --------
-------- This is the effect that always will be visible until the duration ends at the targeted unit (Default: Abilities\Spells\Orc\LightningShield\LightningShieldTarget.mdl) --------
Set EC_Point = (Position of EC_TargetUnit[EC_Index[3]])
Set EC_UnitGroup = (Units within EC_LightningDetectionAoE[EC_Index[3]] of EC_Point matching (((((Matching unit) belongs to an enemy of EC_CastingPlayer[EC_Index[3]]) Equal to True) and (((Matching unit) is alive) Equal to True)) and ((((Matching unit) is A structure) Equal to F
Unit Group - Pick every unit in EC_UnitGroup and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
EC_MaxLightningTargetsCounter[EC_Index[3]] Less than EC_MaxLightningTargets[EC_Index[3]]
Then - Actions
Set EC_MaxLightningTargetsCounter[EC_Index[3]] = (EC_MaxLightningTargetsCounter[EC_Index[3]] + 1)
Unit - Create 1 EC_DummyUnit[EC_Index[3]] for EC_CastingPlayer[EC_Index[3]] at EC_Point facing Default building facing degrees
Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
Unit - Add EC_DummyAbility[EC_Index[3]] to (Last created unit)
Unit - Set level of EC_DummyAbility[EC_Index[3]] for (Last created unit) to EC_AbilityLevel[EC_Index[3]]
Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Picked unit)
Kingz is right as always... i like the spell and its leakless
if you fix this glibberish thing in your triggering 10/10, right now 8.5/10 but
I vote for approval in each case
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