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Enchanted Fire Bolt V1.45

Submitted by Tank-Commander
This bundle is marked as approved. It works and satisfies the submission rules.
This spell was inspired by Boris_Spiders FireSeige (correct me if the name is wrong)

The icon can be found here: http://www.hiveworkshop.com/forums/icons-541/btnfiresiege-154483/

I did this out of the fun of it, I tried to make it a little flashy, there no access sfx, It's all used for some purpose.

it works like this: You use the ability, a fire bolt with a ring of fire around it will fly away, upon landing again it will Explode in a massive explosion releasing 144 small projectiles, (this part reminded me of rain of fire for some reason) each seperate projectile deals a small amount of damage, initial Aoe is about 150, in huge explosion aoe is about 1400, but it is all changeable.

I was thinking of artillary when I made this.

Triggers
  • Setup
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • -------- This creates the hashtable --------
      • -------- * --------
      • Hashtable - Create a hashtable
      • -------- This sets the hashtable as a variable for later referance --------
      • -------- * --------
      • Set EFB_Hash = (Last created hashtable)
      • -------- Config --------
      • -------- Final explosioin, mini projectile count --------
      • Set Config[1] = 18
      • -------- projectile surround sfx count --------
      • Set Config[2] = 10
      • -------- projectile Base damage (per mini projectile) --------
      • Set Config[3] = 25
      • -------- Parabola height divider --------
      • Set Config[4] = (Integer(2.50))
      • -------- Min fire range --------
      • Set Config[5] = 100
      • -------- Automated fire distance --------
      • Set Config[6] = 650

