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Forbiden Moves v2.2

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Code:
Ability Type: Instant/Buff/Damage 
Target: AoE/No Target/Unit/Point
Effect: Blink/Damage on target/AoE damage
Cool down: 40/45/50 seconds
  
Hero will receive for 15/20/25 seconds lighting speed, he can move so fast that only 
a green light will remain behind him, and if the hero target an enemy, he will use super
fast attacks, taking the enemy by surprise, to cause damage to enemy target.

Level 1: The hero will move at light speed for 15 seconds. Deal 6.7 damage to enemy and 2.6
damage to casting unit.If life of casting unit is less than 11.5% it will have a chance of 10% to 
make a forbidden spell. 

Level 2: The hero will move at light speed for 20 seconds. Deal 9.2 damage to enemy and 4.1
 damage to casting unit.If life of casting unit is less than 12.5% it will have a chance of 15% 
to make a forbidden spell. 

Level 3: The hero will move at light speed for 25 seconds. Deal 11.7 damage to enemy and 5.6
damage to casting unit.If life of casting unit is less than 13.5% it will have a chance of 20% 
to make a forbidden spell.

The spell will be more and more powerful with each level of spell.3/4/5 explosions & 63/84/105 death souls.
The damage done by this mode is well above 1000 AoE damage that's why the chance is so low.

The blink it will automatically cast when you want to move ant right-click somewhere .
If you right-click on a enemy unit you will blink to that target ant deal damage to the target but also to you. 
If your life is to low it will cast some cool soul strike at random point around you and 
the death souls that will do some chain damage to targets.

well i have updated with lots of improvements .. and don't think have any problems anymore

Keywords:
souls,speed,blink,green,explosion,strike,lightspeed,
magic,spell,shot,swarm,click,star,move,death,dead,
AoE,damage,spell,game,dota,kill,mirinda,good
Contents

Forbidden moves (Map)

Reviews
17:45, 3rd Jan 2010 The_Reborn_Devil: You don't need to do stuff like this: Set TriggeringUnit = No unit unless you're only going to use that variable once. Globals don't need to be nulled. Otherwise the triggers look good, but you got one leak...

Moderator

M

Moderator

17:45, 3rd Jan 2010
The_Reborn_Devil:
You don't need to do stuff like this:
  • Set TriggeringUnit = No unit
unless you're only going to use that variable once. Globals don't need to be nulled. Otherwise the triggers look good, but you got one leak in "Lightspeed buff attack":
  • Unit - Move TriggeringUnit instantly to FMTempPoint, facing (FMTempPoint offset by 50.00 towards (-180.00 + (Facing of TriggeringUnit)) degrees)
"(FMTempPoint offset by 50.00 towards (-180.00 + (Facing of TriggeringUnit)) degrees)" leaks. Store that new location in another variable and then remove it.

Status: Rejected until updated
Rating: N/A

PM me or another mod once you've fixed this to get the spell reviewed again. Have a nice day!
 
Level 22
Joined
Nov 14, 2008
Messages
3,256
I can't even begin to tell you how bugged this is.. there are so many flaws and leaks.. dude.. just looking at it.. plus using it.. it is bugged bad.. it only works half the time.. etc..

Maybe I shouldn't add more then that but to make sure that you understand what we are talking about, here we go.

First of all you use this line, bad idea
  • Unit - A unit Begins casting an ability
Use this instead
  • Unit - A unit Starts the effect of an ability
And then you have to fix a way to remove those waits!

You leak in the lowhp trigger too. Even if you set a temp point you forgot that position of unit is a point and need to be set too

And why you create a dummy with 15 sec, usally you use 1 sec but ... yeah maybe for the eyecandy ...
 
Level 17
Joined
Mar 17, 2009
Messages
1,349
The Spell:

[-]

1. Leaks points:
  • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
  • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at (Center of (Playable map area)) facing Default building facing degrees
(Lightspeed cast)

  • Unit - Cause (Triggering unit) to damage circular area after 0.30 seconds of radius 250.00 at (Position of (Triggering unit)), dealing 25.00 damage of attack type Normal and damage type Normal
(Lightspeed buff attack)

  • Unit - Create 1 Swarm[dummy] for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
  • Unit - Create 1 Swarm[dummy] for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
(Low hp)

  • Unit - Create 1 Swarm[dummy] for (Owner of FMUnitc[(Integer A)]) at (Position of FMUnitc[(Integer A)]) facing Default building facing degrees
  • Unit - Create 1 Swarm[dummy] for (Owner of FMUnitc[(Integer A)]) at (Position of FMUnitc[(Integer A)]) facing Default building facing degrees
(RepeatMUI)


2. That is such a weird way to make the spell MUI, and I'm not sure if it does even work! (I don't have time now to concentrate on reading it)


3. The idea of the spell is OK, but nothing special.


4. Imbalanced: too many blinks...


5. The new ability icon appearing when u trigger the spell is annoying.


6. Maybe you can explain what "Forbidden Moves" are in the tooltip instead of saying "chance of 20% to make a forbidden move." Makes sense eh?


[+]

7. Good documentation on how to import!



Feel free to PM me if you need any help on how to remove those leaks or anything else...
 
Level 25
Joined
Jun 5, 2008
Messages
2,572
The method you are using to make the spell MUI is really old you should "update" the spell with some other method of making the spell MUI.
Now the idea isn't that bad though you are aware that using A unit is attacked event can be exploited?
Also you used a wait in one of the triggers, get rid of that.
Also you have used too much dummy abilities and units.
(2 dummies and 4 dummy abilities)
The spell is abusable also and by my opinion too imba.
Also making a loop from 1 to 1000 each 0.1 second is just too much, it means that it loops 10000 times in 1 second.
You could have just looped from 1 to FMNumberid :p
Also the loop trigger shouldn't run if there are no active spells.
Well if you don't want to change the MUI method then at least make it more efficent by:

1:adding this to the Lightspeed cast trigger:
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • FMNumberid Equal to (==) 0
    • Then - Actions
      • Trigger - Turn on RepeatMUI <gen>
    • Else - Actions
2:replacing the loop:
  • Do Multiple ActionsFor each (Integer A) from 1 to 1000, do (Actions)
    • Loop - Actions
with:
  • Do Multiple ActionsFor each (Integer A) from 1 to FMNumberid, do (Actions)
    • Loop - Actions
3:adding a FMNumberid reducing function in the loop:
  • Do Multiple ActionsFor each (Integer A) from 1 to FMNumberid, do (Actions)
    • Loop - Actions
      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • - *conditions*
        • Then - Actions
          • - *actions*
        • Else - Actions
          • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Integer A) Equal to (==) FMNumberid
            • Then - Actions
              • Set FMNumberid = (FMNumberid - 1)
            • Else - Actions
4: adding a loop trigger shutdown on the end of the RepeatMUI triggers actions:
  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • FMNumberid Equal to (==) 0
    • Then - Actions
      • Trigger - Turn off (This trigger)
    • Else - Actions
That should at least make it more efficent than now, though i suggest you to learn a better way of making MUI spells.
You have a tutorial in my signature that can help you with that, though know that there are more tutorials about that subject in the tutorial section.
 
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