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Fiery Damnation v1.31 Gui and Jass

Submitted by Squiggy
This bundle is marked as approved. It works and satisfies the submission rules.
-Spell is gui, mui, epic
-This one's made by myself and therefore, please give credits if you like it and want to use it.

Fiery Damnation
[​IMG]
Shoots out three huge firebolts which explode, dealing damage while moving and on impact to all nearby enemy units.
The ground starts to burn for a certain time damaging all enemies who get near the flames


Changelog
GUI:v1.01:
~Changed the If/Then/Else
~Added deatils to the tooltip

v1.11:
~Due to heavy drama, I deleted two lines of the third trigger

v1.20 Seeing the firetrace as a massive effectspam, I just removed it and modified some tiny bits of the code

JASS: v1.01:
Corrected some stuff

v1.02:
Meeeeeh.. here you got your constant

v1.10:
Rewrote some stuff, merged the two scopes

v1.11:
Rewrote MOAR


JASS Spellcode
Code (vJASS):
//==Fiery Damnation v1.31==
//Credits got to: HINDYhat for teaching jass :p
//Needs jngp
//2oo9 by Squiggy

scope FieryDamnation initializer Init                                     //Yea, the first scope handles the dummycreation and the order to move forward
   
    globals                                                                 //I've seperated the globals into two blocks - the first one's important to modify the spell
        private constant integer SPELLID = 'A001'                           //We set up the constants for the spellid, the dummyability, the angle in which the dummies appear
        private constant integer ABILITYID = 'A000'                         //and the dummyid as well as the path to the effect which is done when casting
        private constant integer DUMMYID = 'n000'
        private constant integer DUMMY2ID = 'n001'
        private constant string EFFPATH = "Abilities\\Weapons\\DemolisherFireMissile\\DemolisherFireMissile.mdl"
        private constant string EFFPATH2 = "Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl"
        private constant real LIFEFACTOR = 5
    endglobals
   
    globals
        private player p
    endglobals
   
    private function Conditions takes nothing returns boolean
        return GetSpellAbilityId() == SPELLID                                //First, check which ability is cast
    endfunction
   
    private function Conditions2 takes nothing returns boolean
        return GetUnitTypeId(GetTriggerUnit()) == DUMMYID            //We check which unit dies
    endfunction
   
    private function Actions takes nothing returns nothing
        local unit caster = GetTriggerUnit()
        local real expTime
        local real x = GetUnitX(caster)
        local real y = GetUnitY(caster)
        local real facing = GetUnitFacing(caster)-30                        //Here, we set the angle in which to first dummy should move to the caster's - 30
        local real dx
        local real dy
        local unit u
        local integer I = 0
        local location targloc = GetSpellTargetLoc()        
        set p = GetOwningPlayer(caster)
        set dx = GetLocationX(targloc)-x
        set dy = GetLocationY(targloc)-y
        set expTime = SquareRoot(dx * dx + dy * dy)/425
        loop
            exitwhen I == 3
            set dx = x+700*Cos((facing+I*30)*bj_DEGTORAD)                   //Here we set up the targetpoint
            set dy = y+700*Sin((facing+I*30)*bj_DEGTORAD)
            set u = CreateUnit(p, DUMMYID, x, y, facing+I*30)                //The dummy
            call IssuePointOrder(u, "move", dx, dy)
            call UnitApplyTimedLife(u, 'BTLF', expTime)
            call SetUnitAbilityLevel(u, ABILITYID, GetUnitAbilityLevel(caster, SPELLID))    //Now we align the dummy's immolation ability to the caster's level of the ability
            call DestroyEffect(AddSpecialEffect(EFFPATH,x, y))              //And last, some effect
            set I = I + 1
        endloop
        set caster = null
        call RemoveLocation(targloc)
        set targloc = null
        set u = null
    endfunction
   
    private function Actions2 takes nothing returns nothing                     //Now the second actions-function is to handle everything what happens when the dummy dies
        local unit u = GetTriggerUnit()
        local real x = GetUnitX(u)
        local real y = GetUnitY(u)
        local real exptimer = GetUnitAbilityLevel(u, ABILITYID)                 //We set the timer of the dummy to lvl    
        set u = CreateUnit(GetOwningPlayer(u), DUMMY2ID, x, y, 90)              //We spawn the new dummy
        call UnitApplyTimedLife(u, 'BTLF', exptimer*(LIFEFACTOR))               //And now we attach the timer to it
        call DestroyEffect(AddSpecialEffect(EFFPATH2,x, y))                      //It's ordered to cast 'fan of knives'
        set u = null
    endfunction
   
    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        local trigger t2 = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
        call TriggerAddCondition(t, Condition(function Conditions))
        call TriggerAddAction(t, function Actions)
        call TriggerRegisterAnyUnitEventBJ(t2, EVENT_PLAYER_UNIT_DEATH)
        call TriggerAddCondition(t2, Condition(function Conditions2))
        call TriggerAddAction(t2, function Actions2)
    endfunction
endscope


Keywords:
fire, flame, burn, firebolt, hot, heat, explode, aoe, sfx, squiggy, epic, lulz
Contents

Holy Execution (Map)

Reviews
Moderator
20:25, 10th Jun 2009 hvo-busterkomo: An impressive effect, with acceptable scripting. A complain of mine is that you don't use the If / Then / Else multiple functions. Because of that, your code is less readable and contains the Do Nothing function....
  1. 20:25, 10th Jun 2009
    hvo-busterkomo: An impressive effect, with acceptable scripting. A complain of mine is that you don't use the If / Then / Else multiple functions. Because of that, your code is less readable and contains the Do Nothing function.

    Edit: Changes made, looks good.

