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Set GetsugaTenshou_Caster[GetsugaTenshou_LoopIndex[2]] = (Triggering unit)
Set GetsugaTenshou_LeakPoint[0] = (Position of GetsugaTenshou_Caster[GetsugaTenshou_LoopIndex[2]])
Set GetsugaTenshou_LeakPoint[1] = (Target point of ability being cast)
Set GetsugaTenshou_Angle[GetsugaTenshou_LoopIndex[2]] = (Angle from GetsugaTenshou_LeakPoint[0] to GetsugaTenshou_LeakPoint[1])
Set GetsugaTenshou_LeakPoint[2] = (GetsugaTenshou_LeakPoint[0] offset by 50.00 towards GetsugaTenshou_Angle[GetsugaTenshou_LoopIndex[2]] degrees)
Set GetsugaTenshou_Speed[GetsugaTenshou_LoopIndex[2]] = 50.00
Set GetsugaTenshou_MaxDistance[GetsugaTenshou_LoopIndex[2]] = 1500.00
Set GetsugaTenshou_CurDistance[GetsugaTenshou_LoopIndex[2]] = 0.00
Set GetsugaTenshou_Active[GetsugaTenshou_LoopIndex[2]] = True
Set GetsugaTenshou_Damage[GetsugaTenshou_LoopIndex[2]] = (200.00 x (Real((Level of (Ability being cast) for GetsugaTenshou_Caster[GetsugaTenshou_LoopIndex[2]]))))
Unit - Create 1 Getsuga Tensho Dummy for (Owner of GetsugaTenshou_Caster[GetsugaTenshou_LoopIndex[2]]) at GetsugaTenshou_LeakPoint[0] facing GetsugaTenshou_Angle[GetsugaTenshou_LoopIndex[2]] degrees
Set GetsugaTenshou_Dummy[GetsugaTenshou_LoopIndex[2]] = (Last created unit)
Custom script: set udg_GetsugaTenshou_DamagedUnits[udg_GetsugaTenshou_LoopIndex[2]] = CreateGroup()
For each (Integer GetsugaTenshou_LoopIndex[3]) from 1 to GetsugaTenshou_LoopIndex[2], do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GetsugaTenshou_Active[GetsugaTenshou_LoopIndex[3]] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GetsugaTenshou_CurDistance[GetsugaTenshou_LoopIndex[3]] Less than GetsugaTenshou_MaxDistance[GetsugaTenshou_LoopIndex[3]]
Then - Actions
Set GetsugaTenshou_LeakPoint[0] = (Position of GetsugaTenshou_Dummy[GetsugaTenshou_LoopIndex[3]])
Set GetsugaTenshou_LeakPoint[1] = (GetsugaTenshou_LeakPoint[0] offset by GetsugaTenshou_Speed[GetsugaTenshou_LoopIndex[3]] towards GetsugaTenshou_Angle[GetsugaTenshou_LoopIndex[3]] degrees)
Special Effect - Create a special effect at GetsugaTenshou_LeakPoint[1] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Unit - Move GetsugaTenshou_Dummy[GetsugaTenshou_LoopIndex[3]] instantly to GetsugaTenshou_LeakPoint[1], facing GetsugaTenshou_Angle[GetsugaTenshou_LoopIndex[3]] degrees
Set GetsugaTenshou_CurDistance[GetsugaTenshou_LoopIndex[3]] = (GetsugaTenshou_CurDistance[GetsugaTenshou_LoopIndex[3]] + GetsugaTenshou_Speed[GetsugaTenshou_LoopIndex[3]])
Set GetsugaTenshou_TempGroup = (Units within 200.00 of GetsugaTenshou_LeakPoint[1] matching ((((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of GetsugaTenshou_Caster[GetsugaTenshou_LoopIndex[3]])) Equal to False)) and (((Matching unit) is in
Unit Group - Pick every unit in GetsugaTenshou_TempGroup and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to GetsugaTenshou_DamagedUnits[GetsugaTenshou_LoopIndex[3]]
Unit - Cause GetsugaTenshou_Caster[GetsugaTenshou_LoopIndex[3]] to damage (Picked unit), dealing GetsugaTenshou_Damage[GetsugaTenshou_LoopIndex[3]] damage of attack type Spells and damage type Normal
The spell seems to be MUI and doesn't leak so good job on those.
Improve the tooltip.
Make the ability support levels.
The dummy doesn't need to have invulnerability ability, it has locust.
The dummy gives you vision. You could create if for neutral passive.
The projectile doesn't make any sound when it travels or hits nor is there a hit effect making it not very impressive.
In my opinion the projectiles doesn't look that good.
This
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GetsugaTenshou_LoopIndex[1] Equal to 0
Then - Actions
Set GetsugaTenshou_LoopIndex[2] = 0
Trigger - Turn off (This trigger)
Else - Actions
should be right after this
Set GetsugaTenshou_LoopIndex[1] = (GetsugaTenshou_LoopIndex[1] - 1)
Unit - Add a 0.01 second Generic expiration timer to GetsugaTenshou_Dummy[GetsugaTenshou_LoopIndex[3]]
Unit - Remove GetsugaTenshou_Dummy[GetsugaTenshou_LoopIndex[3]] from the game
Just explode the dummy (make sure it has no "special" art in object editor)
... (Owner of GetsugaTenshou_Caster[GetsugaTenshou_LoopIndex[3]])) Equal to False)) and (((Matching unit) is in...
It got cut off. Matching unit is in... which group?
Dying unit, Casting unit, both of these should be replaced with Triggering unit because it's faster.
Unit - Add a 0.01 second Generic expiration timer to GetsugaTenshou_Dummy[GetsugaTenshou_LoopIndex[3]]
Unit - Remove GetsugaTenshou_Dummy[GetsugaTenshou_LoopIndex[3]] from the game
Just explode the dummy (make sure it has no "special" art in object editor)
... (Owner of GetsugaTenshou_Caster[GetsugaTenshou_LoopIndex[3]])) Equal to False)) and (((Matching unit) is in...
It got cut off. Matching unit is in... which group?
Dying unit, Casting unit, both of these should be replaced with Triggering unit because it's faster.
Set GetsugaTenshou_TempGroup = (Units within 200.00 of GetsugaTenshou_LeakPoint[1] matching ((((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of GetsugaTenshou_Caster[GetsugaTenshou_LoopIndex[3]])) Equal to False)) and (((Matching unit) is in GetsugaTenshou_DamagedUnits[GetsugaTenshou_LoopIndex[3]] Equal to False
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