1. Are you planning to upload your awesome spell or system to Hive? Please review the rules here.
    Dismiss Notice
  2. Seek unity between the elements in the 22nd Terraining Contest Poll.
    Dismiss Notice
  3. Seize the moment! The 18th Mini Mapping Contest has commenced.
    Dismiss Notice
  4. The heavens smile on the old faithful. The 16th Techtree Contest has begun.
    Dismiss Notice
  5. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Fail (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: 1.03

Ability Description

Create a word "FAIL" that would fall from the sky. Each word deal 50 damage to any enemy within 300 range and higher level reduce the mana and cooldown.

Level 1 - 45 seconds cooldown, 90 mana cost.
Level 2 - 30 seconds cooldown, 75 mana cost.
Level 3 - 15 seconds cooldown, 60 mana cost.

Changelog
Version 1.03 Update

Fix documentation.

Version 1.02

Fix documentation error.
Further optimize the code.

Version 1.01

Reconstruct the entire spell, more efficient and have additional effect (Full credit for reconstruct goes to Rmx).
Add RED BARON to credit list.
Change tooltips description.
Change the falling angle of the word.
Enable user to adjust the falling speed at much easier way.
Custom values no longer been use.




Credit
Paladon - For optimize coding.
Kingz - Mention a hidden leak.
Rmx - Fully reconstruct the entire spells.
RED BARON - Author of the model.

GUI Scripting
  • FAIL On
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to FAIL
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • FAIL_Skip Equal to 0
        • Then - Actions
          • Trigger - Turn on FAIL Loop <gen>
        • Else - Actions
      • Set FAIL = 1
      • Set F_Point[1] = (Target point of ability being cast)
      • For each (Integer F_Spawn) from 1 to 4, do (Actions)
        • Loop - Actions
          • Set FAIL_Times = (FAIL_Times + 1)
          • Set FAIL_Skip = (FAIL_Skip + 1)
          • Set FAIL_Off[FAIL_Times] = True
          • Set Sheep_Off[FAIL_Times] = False
          • Set F_Hero[FAIL_Times] = (Casting unit)
          • Set F_Speed[FAIL_Times] = 2.00
          • Set F_Distance[FAIL_Times] = (800.00 - ((Real(FAIL)) x 100.00))
          • Set F_Distance[FAIL_Times] = (F_Distance[FAIL_Times] + 265.00)
          • Set F_Point[2] = (F_Point[1] offset by F_Distance[FAIL_Times] towards 180.00 degrees)
          • Set F_Height[FAIL_Times] = 800.00
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • FAIL Equal to 1
            • Then - Actions
              • Unit - Create 1 F for (Owner of F_Hero[FAIL_Times]) at F_Point[2] facing 0.00 degrees
              • Set F_Unit[FAIL_Times] = (Last created unit)
              • Animation - Change F_Unit[FAIL_Times] flying height to F_Height[FAIL_Times] at 0.00
              • Unit - Turn collision for F_Unit[FAIL_Times] Off
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • FAIL Equal to 2
                • Then - Actions
                  • Unit - Create 1 A for (Owner of F_Hero[FAIL_Times]) at F_Point[2] facing 0.00 degrees
                  • Set F_Unit[FAIL_Times] = (Last created unit)
                  • Animation - Change F_Unit[FAIL_Times] flying height to F_Height[FAIL_Times] at 0.00
                  • Unit - Turn collision for F_Unit[FAIL_Times] Off
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • FAIL Equal to 3
                    • Then - Actions
                      • Unit - Create 1 I for (Owner of F_Hero[FAIL_Times]) at F_Point[2] facing 270.00 degrees
                      • Set F_Unit[FAIL_Times] = (Last created unit)
                      • Animation - Change F_Unit[FAIL_Times] flying height to F_Height[FAIL_Times] at 0.00
                      • Unit - Turn collision for F_Unit[FAIL_Times] Off
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • FAIL Equal to 4
                        • Then - Actions
                          • Unit - Create 1 L for (Owner of F_Hero[FAIL_Times]) at F_Point[2] facing 270.00 degrees
                          • Set F_Unit[FAIL_Times] = (Last created unit)
                          • Animation - Change F_Unit[FAIL_Times] flying height to F_Height[FAIL_Times] at 0.00
                          • Unit - Turn collision for F_Unit[FAIL_Times] Off
                        • Else - Actions
          • Custom script: call RemoveLocation(udg_F_Point[2])
          • Set FAIL = (FAIL + 1)
      • Custom script: call RemoveLocation(udg_F_Point[1])
      • Set FAIL = 0