    02:58, 12th Jun 2009
    Eccho:
    The effect are nice, and the scripting is acceptable and that's it. The timer actually does never turn off when I tested it (so it is ran the whole time). Inefficient if/then/elses is not the way to go. Squiggy, we both know that simple 5*(level-1) is very easy to figure out... The spell fire event trigger could also be more efficient by not using all those variables which is actually not required.

    'zeroing' ints and reals are pointless.

    Your map init trigger kind of messes up the FDspelltrig3 in the beginning, which might be a reason to why it could mess up.

    Furthermore, the fact that the spell requires 5 object editor things is a downside, according to me. But it's not really affecting the review when I say that it will served as useful.
     
  2. Daredeamon

    Daredeamon

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    hvo-busterkomo's right you know? If/Then/Else makes it SO much more organized and readable for the people who actually want to use your spell, like me maybe :)
    Do Nothing, stupid enough... DOES SOMETHING :p
    It takes up lines in the actual script ---->

    Looking at spell...
     
  3. -Berz-

    -Berz-

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    <3 Y4 M43|< ZP33|_|_Z 4G41|\|?

    Looks nice from the screen, will check it latter when I get back home...

    ~Berz

    EDIT!

    Oshi-- 1.666th post :O
     
  4. Deuterium

    Deuterium

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    Daredeamon, don't advertise your spell here, PM Bzk instead....
     
  5. breebree123

    breebree123

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    very nice :D
     
  6. baltross

    baltross

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    Awsome!!!!!!!!! x2
     
    Last edited: Jun 11, 2009
  7. Squiggy

    Squiggy

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    Fixed...
     
  8. The_one_Gollum

    The_one_Gollum

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    The exploding fire is a little bit to big in my opinion. Although a nice spell. 3/5
     
  9. f0rsAk3n

    f0rsAk3n

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    [+] MUI
    [+] Leakless
    [+] Original
    [+] Neat Looking :D

    5/5

    Good work.
     
  10. aaron

    aaron

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    great effects (what i would expect from squiggy ^^) 5/5
     
  11. -Berz-

    -Berz-

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    Nice spell ^^

    But there is one slight little annoying thing, it doesn't matter where you cast the spell 100 or 500 from the caster it always explodes on the same range.

    Else useful spell! :D

    ~Berz
     
  12. Kingz

    Kingz

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    Hmm, not to offend anyone but does this really deserves the 5/5 rating?
    I mean much better coded spells on the hive got 4/5 only because they are GUI and now one that isn't coded as good as they got 5/5?
    The coincidence that a mod made this and got 5/5...
    Has several improve points:
    • remove the other dummy
    • use universal dummies and the dummy.mdx model
    • u use too much dummy abilities, some are completely unnecesary
    • use channel for the base spell, it exists for that reason
    • use another hotkey the current one is tricky, i suggest D
    • lags quite a bit when spammed due to the excesive amount of dummies
    • the loop trigger never shuts down, i added a debug message to confirm my thought
    • too basic, i got 3/5 for a leakless spell simmilar to this which even didn't laged as this and it's loop trigger did turn off, it's a shame to see that this is rated 5/5 only cause the maker is a moderator.
    • i think i got everything i wanted to say here, i may add something if i remember or find more.
    So the final rating is: 3/5; even if you correct everything 4/5.
    EDIT:
    Shame to see that you rate on prejudice hvo-busterkomo, i thought you were difrent :p
     
  13. Squiggy

    Squiggy

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    Yes it does

    Meh I don't feel to go through all of your points, as for your downrating I suggest that you overthink your prejudices..
    It's not because I'm a mod but rather because I invested time and made a good spell.
    If you want to complain, contact the spellmods or somebody else but I think the rating fits the spell quite good
     
  14. Kingz

    Kingz

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    Rating this 5/5 feels just wrong when i see much better spells with only less effects being rated 4/5 or 3/5.
    So my rating stands, this isn't for a 5/5 in any way other than effects which are overspammed(the big flame is ugly and the spell would have been better if you used searing arrows for the missiles and then thought of a fine explosion).
    EDIT:
    I didn't downrated it i just said my opinion.
    I never downrate spells, i just say what is by me the realistic grade of the spell.
     
  15. Deuterium

    Deuterium

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    Well before I even bother testing, 5/5 on a spell whose Periodic Events never shut-down... REALLY!?
    (No offense Squiggy, I'm just being realistic)
     
  16. Kingz

    Kingz

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    Add a game message if you think i lied.
    I did and the message never apeared.
    I added it right before the Turn off this trigger action :p
     
  17. Deuterium

    Deuterium

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    Plus, the preload leaks a rect... let me check this better and I'll reply...
     
  18. Squiggy

    Squiggy

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    Accept it, the spell is good and the people like it (see above comments).
    Just because you think else..well, feel free to have it re-reviewed but this will lower my respect towards you..
    Anyway, if you can do it better, show me - redo the spell using your way.

    Last, if you ight have noticed, all my spells contain lots and big effects - if you don't like them, keep away.

    Have a nice day..
     
  19. Kingz

    Kingz

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    This is a matter of principle, i don't care if people like it.
    Moderators shouldn't rate this spell 5/5 just because you made it :p
    Moderators should be fair, this example shows how a realisticly speaking 3/5 spell gets a 5/5 grade.
    EDIT:
    A good version of fiery damnation, eh?
    Well if you want me i can make at the least 100% more effective one and promise no lag whatsoever :p
    If that will make you happy...
    EDIT2:
    Btw it's a shame to see that a comunity moderator agrees to accept the false ratings :p
    And it's a shame to see that resource moderator may give better ratings to other moderators...