  • Initial Fire
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Magic Flame bolt
        • Then - Actions
          • -------- This sets the casting location --------
          • -------- as well as the missile starting point --------
          • -------- * --------
          • Set Temp_Point = (Position of (Triggering unit))
          • -------- This sets the missiles landing area --------
          • -------- * --------
          • Set Temp_Point_2 = (Target point of ability being cast)
          • -------- This sets the distance between the two points --------
          • -------- * --------
          • Set Temp_Distance = (Distance between Temp_Point and Temp_Point_2)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Temp_Distance Less than or equal to (Real(Config[5]))
            • Then - Actions
              • -------- This checks too see if they are too close to the caster --------
              • -------- The it sets it automatically to a distance further away --------
              • -------- Removes leak --------
              • Custom script: call RemoveLocation (udg_Temp_Point_2)
              • -------- Retarget --------
              • Set Temp_Point_2 = (Temp_Point offset by (Real(Config[6])) towards (Facing of (Triggering unit)) degrees)
              • -------- * --------
              • -------- New distance calculation --------
              • Set Temp_Distance = (Distance between Temp_Point and Temp_Point_2)
            • Else - Actions
          • -------- This creates the dummy unit --------
          • -------- Set it to your dummy missile --------
          • Unit - Create 1 Enchanted Flame Bolt for (Owner of (Triggering unit)) at Temp_Point facing (Angle from Temp_Point to Temp_Point_2) degrees
          • -------- This allows fly height manipulation --------
          • -------- useing triggers --------
          • -------- * --------
          • Unit - Add Crow Form to (Last created unit)
          • -------- This sets the total distance that will be travelled --------
          • -------- * --------
          • Hashtable - Save Temp_Distance as 3 of (Key (Last created unit)) in EFB_Hash
          • -------- This sets the fly height it will reach so the parabola will look --------
          • -------- Similar every time --------
          • -------- change the divider to change the appearance of your parabola. --------
          • -------- the lower the divider the higher the missile goes --------
          • -------- the higher the divider the lower the missile goes --------
          • Hashtable - Save ((Load 3 of (Key (Last created unit)) from EFB_Hash) / (Real(Config[4]))) as 1 of (Key (Last created unit)) in EFB_Hash
          • -------- This is set to 0 so that you dont get muddled up if your changing it alot --------
          • -------- It's not 100% neccercarry --------
          • Hashtable - Save 0.00 as 2 of (Key (Last created unit)) in EFB_Hash
          • -------- Damage calculation for later dummies --------
          • -------- This projectile doesn't actually deal any damage itself --------
          • Hashtable - Save (((Real((Intelligence of (Triggering unit) (Include bonuses)))) x (Real((Level of Magic Flame bolt for (Triggering unit))))) + (Real(Config[3]))) as 4 of (Key (Last created unit)) in EFB_Hash
          • -------- This adds the unit to the moving group --------
          • -------- * --------
          • Unit Group - Add (Last created unit) to EFB_Moving_Units
          • -------- This makes sure they do not collide with eachother --------
          • -------- * --------
          • Unit - Turn collision for (Last created unit) Off
          • -------- This gets rid of the crow form again so they dont actually gain it as an ability --------
          • -------- * --------
          • Unit - Remove Crow Form from (Last created unit)
          • -------- This part is for your circle around the main missile --------
          • -------- the each integer if for the numbr of them, remember, the more you have the more damage it deals --------
          • For each (Integer Debug) from 1 to Config[2], do (Actions)
            • Loop - Actions
              • -------- Sets the distance away from the centre --------
              • -------- of were it spawns --------
              • Set Temp_Point_3 = (Temp_Point offset by 50.00 towards Circle_Position_setter degrees)
              • -------- same as aobut but for the landing area --------
              • Set Temp_Point_4 = (Temp_Point_2 offset by 50.00 towards Circle_Position_setter degrees)
              • -------- creates the dummies for your surrounding sfx --------
              • Unit - Create 1 Flame ring segment for (Owner of (Triggering unit)) at Temp_Point_3 facing (Angle from Temp_Point_3 to Temp_Point_4) degrees
              • -------- like before allows you to manaipulate units fly hieght using triggers --------
              • -------- * --------
              • Unit - Add Crow Form to (Last created unit)
              • -------- Like pre meantioned these set fly height, distance, and one for future referance --------
              • -------- This sets the total distance that will be travelled --------
              • -------- * --------
              • Hashtable - Save (Distance between Temp_Point_3 and Temp_Point_4) as 3 of (Key (Last created unit)) in EFB_Hash
              • -------- This sets the fly height it will reach so the parabola will look --------
              • -------- Similar every time --------
              • -------- change the divider to change the appearance of your parabola. --------
              • -------- the lower the divider the higher the missile goes --------
              • -------- the higher the divider the lower the missile goes --------
              • Hashtable - Save ((Load 3 of (Key (Last created unit)) from EFB_Hash) / (Real(Config[4]))) as 1 of (Key (Last created unit)) in EFB_Hash
              • -------- This is set to 0 so that you dont get muddled up if your changing it alot --------
              • -------- It's not 100% neccercarry --------
              • Hashtable - Save 0.00 as 2 of (Key (Last created unit)) in EFB_Hash
              • -------- this calculated damage dealt by the dummies --------
              • Hashtable - Save (((Real((Intelligence of (Triggering unit) (Include bonuses)))) x (Real((Level of Magic Flame bolt for (Triggering unit))))) + (Real(Config[3]))) as 4 of (Key (Last created unit)) in EFB_Hash
              • -------- --- --------
              • -------- * --------
              • -------- removes leaks --------
              • Custom script: call RemoveLocation (udg_Temp_Point_4)
              • Custom script: call RemoveLocation (udg_Temp_Point_3)
              • -------- --- --------
              • -------- adds the units to the moving group --------
              • -------- * --------
              • Unit Group - Add (Last created unit) to EFB_Moving_Units
              • -------- Prevents midair collisions --------
              • -------- * --------
              • Unit - Turn collision for (Last created unit) Off
              • -------- Removes the ability so the dummies dont gain it as an actual ability --------
              • -------- * --------
              • Unit - Remove Crow Form from (Last created unit)
              • -------- this is a core part --------
              • -------- set this to 360/number of surrounding dummies of your main missiles --------
              • -------- The standard had 10 surrounding --------
              • -------- so: 360/10 = 36 --------
              • -------- if you want to do this the easy way --------
              • -------- change the part after + --------
              • -------- to another arithmetic function --------
              • -------- using the above formula --------
              • Set Circle_Position_setter = (Circle_Position_setter + (360.00 / (Real(Config[2]))))
          • -------- --- --------
          • -------- * --------
          • -------- Leak removal --------
          • Custom script: call RemoveLocation (udg_Temp_Point_2)
          • Custom script: call RemoveLocation (udg_Temp_Point)
        • Else - Actions