  • FAIL Loop
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer F) from 1 to FAIL_Times, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • FAIL_Off[F] Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • F_Height[F] Less than or equal to 15.00
                • Then - Actions
                  • Set FAIL_Off[F] = False
                  • Set FAIL_Skip = (FAIL_Skip - 1)
                  • Set F_Targ[1] = (Position of F_Unit[F])
                  • Special Effect - Create a special effect at F_Targ[1] using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • Set F_Group[F] = (Units within 300.00 of F_Targ[1] matching (((Owner of (Matching unit)) Not equal to (Owner of F_Hero[F])) and (((Matching unit) is alive) Equal to True)))
                  • Unit Group - Pick every unit in F_Group[F] and do (Actions)
                    • Loop - Actions
                      • Unit - Cause F_Hero[F] to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal
                  • Custom script: call DestroyGroup(udg_F_Group[udg_F])
                  • Unit - Remove F_Unit[F] from the game
                  • Set F_Unit[F] = No unit
                  • Set F_Hero[F] = No unit
                  • For each (Integer Sheep_Integer) from 1 to 8, do (Actions)
                    • Loop - Actions
                      • Set FAIL_Times = (FAIL_Times + 1)
                      • Set FAIL_Skip = (FAIL_Skip + 1)
                      • Set FAIL_Off[FAIL_Times] = False
                      • Set Sheep_Off[FAIL_Times] = True
                      • Set F_Speed[FAIL_Times] = 10.00
                      • Set F_Distance[FAIL_Times] = (Random real number between 300.00 and 500.00)
                      • Set F_Angle[FAIL_Times] = (Random angle)
                      • Unit - Create 1 Sheep for Neutral Passive at F_Targ[1] facing F_Angle[FAIL_Times] degrees
                      • Set F_Unit[FAIL_Times] = (Last created unit)
                  • Custom script: call RemoveLocation(udg_F_Targ[1])
                  • Set F_Speed[F] = 0.00
                  • Set F_Distance[F] = 0.00
                  • Set F_Height[F] = 0.00
                • Else - Actions
                  • Set F_Distance[F] = (F_Distance[F] - F_Speed[F])
                  • Set F_Point[3] = (Position of F_Unit[F])
                  • Set F_Point[4] = (F_Point[3] offset by F_Speed[F] towards 360.00 degrees)
                  • Unit - Move F_Unit[F] instantly to F_Point[4]
                  • Custom script: call RemoveLocation(udg_F_Point[3])
                  • Custom script: call RemoveLocation(udg_F_Point[4])
                  • Set F_Height[F] = (F_Height[F] - F_Speed[F])
                  • Animation - Change F_Unit[F] flying height to F_Height[F] at 0.00
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Sheep_Off[F] Equal to True
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • F_Distance[F] Less than or equal to 0.00
                    • Then - Actions
                      • Set Sheep_Off[F] = False
                      • Set FAIL_Skip = (FAIL_Skip - 1)
                      • Set F_Targ[1] = (Position of F_Unit[F])
                      • Special Effect - Create a special effect at F_Targ[1] using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation(udg_F_Targ[1])
                      • Unit - Remove F_Unit[F] from the game
                      • Set F_Unit[F] = No unit
                      • Set F_Speed[F] = 0.00
                      • Set F_Distance[F] = 0.00
                      • Set F_Angle[F] = 0.00
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • FAIL_Skip Equal to 0
                        • Then - Actions
                          • Set FAIL_Times = 0
                          • Trigger - Turn off FAIL Loop <gen>
                        • Else - Actions
                    • Else - Actions
                  • Set F_Distance[F] = (F_Distance[F] - F_Speed[F])
                  • Set F_Point[3] = (Position of F_Unit[F])
                  • Set F_Point[4] = (F_Point[3] offset by F_Speed[F] towards F_Angle[F] degrees)
                  • Unit - Move F_Unit[F] instantly to F_Point[4]
                  • Custom script: call RemoveLocation(udg_F_Point[3])
                  • Custom script: call RemoveLocation(udg_F_Point[4])
                • Else - Actions


