• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Electric Lead [1.02]

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
-I removed 1 trigger at all
-I Removed 1 leak in [end] trigger
-I make [Start effect of an ability]
-Improved description
-Add Configerable DATA
-Removed 3 leaks in [cast] trigger
-Removed 1 unit at all
-Changed trigger names
-Improved

Keywords:
Electic, Lead, damage, knock-back, mana burn
Contents

Electric lead 1.02 (Map)

Reviews
12th Dec 2015 IcemanBo: Too long time as NeedsFix. Rejected. 14:23, 19th Jul 2010 TriggerHappy: Give your triggers more unique names please. Use the "Starts the effect of an ability" event instead. You never clean the leaks in your cast...

Moderator

M

Moderator

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

14:23, 19th Jul 2010
TriggerHappy:

Give your triggers more unique names please.
Use the "Starts the effect of an ability" event instead.
You never clean the leaks in your cast trigger.
 
Level 7
Joined
Dec 19, 2009
Messages
250
Level 6
Joined
Jun 14, 2009
Messages
124


  • Cast
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Electric Lead [C]
        • Then - Actions
          • -------- set level of ability --------
          • Set EI_level = (Real((Level of Electric Lead [C] for (Triggering unit))))
          • -------- set caster --------
          • Set EI_CASTER = (Triggering unit)
          • -------- iniz. points and units --------
          • Set EI_Position[1] = (Position of (Triggering unit))
          • Set EI_Target = (Target unit of ability being cast)
          • Set EI_Position[2] = (Position of (Target unit of ability being cast))
          • -------- set distance beetween caster and target. which will update with time --------
          • Set EI_Distance = (Distance between EI_Position[1] and EI_Position[2])
          • -------- point for circle. It will be update with time too --------
          • Set EI_Position[EI_integer[1]] = (EI_Position[2] offset by 125.00 towards EI_Degrees[1] degrees)
          • -------- create lightning --------
          • Lightning - Create a Spirit Link lightning effect from source EI_Position[1] to target EI_Position[2]
          • Set EI_Lightning = (Last created lightning effect)
          • -------- set lightning color --------
          • Lightning - Change color of EI_Lightning to (0.00 0.00 1.00) with 1.00 alpha
          • -------- unit for duration --------
          • Unit - Create 1 duration for (Owner of (Triggering unit)) at EI_Position[1] facing e degrees
          • Set EI_unit[0] = (Last created unit)
          • -------- 5s- action time --------
          • Unit - Add a 5.00 second Generic expiration timer to EI_unit[0]
          • -------- ruther... --------
          • Trigger - Turn on loop and move <gen>
          • Trigger - Turn on end <gen>
          • Trigger - Turn on end 2 <gen>
        • Else - Actions


  • Loop And Move
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • -------- for circle --------
      • Set EI_Degrees[1] = (EI_Degrees[1] + 4.50)
      • Set EI_Position[EI_integer[1]] = (EI_Position[2] offset by 125.00 towards EI_Degrees[1] degrees)
      • -------- position update --------
      • Set EI_Position[1] = (Position of EI_CASTER)
      • Set EI_Position[2] = (Position of EI_Target)
      • -------- special effect --------
      • Unit - Create 1 LF_mover for (Owner of EI_CASTER) at EI_Position[EI_integer[1]] facing EI_Degrees[1] degrees
      • Set EI_unit[1] = (Last created unit)
      • Unit - Add a 0.30 second Generic expiration timer to EI_unit[1]
      • Set EI_group[1] = (Units within 50.00 of EI_Position[EI_integer[1]] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of EI_CASTER)) Equal to True))))
      • -------- group damage --------
      • Unit Group - Pick every unit in EI_group[1] and do (Actions)
        • Loop - Actions
          • Unit - Cause EI_CASTER to damage (Picked unit), dealing ((EI_Distance x EI_level) / 100.00) damage of attack type Spells and damage type Force
      • -------- so, target will facing caster while ability casting --------
      • Unit - Make EI_Target face EI_CASTER over 0.00 seconds
      • -------- and also with caster=> target --------
      • Unit - Make EI_CASTER face EI_Target over 0.00 seconds
      • -------- target moving to caster --------
      • Set EI_Position[EI_integer[2]] = (EI_Position[2] offset by 2.00 towards (Facing of EI_Target) degrees)
      • Unit - Move EI_Target instantly to EI_Position[EI_integer[2]], facing EI_Position[1]
      • -------- lightning position update --------
      • Lightning - Move EI_Lightning to source EI_Position[1] and target EI_Position[2]
      • -------- moving all enemies from target --------
      • -------- (if it not target) --------
      • Set EI_group[2] = (Units within 115.00 of EI_Position[2] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of EI_CASTER)) Equal to True))))
      • Unit Group - Pick every unit in EI_group[2] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • EI_Target Not equal to (Picked unit)
            • Then - Actions
              • Set EI_Position[3] = (Position of (Picked unit))
              • Set EI_Position[EI_integer[3]] = (EI_Position[3] offset by 2.50 towards (Angle from EI_Position[2] to EI_Position[3]) degrees)
              • Unit - Move (Picked unit) instantly to EI_Position[EI_integer[3]], facing EI_Position[3]
            • Else - Actions