  • Moving
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in EFB_Moving_Units and do (Actions)
        • Loop - Actions
          • -------- Removed the unit if they go out of bounds --------
          • -------- * --------
          • If (((Playable map area) contains (Picked unit)) Equal to False) then do (Unit - Remove (Picked unit) from the game) else do (Do nothing)
          • -------- moves the unit --------
          • -------- to change speed, change the number --------
          • -------- The standard number is 10. --------
          • Custom script: call MoveUnitFast(GetEnumUnit(), 10, GetUnitFacing(GetEnumUnit())*bj_DEGTORAD)
          • -------- set the + to the same as your ditance traveled --------
          • Hashtable - Save ((Load 2 of (Key (Picked unit)) from EFB_Hash) + 10.00) as 2 of (Key (Picked unit)) in EFB_Hash
          • -------- This is the parabola, It's better if you didn't touch this --------
          • -------- * --------
          • Hashtable - Save ((((4.00 x (Load 1 of (Key (Picked unit)) from EFB_Hash)) / (Load 3 of (Key (Picked unit)) from EFB_Hash)) x ((Load 3 of (Key (Picked unit)) from EFB_Hash) - (Load 2 of (Key (Picked unit)) from EFB_Hash))) x ((Load 2 of (Key (Picked unit)) from EFB_Hash) / (L as 5 of (Key (Picked unit)) in EFB_Hash
          • -------- changes the fly height --------
          • -------- * --------
          • Animation - Change (Picked unit) flying height to (Load 5 of (Key (Picked unit)) from EFB_Hash) at 0.00
          • -------- This kills them upon landing --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Load 5 of (Key (Picked unit)) from EFB_Hash) Less than or equal to -1.00
            • Then - Actions
              • -------- kills them --------
              • -------- * --------
              • Unit - Kill (Picked unit)
              • -------- Removes them from the moving group --------
              • -------- * --------
              • Unit Group - Remove (Picked unit) from EFB_Moving_Units
            • Else - Actions