Keywords:
FAIL, Fall, Sky, Sheep, Joke, Funny, AOE, Lol, Rofl, Lmao, Wtf, Omg, Dumb, Retarded, Nonsense
Contents

FAIL Spell (Map)

Reviews
Moderator
14:57, 2nd May 2009 Dr Super Good: Highly Recommended This spell fails. . . after all that is what it was made to do! I never thought seeing a gient fail word falling from the sky could be so funny and cool at the same time, thus this...
Thread Status:
Not open for further replies.
  1. 14:57, 2nd May 2009
    Dr Super Good:
    Evaluation

    Rating

    Highly Recommended

    Rating Comment

    This spell fails. . . after all that is what it was made to do! I never thought seeing a gient fail word falling from the sky could be so funny and cool at the same time, thus this spell certainly is unique. Atleast the triggering is a no joke mater, with it seeming leakless and and bug free. Sadly effiency is lacking (although it is still reasonably efficent), but then again that is a trade off for using GUI to make a spell over JASS. Overall, a quite respectable and usable spell, although the imports may make it quite pricy file size wise compaired to other spells and they are an important part of this spell. There is also quite a bit of customizability available for people to use so many beginners will find using this spell quite easy. On top of that there appears to be reasonable documentation to help people import and modify this spell so generally everybody should find no problems using it in their maps. Thus I can reccomend this spell highly for any kind of non serious hero or joke map, however the concept probably will seem out of place in other types of map.

    Suggestions . . .
    - Efficency could possiably be improved, especially by using JASS however it is not vital that this spell be too efficent as it is not that demanding in the first place.
    - The test map could be improved to allow for easier testing and by demonstrating how it may look when used on real map like terrain.


    Advice: If you do not understand why this spell was given the rating it received or if you would like to ask questions about how to improve this spell. Feel free to send a private message to spell moderator Dr Super Good.
     
  2. Septimus

    Septimus

    Joined:
    May 3, 2008
    Messages:
    4,174
    Resources:
    49
    Packs:
    1
    Maps:
    35
    Spells:
    8
    Tutorials:
    5
    Resources:
    49
    Thanks to Paladon for optimize the code and Kingz for mention a slight leak.

    The spell was currently MUI (I think) based on the current scripting and the test I conduct.

    Right now the word isn't display properly due to the offset (My maths ><), hope somebody can show the solution to adjust a proper offset for it.

    The spell currently might seems to be simple, I was thinking of adding a buff to unit that are hit by this spell. I do not have any idea about it yet, so feel free to post a buff idea for this spell or any interesting effect for it.

    This spell was created for a map that are develop under the generic of lulz such as Are You A Retard genre and mini game.
     
  3. Thrikodius

    Thrikodius

    Joined:
    Jun 4, 2007
    Messages:
    1,322
    Resources:
    87
    Models:
    75
    Icons:
    6
    Packs:
    2
    Maps:
    4
    Resources:
    87
    OMG IT'S THE FAIL. :cgrin::cgrin::cgrin::cgrin::cgrin:
    I'll test it before I rate it though. :crazz:

    EDIT: I tested it.
    Well to be honest there wasn't much too it and imo it dropped way too slow.
    I'm kind off dissapointed. A fail spell should win. Read the quote in my sig.
    And then there's the usefullness...
    I'd give 2/5 if it wasn't for the fail part wich beats it up to 3/5, Usefull, even if it really isn't.

    And for this buff stuff. :D
    Do something really stupid. Like the chicken model on the overhead.
     
  4. dimitri231

    dimitri231

    Joined:
    Aug 4, 2008
    Messages:
    265
    Resources:
    0
    Resources:
    0
    Ok, I didnt like it, its not a cool spell, but i give 2/5.
     
  5. Super-Sheep

    Super-Sheep

    Joined:
    Oct 21, 2006
    Messages:
    2,822
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Rather boring. Letters could drop faster and have sounds.
     