  • End
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • -------- if unit die(created earlyer) than triger turn off --------
      • -------- and remove leaks --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of (Triggering unit)) Equal to (Unit-type of EI_unit[0])
              • (Triggering unit) Equal to EI_Target
        • Then - Actions
          • -------- burn 1/2 mana when cast is over --------
          • Unit - Set mana of EI_Target to ((Mana of EI_Target) / 2.00)
          • Unit - Remove EI_unit[1] from the game
          • Unit - Remove EI_unit[2] from the game
          • Set EI_group[3] = (Units within 125.00 of EI_Position[1] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of EI_CASTER)) Equal to True))))
          • Unit Group - Pick every unit in EI_group[3] and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Picked unit) Not equal to EI_Target
                • Then - Actions
                  • Set EI_Position[4] = (Position of (Picked unit))
                  • Unit - Move (Picked unit) instantly to (EI_Position[3] offset by EI_Degrees[1] towards (Angle from EI_Position[2] to EI_Position[3]) degrees), facing (Position of (Triggering unit))
                • Else - Actions
          • Custom script: call RemoveLocation(udg_EI_Position[1])
          • Custom script: call RemoveLocation(udg_EI_Position[2])
          • Custom script: call RemoveLocation(udg_EI_Position[3])
          • Custom script: call RemoveLocation(udg_EI_Position[4])
          • Custom script: call RemoveLocation(udg_EI_Position[udg_EI_integer[1]])
          • Custom script: call RemoveLocation(udg_EI_Position[udg_EI_integer[2]])
          • Custom script: call RemoveLocation(udg_EI_Position[udg_EI_integer[3]])
          • Custom script: call DestroyGroup(udg_EI_group[1])
          • Custom script: call DestroyGroup(udg_EI_group[2])
          • Set EI_Degrees[1] = 0.00
          • Set EI_unit[0] = No unit
          • Set EI_unit[1] = No unit
          • Lightning - Destroy EI_Lightning
          • Trigger - Turn off Loop And Move <gen>
          • Trigger - Turn off (This trigger)
        • Else - Actions


  • End 2
    • Events
      • Unit - A unit Stops casting an ability
    • Conditions
    • Actions
      • -------- if cast is off than triger turn off --------
      • -------- and remove leaks --------
      • Unit - Remove EI_unit[1] from the game
      • Unit - Remove EI_unit[2] from the game
      • Set EI_group[3] = (Units within 125.00 of EI_Position[1] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of EI_CASTER)) Equal to True))))
      • Unit Group - Pick every unit in EI_group[3] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Picked unit) Not equal to EI_Target
            • Then - Actions
              • Set EI_Position[4] = (Position of (Picked unit))
              • Unit - Move (Picked unit) instantly to (EI_Position[3] offset by EI_Degrees[1] towards (Angle from EI_Position[2] to EI_Position[3]) degrees), facing (Position of (Triggering unit))
            • Else - Actions
      • Custom script: call RemoveLocation(udg_EI_Position[1])
      • Custom script: call RemoveLocation(udg_EI_Position[2])
      • Custom script: call RemoveLocation(udg_EI_Position[3])
      • Custom script: call RemoveLocation(udg_EI_Position[4])
      • Custom script: call RemoveLocation(udg_EI_Position[udg_EI_integer[1]])
      • Custom script: call RemoveLocation(udg_EI_Position[udg_EI_integer[2]])
      • Custom script: call RemoveLocation(udg_EI_Position[udg_EI_integer[3]])
      • Custom script: call DestroyGroup(udg_EI_group[1])
      • Custom script: call DestroyGroup(udg_EI_group[2])
      • Set EI_Degrees[1] = 0.00
      • Set EI_unit[0] = No unit
      • Set EI_unit[1] = No unit
      • Lightning - Destroy EI_Lightning
      • Trigger - Turn off Loop And Move <gen>
      • Trigger - Turn off (This trigger)




I juste dont Have Time To Do A Better Review, I Do This Faster.

THE SPELL IS NO MUI!

Well I Found Leaks Like Klingo Said

You Have To Add More Changeable DATA

Idea Is Good

I Dont Like How The Unit Move

NEVER Use .01 or .02
  • Time - Every 0.01 seconds of game time
Why Did You Store The Unit In A Variable, Juste Use Last Created Unit
  • Unit - Add a 0.30 second Generic expiration timer to EI_unit[1]
Coding : 8 / 25 Its Leak, Not MUI And You Have To Fix Some Things

Idea : 21 / 25 Nothings To Say

Eye Candy : 17 / 25 I Like The Effect But The Move Is Very Bad

Legal : 10 / 25 Nothing To Say

Total : 56 / 100

Status : Rejected

 
Last edited:
Top