  • Damage and explosion
    • 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 Enchanted Flame Bolt
        • Then - Actions
          • -------- All these are the same --------
          • For each (Integer Debug) from 1 to Config[1], do (Actions)
            • Loop - Actions
              • -------- Sets the initial location of the main explosion --------
              • -------- * --------
              • Set Temp_Point = (Position of (Triggering unit))
              • -------- Sets the point of landing --------
              • Set Temp_Point_4 = (Temp_Point offset by 300.00 towards Circle_Position_setter degrees)
              • -------- Creates the dummies --------
              • Unit - Create 1 Flame ring segment for (Owner of (Triggering unit)) at Temp_Point facing (Angle from Temp_Point to Temp_Point_4) degrees
              • -------- Allows fly height manipulation --------
              • -------- * --------
              • Unit - Add Crow Form to (Last created unit)
              • -------- This sets the total distance that will be travelled --------
              • -------- * --------
              • Hashtable - Save (Distance between Temp_Point and Temp_Point_4) as 3 of (Key (Last created unit)) in EFB_Hash
              • -------- This sets the fly height it will reach so the parabola will look --------
              • -------- Similar every time --------
              • -------- change the divider to change the appearance of your parabola. --------
              • -------- the lower the divider the higher the missile goes --------
              • -------- the higher the divider the lower the missile goes --------
              • Hashtable - Save ((Load 3 of (Key (Last created unit)) from EFB_Hash) / (Real(Config[4]))) as 1 of (Key (Last created unit)) in EFB_Hash
              • -------- This is set to 0 so that you dont get muddled up if your changing it alot --------
              • -------- It's not 100% neccercarry --------
              • Hashtable - Save 0.00 as 2 of (Key (Last created unit)) in EFB_Hash
              • -------- this calculated damage dealt by the dummies --------
              • Hashtable - Save (Load 4 of (Key (Triggering unit)) from EFB_Hash) as 4 of (Key (Last created unit)) in EFB_Hash
              • -------- --- --------
              • -------- Removes leaks --------
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_4)
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_3)
              • -------- --- --------
              • -------- Adds it to the moving group --------
              • -------- * --------
              • Unit Group - Add (Last created unit) to EFB_Moving_Units
              • -------- Prevents midair collisions --------
              • -------- * --------
              • Unit - Turn collision for (Last created unit) Off
              • -------- Removes the ability again --------
              • -------- * --------
              • Unit - Remove Crow Form from (Last created unit)
              • -------- this is a core part --------
              • -------- set this to 360/number of surrounding dummies of your main missiles --------
              • -------- The standard had 10 surrounding --------
              • -------- so: 360/10 = 36 --------
              • -------- if you want to do this the easy way --------
              • -------- change the part after + --------
              • -------- to another arithmetic function --------
              • -------- using the above formula --------
              • Set Circle_Position_setter = (Circle_Position_setter + (360.00 / (Real(Config[1]))))
          • For each (Integer Debug) from 1 to Config[1], do (Actions)
            • Loop - Actions
              • -------- Sets the initial location of the main explosion --------
              • -------- * --------
              • Set Temp_Point = (Position of (Triggering unit))
              • -------- Sets the point of landing --------
              • Set Temp_Point_4 = (Temp_Point offset by 400.00 towards Circle_Position_setter degrees)
              • -------- Creates the dummies --------
              • Unit - Create 1 Flame ring segment for (Owner of (Triggering unit)) at Temp_Point facing (Angle from Temp_Point to Temp_Point_4) degrees
              • -------- Allows fly height manipulation --------
              • -------- * --------
              • Unit - Add Crow Form to (Last created unit)
              • -------- This sets the total distance that will be travelled --------
              • -------- * --------
              • Hashtable - Save (Distance between Temp_Point and Temp_Point_4) as 3 of (Key (Last created unit)) in EFB_Hash
              • -------- This sets the fly height it will reach so the parabola will look --------
              • -------- Similar every time --------
              • -------- change the divider to change the appearance of your parabola. --------
              • -------- the lower the divider the higher the missile goes --------
              • -------- the higher the divider the lower the missile goes --------
              • Hashtable - Save ((Load 3 of (Key (Last created unit)) from EFB_Hash) / (Real(Config[4]))) as 1 of (Key (Last created unit)) in EFB_Hash
              • -------- This is set to 0 so that you dont get muddled up if your changing it alot --------
              • -------- It's not 100% neccercarry --------
              • Hashtable - Save 0.00 as 2 of (Key (Last created unit)) in EFB_Hash
              • -------- this calculated damage dealt by the dummies --------
              • Hashtable - Save (Load 4 of (Key (Triggering unit)) from EFB_Hash) as 4 of (Key (Last created unit)) in EFB_Hash
              • -------- --- --------
              • -------- Removes leaks --------
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_4)
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_3)
              • -------- --- --------
              • -------- Adds it to the moving group --------
              • -------- * --------
              • Unit Group - Add (Last created unit) to EFB_Moving_Units
              • -------- Prevents midair collisions --------
              • -------- * --------
              • Unit - Turn collision for (Last created unit) Off
              • -------- Removes the ability again --------
              • -------- * --------
              • Unit - Remove Crow Form from (Last created unit)
              • -------- this is a core part --------
              • -------- set this to 360/number of surrounding dummies of your main missiles --------
              • -------- The standard had 10 surrounding --------
              • -------- so: 360/10 = 36 --------
              • -------- if you want to do this the easy way --------
              • -------- change the part after + --------
              • -------- to another arithmetic function --------
              • -------- using the above formula --------
              • Set Circle_Position_setter = (Circle_Position_setter + (360.00 / (Real(Config[1]))))
          • For each (Integer Debug) from 1 to Config[1], do (Actions)
            • Loop - Actions
              • -------- Sets the initial location of the main explosion --------
              • -------- * --------
              • Set Temp_Point = (Position of (Triggering unit))
              • -------- Sets the point of landing --------
              • Set Temp_Point_4 = (Temp_Point offset by 500.00 towards Circle_Position_setter degrees)
              • -------- Creates the dummies --------
              • Unit - Create 1 Flame ring segment for (Owner of (Triggering unit)) at Temp_Point facing (Angle from Temp_Point to Temp_Point_4) degrees