  6. Thrikodius

    Thrikodius

    Joined:
    Jun 4, 2007
    Messages:
    1,322
    Resources:
    87
    Models:
    75
    Icons:
    6
    Packs:
    2
    Maps:
    4
    Resources:
    87
    Well he kinda wrote in the first comment that he was going to update it.
     
  7. Septimus

    Septimus

    Joined:
    May 3, 2008
    Messages:
    4,174
    Resources:
    49
    Packs:
    1
    Maps:
    35
    Spells:
    8
    Tutorials:
    5
    Resources:
    49
    I did not add sound because I want my submission to follow the spell guidelines.

    The reason why I set the speed at slow pace because it was a FAIL spell. Only a fail would fail to dodge.

    Currently thinking what type of further future could be implement to make it more lulz

    It was currently safe to be use at this moment, that is why I upload it. The current need for it right now is to think what kind of special feature to make it even better, which I currently deadlock about it right now.

    Spell should be rated base on coding, not how cool it was.
     
    Last edited: May 1, 2009
  8. PsychoNerdial

    PsychoNerdial

    Joined:
    Jan 6, 2009
    Messages:
    836
    Resources:
    0
    Resources:
    0
    Haven't tested yet, will do soon... But anyway i have a (simple) idea for a buff:
    when the a unit with the FAIL buff attacks it has a 30% of missing(and if it misses, the word FAIL! is created as floating text =D). I know it's not creative but it's atleast an idea...

    EDIT: Okay, i've tested it now, so just a quick review:
    -The FAIL just falls too slow, make it faster.
    -Not exactly extremely creative
    -You could add more things to the spell, like a buff, sounds n such.


    +FAIL


    I think you have misunderstood the THW rule about sounds. You are allowed to use the sounds that exist in the WE, but not any sounds which you have imported.

    And Please try to make a decent test map.

    Right now it's 2/5, and that's just because it's a FAIL spell.

    ~PsychoNerdial
     
  9. Septimus

    Septimus

    Joined:
    May 3, 2008
    Messages:
    4,174
    Resources:
    49
    Packs:
    1
    Maps:
    35
    Spells:
    8
    Tutorials:
    5
    Resources:
    49
    You obviously doesn't read what I wrote above your post. XD

    Yes, I trying to add buff and more fancy effect. The problem is, I deadlock about the right idea for this moment. I do not want to add a effect that doesn't create any lulz feeling in it.

    The problem is, there is no sound at WC3 suit this spell.

    It was a spells, not a template or neither map. By adding useless stuff such as destructible/doodad in small quantity like 20-30, it could even add 2-3kb of size to the map.

    The purpose of the map is to store the spell, let user test it and import it into their map. Having a fancy template for spells is way too useless and increase the file size. When I do my job, I only care for efficiency and organize resources.

    What a lulz way to vote.... :=P
     
  10. Thrikodius

    Thrikodius

    Joined:
    Jun 4, 2007
    Messages:
    1,322
    Resources:
    87
    Models:
    75
    Icons:
    6
    Packs:
    2
    Maps:
    4
    Resources:
    87
    Do the Chicken.
     
  11. MasterHaosis

    MasterHaosis

    Joined:
    Sep 18, 2007
    Messages:
    1,465
    Resources:
    30
    Models:
    15
    Icons:
    13
    Maps:
    2
    Resources:
    30
    Ahahahahha Septimus, :cgrin:
    ITS FAIL!
     
  12. PsychoNerdial

    PsychoNerdial

    Joined:
    Jan 6, 2009
    Messages:
    836
    Resources:
    0
    Resources:
    0
    I mean that the FAIL increases the rating^^ If it wasn't for the theme, it would be 1/5. @ the speed. Even if it's suppoed to be a fail speed, it still needs to fall faster o_O

    @ The test map. Oh noez, KB's Õ.õ They will kill us all! (Spoken with a hint of sarcasm)

    ~PsychoNerdial
     
  13. Septimus

    Septimus

    Joined:
    May 3, 2008
    Messages:
    4,174
    Resources:
    49
    Packs:
    1
    Maps:
    35
    Spells:
    8
    Tutorials:
    5
    Resources:
    49
    1/5 for? The spell submission not focus for a spell with cool effect only, but for a spell with decent or excellent coding.