              • -------- Allows fly height manipulation --------
              • -------- * --------
              • Unit - Add Crow Form to (Last created unit)
              • -------- This sets the total distance that will be travelled --------
              • -------- * --------
              • Hashtable - Save (Distance between Temp_Point and Temp_Point_4) as 3 of (Key (Last created unit)) in EFB_Hash
              • -------- This sets the fly height it will reach so the parabola will look --------
              • -------- Similar every time --------
              • -------- change the divider to change the appearance of your parabola. --------
              • -------- the lower the divider the higher the missile goes --------
              • -------- the higher the divider the lower the missile goes --------
              • Hashtable - Save ((Load 3 of (Key (Last created unit)) from EFB_Hash) / (Real(Config[4]))) as 1 of (Key (Last created unit)) in EFB_Hash
              • -------- This is set to 0 so that you dont get muddled up if your changing it alot --------
              • -------- It's not 100% neccercarry --------
              • Hashtable - Save 0.00 as 2 of (Key (Last created unit)) in EFB_Hash
              • -------- this calculated damage dealt by the dummies --------
              • Hashtable - Save (Load 4 of (Key (Triggering unit)) from EFB_Hash) as 4 of (Key (Last created unit)) in EFB_Hash
              • -------- --- --------
              • -------- Removes leaks --------
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_4)
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_3)
              • -------- --- --------
              • -------- Adds it to the moving group --------
              • -------- * --------
              • Unit Group - Add (Last created unit) to EFB_Moving_Units
              • -------- Prevents midair collisions --------
              • -------- * --------
              • Unit - Turn collision for (Last created unit) Off
              • -------- Removes the ability again --------
              • -------- * --------
              • Unit - Remove Crow Form from (Last created unit)
              • -------- this is a core part --------
              • -------- set this to 360/number of surrounding dummies of your main missiles --------
              • -------- The standard had 10 surrounding --------
              • -------- so: 360/10 = 36 --------
              • -------- if you want to do this the easy way --------
              • -------- change the part after + --------
              • -------- to another arithmetic function --------
              • -------- using the above formula --------
              • Set Circle_Position_setter = (Circle_Position_setter + (360.00 / (Real(Config[1]))))
          • For each (Integer Debug) from 1 to Config[1], do (Actions)
            • Loop - Actions
              • -------- Sets the initial location of the main explosion --------
              • -------- * --------
              • Set Temp_Point = (Position of (Triggering unit))
              • -------- Sets the point of landing --------
              • Set Temp_Point_4 = (Temp_Point offset by 600.00 towards Circle_Position_setter degrees)
              • -------- Creates the dummies --------
              • Unit - Create 1 Flame ring segment for (Owner of (Triggering unit)) at Temp_Point facing (Angle from Temp_Point to Temp_Point_4) degrees
              • -------- Allows fly height manipulation --------
              • -------- * --------
              • Unit - Add Crow Form to (Last created unit)
              • -------- This sets the total distance that will be travelled --------
              • -------- * --------
              • Hashtable - Save (Distance between Temp_Point and Temp_Point_4) as 3 of (Key (Last created unit)) in EFB_Hash
              • -------- This sets the fly height it will reach so the parabola will look --------
              • -------- Similar every time --------
              • -------- change the divider to change the appearance of your parabola. --------
              • -------- the lower the divider the higher the missile goes --------
              • -------- the higher the divider the lower the missile goes --------
              • Hashtable - Save ((Load 3 of (Key (Last created unit)) from EFB_Hash) / (Real(Config[4]))) as 1 of (Key (Last created unit)) in EFB_Hash
              • -------- This is set to 0 so that you dont get muddled up if your changing it alot --------
              • -------- It's not 100% neccercarry --------
              • Hashtable - Save 0.00 as 2 of (Key (Last created unit)) in EFB_Hash
              • -------- this calculated damage dealt by the dummies --------
              • Hashtable - Save (Load 4 of (Key (Triggering unit)) from EFB_Hash) as 4 of (Key (Last created unit)) in EFB_Hash
              • -------- --- --------
              • -------- Removes leaks --------
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_4)
              • -------- * --------
              • Custom script: call RemoveLocation (udg_Temp_Point_3)
              • -------- --- --------
              • -------- Adds it to the moving group --------
              • -------- * --------
              • Unit Group - Add (Last created unit) to EFB_Moving_Units
              • -------- Prevents midair collisions --------
              • -------- * --------
              • Unit - Turn collision for (Last created unit) Off
              • -------- Removes the ability again --------
              • -------- * --------
              • Unit - Remove Crow Form from (Last created unit)
              • -------- this is a core part --------
              • -------- set this to 360/number of surrounding dummies of your main missiles --------
              • -------- The standard had 10 surrounding --------
              • -------- so: 360/10 = 36 --------
              • -------- if you want to do this the easy way --------
              • -------- change the part after + --------
              • -------- to another arithmetic function --------
              • -------- using the above formula --------
              • Set Circle_Position_setter = (Circle_Position_setter + (360.00 / (Real(Config[1]))))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to Flame ring segment
        • Then - Actions
          • -------- Sets the location of the units death area --------
          • Set Temp_Point = (Position of (Triggering unit))
          • -------- Creates sfx on the explosion area --------
          • Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
          • -------- Kills the sfx --------
          • -------- * --------
          • Special Effect - Destroy (Last created special effect)
          • -------- specifies requirements for targets --------
          • Set Temp_Group = (Units within 100.00 of Temp_Point matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is A ground unit) Equal to True) and (((Matching
          • Unit Group - Pick every unit in Temp_Group and do (Actions)
            • Loop - Actions
              • -------- Damages the units --------
              • -------- * --------
              • Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Load 4 of (Key (Triggering unit)) from EFB_Hash) damage of attack type Spells and damage type Normal
          • -------- Removes leak --------
          • -------- * --------
          • Custom script: call RemoveLocation (udg_Temp_Point)
          • -------- * --------
          • Custom script: call DestroyGroup (udg_Temp_Group)
        • Else - Actions

Changes

V1.45:
Made a few things configureable.
Fixed a bug found
Added a mana cost
Added a proper range
V1.30:
Small bug fix when casting on the same point as the caster
V1.25:
with the help from D4RK G4ND4LF lag has been pretty much obliterated.
V1.1:
Geatly reduced lag
Reduced Aoe
Changed landing sfx for the smaller projectiles.
V1.0:
First uploaded


Documentation included, Enjoy :]

Please give creadit to me if you use this in your map.

Credz To D4RK G4ND4LF for reducing he movement lag using 1 line of custom script.

Keywords:
Fire, Rain, Rain of Fire, Explosion, Burn, Ring, Volcanic, Sfx spam.
Contents

Enchanted Fire Bolt (Map)

Reviews
Moderator
17:36, 1st Jan 2010 TriggerHappy: You added everything I asked and it looked good.
  1. NoMoreChallenge

    NoMoreChallenge

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    One of the coolest spells I have ever seen!!! Could you tell me how to edit the damage. 5/5 +rep
     
  2. Tank-Commander

    Tank-Commander

    Spell Reviewer

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    Certainly, If you go into the 'setup' trigger, there will be the configureable settings, for damage it's base damage (per mini projectile) the standard damage is 25 for each one. if you want to change the full calculation formula however you need to go into the initial one (when you cast it) and find the damage formula through the documentation which should guide you.
     
  3. NoMoreChallenge

    NoMoreChallenge

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    Thanks you, credits will be given upon use!:grin:

    EDIT: Can anyone import the spell without any errors?:confused:
    I'm dying to use it.
     
    Last edited: Jan 23, 2010
  4. Tank-Commander

    Tank-Commander

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    Same as meantioned before, Take the script from the map header on CnP then paste it into your own maps header if I remember correctly. :p
     
  5. GhoSTMaN-Fu-

    GhoSTMaN-Fu-

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    that doesnt work or i did it wrong lol
     
  6. NoMoreChallenge

    NoMoreChallenge

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    Yeah, it works!!! after my effort to understand what TC said, I copied script from "Custom Script Code" in trigger editor and pasted it into my own map. Also check the triggers especially the ones that involved units and abilities.

    Hope this helps

    Thanks alot +rep to both of you
     
  7. Tank-Commander

    Tank-Commander

    Spell Reviewer

    Joined:
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    To clear this up to people who still don't know what to do:

    What to do
    [​IMG]


    If this is not clear enough: Copy the code, found there into your map, in there.
     

    Attached Files:

  8. aider

    aider

    Joined:
    Jul 14, 2010
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    wow, i got this: [​IMG]

    But then I copied the custom script into my map, and it worked! Thanks. (I already uploaded the picture, so I pasted it here anyway, so people can see what errors can be fixed).