    If a spell have awesome effect, but have defective coding. It was completely useless compare to a spell with excellent coding but decent or lacking effect; go view some spell available at database and see how many of it have cool effect, but laggy and contain heavy leaking.

    Just view Paladon Jump and Charge spell, do you give a 1/5 because of the simple effect? It been approve with a good rating from the spells moderation team.

    At here, coding is the main priority and not the effect. Effect are just a bonus.

    If we vote a resources (Especially spells) based on how awesome the effect is and not how effective it been coded. Do you know how many useless spells would be approve?

    Go ahead with your sarcasm, do you know why spells submission does not allowed model (Unless it was necessary for spell) and custom icon? To reduce the file size as low as possible and for spell only, not for showing off a terrain.

    If people want to show off their terrain, they can go to terrain board. Not here. Also, people who visit here want to find a spell suitable for their map and import it to their map. They don't give a damn about how awesome the terrain is.

    When I import some spells from this section to my map, I do not even view the terrain at all.

    With the recent amount of visitor and hive member visit this site now a days, do you have any idea how long a download time could took even for a 500kb files?

    This is qft, not trying to harass you or whatever it was. Hope you understand that we want a organize and efficient spell section, not a crap.
     
  14. HFR

    HFR

    Joined:
    Apr 12, 2008
    Messages:
    2,474
    Resources:
    6
    Packs:
    1
    Maps:
    5
    Resources:
    6
    Lol, when you use Dial up, it takes a hell lot of time...

    And this spell is so fail xD Anyway, I'll give it 3/5, because the fail is too much fail.
     
  15. PsychoNerdial

    PsychoNerdial

    Joined:
    Jan 6, 2009
    Messages:
    836
    Resources:
    0
    Resources:
    0
    Not just coding, also creativity. Yay, falling letters that explode. How hard could that be to code? Anyways, i'm not saying that your coding is bad, just that the idea is kinda lacking. The letters might as well have been rocks.
     
  16. Septimus

    Septimus

    Joined:
    May 3, 2008
    Messages:
    4,174
    Resources:
    49
    Packs:
    1
    Maps:
    35
    Spells:
    8
    Tutorials:
    5
    Resources:
    49
    Don't bet on it. Even a simple spell such as charge and jump could be very difficult to be code.

    Sure, you can make a spell that work the exact way it does. But the question lies over here "Is it clean and effective?".

    Just ask kingz and a few excellent spell coder. How many newbies need to be told regarding about leak even if their spells was a simple spells?


    The idea was make for lulz.

    Ok, create a model of a rock that spell "FAIL". This are the only model I found for the spell.
     
  17. Kingz

    Kingz

    Joined:
    Jun 5, 2008
    Messages:
    2,470
    Resources:
    6
    Spells:
    5
    Tutorials:
    1
    Resources:
    6
    Well i would change a few thing if i were you, i mean the coding is good but something is missing :p
    And you have point Septimus not everything is as easy as it looks...
    Btw i have a suggestion for a new fail spell much better than this version but if you want here are the suggestion i meant for this version:
    Polymorphing all units in range upon a letter fall
    And maybe spawning sheeps/animals on the place of the letters would give it a more lulz look :p
    If you want the suggestions for a FAIL 2 spell pm me...
     
  18. PsychoNerdial

    PsychoNerdial

    Joined:
    Jan 6, 2009
    Messages:
    836
    Resources:
    0
    Resources:
    0
    I'm talking about the base effect of the spell. Stuff falling. Yay. If you add some Lulz buffs to the spell, i will agree that this is not just another meteor spell. Right now, this spell is just a FAIL spell because of the letters, nothing else makes it a fail spell. That's what i mean with "the letters might as well have been rocks". I didn't mean that you should spell FAIL in rocks >.< THAT is hard xD
    Anyway, right now this is just a meteor spell with custom models.
     
  19. Septimus

    Septimus

    Joined:
    May 3, 2008
    Messages:
    4,174
    Resources:
    49
    Packs:
    1
    Maps:
    35
    Spells:
    8
    Tutorials:
    5
    Resources:
    49
    What makes you think I do not want to add?
     
Thread Status:
Not open for further replies.