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Gravity Ball v1.2.5

This spell creates a big ball of incredibly dense matter which draws nearby units into it. After holding them there spinning around for some time, it explodes, dealing damage to every unit which has been pulled into it and sending them flying.

Requirements:
JassNewGenPack for vJass
Silvenon's Knockback function (many credits to him for that)

NOTE: the test map uses a custom model which I feel makes the spell look much better. Credits to RightField for that.

I believe it is fully MUI and leak-free but please let me know if you find a leak!

Read the "How to Import" trigger for detailed instructions on how to import the spell.

Please give credits to me (Element of Water) if you use it in your map. Oh, and please don't give stupid comments like "OMG WAY TOO IMBA" because you can make it less "IMBA" by configuring the constants...

UPDATE (v1.0.1):
Fixed a small leak in the trigger.

UPDATE (v1.1.0):
Kinda big update...
- Replaced Silvenon's Knockback with Rising_Dusk's Knockback which is approved as a resource on wc3c.net
- I now use Grim_001's ListModule for extra efficiency.
- Recoded the PullUnit library completely so it is now useable separately if you want. There is currently little documentation, however, so using it might be a pain
- Changed lots of little bits in the code to make it more efficient. It's still not as efficient as it could be, however.

UPDATE (v1.1.1)
- Fixed a bug that caused a thread crash when no units are affected by the spell.
- Now I use GetSpellTargetX/Y instead of locations.

UPDATE (v1.1.5)
- I merged the PullUnit library with the main spell library.

UPDATE (v1.2.0)
- The gravity ball now pulls in enemies which come close to it after the spell has started as long as the maximum hasn't already been reached.
- I now use Table to associate gravity balls with units so I can release the units from the ball when they die in mid-air.
- Due to Table being used a single unit may not be attracted by two separate gravity balls any longer.
- I now preload the effect so it doesn't lag the first time the spell ends.
- Probably lots of other stuff that I can't remember.

UPDATE (v1.2.5)
- I now take into account the height of the terrain when moving the units.
- Fixed a bug caused by using IMaxBJ when I should have used IMinBJ which meant 100 units could be affected by the spell no matter what level it was.


Keywords:
Gravity, Ball, Magnetism, Gravity Ball, Knockback, Explosion, Gravitational, Magnetic, Spring, Pull, Big Purple Orb
Contents

Just another Warcraft III map (Map)

Reviews
15:10, 9th Nov 2008 Hanky: All seems to be fine with the spell. The code is made really good and efficient. Also it's MUI and leakless. The tooltip fit the spell good too. And the visual effects are made very nice. I just can highly recommend to...

Moderator

M

Moderator

15:10, 9th Nov 2008
Hanky:
All seems to be fine with the spell. The code is made really good and efficient. Also it's MUI and leakless. The tooltip fit the spell good too. And the visual effects are made very nice. I just can highly recommend to use the spell if you search a spell like this.
 
Level 5
Joined
Jun 29, 2008
Messages
54
Yeah 2. comment and 2. download xD

impressive spell i'll use it in my map 5/5

grrr djapa was posting while im typing my message o_O''

and the only thing he/shes saying is "its ok" this world isnt fair
 
Level 5
Joined
Jun 29, 2008
Messages
54
i got an error while importing the ability to my map:

The trigger 'PullUnit' must have an initialization function called 'InitTrig_PullUnit'
i dont know what to do i only know how to change the raw code of the units and abilitys and all these stuff but im a totaly noob in Jass
-and yes i use jess new gen
 
Level 5
Joined
Jun 29, 2008
Messages
54
erm sorry but i dont know how theres no upload button or something hmmmm ok right know youre thinkg 'what a noob'




PLS Help me i realy want your spell i would do anything ='(
 
Last edited:
Level 17
Joined
Sep 8, 2007
Messages
994
Idea/Creativity: 9/10
Coding: 9/10
Balance: 10/10
Ability Tooltip: 10/10
MUI: Yes (+2/10)
(Yes: +2/10, No: -2/10, MPI: +/-0/10)
Language: vJass (+2/10)
(GUI: +/- 0/10, Jass: +1/10, vJass: +2/10)
Total: 42/40
2 Limitbreaker

Average: 10/10 = 5/5

Viewers Note:

Wow, finally something really interesting again ^^
The idea is nice as well as the coding. Anyway 1 thing is interrupting.
JASS:
    if not (GetSpellAbilityId() == SPELL_ID) then
        return false
You put this inside the code and don't add a condition to the trigger what makes the trigger be running everytime when something is casted and the main problem is that the RAM has to be saved for that -> causes leaks.
I recommend using another function for this.
Anyway, your spell is balanced well.
Your ability tooltip is the standart Wc3 tooltip style what should be at least for a spell. It is MUI, made in vJASS what gives you an extra score.
All in all a very nice idea.
 
Level 19
Joined
Aug 24, 2007
Messages
2,888
didnt test... 1 min
custom model with custom image = epic lulz
anyway no prob since effect can be changed so no penalty for that

Wow I loved the moment type so smooth
but no top rate for u
4/5
 
Level 2
Joined
May 30, 2008
Messages
20
when i placed some extra units the spell doesn't work anymore error ma=essage appears something like:
trigger knockback is turned off due the following errors
line 1:expected a reserved type of handle type
line 2 ...................................................etc.
 
Level 1
Joined
Sep 30, 2008
Messages
4
Hi
cool speed and good idea, just one question why this work without NewGen,i mean why wc3 read its and ingame but the editor cant?
 
Hi
cool speed and good idea, just one question why this work without NewGen,i mean why wc3 read its and in game but the editor cant?
It works without NewGen in game because the script is compiled into ordinary Jass when you save it. But the text in the trigger editor is still normal vJass, so when you try to compile it (happens when you save) with the normal editor, it doesn't recognise the vJass and it outputs errors. Thanks for the positive comments :thumbs_up:
 
Level 1
Joined
Aug 26, 2008
Messages
1
Hi,Ur spell is great =D..i imported it into my map,it works!!! but when the ball is destroyed it din knockback units

Edit :nvm i found out the problem =D
 
Level 3
Joined
Aug 18, 2008
Messages
25
when i add your spell to my map it gaves an error anc i cant save it
The trigger 'PullUnit' must have an initialization function called 'InitTrig_PullUnit'
and when i save it i get like 100 error's
PLS Help me i realy want your spell

this is the first error
library GravityStone initializer Init requires PullUnit, Knockback

globals
private timer tim
private integer index = 0

private boolexpr UnitEnumFilter

private player temp_player

private GravityStone_Data array dat

private constant real TIMER_INTERVAL = 0.1
private constant integer MAX_UNITS = 100
somting here is wrong and i cant see what is wrong
 
Level 2
Joined
Mar 10, 2009
Messages
6
... THAT IS Awsome!!!!
problem is that the map im making ATM, probs wont work wiht it, but once i finish this map, ima make a map for that AWSOME spell!
Welldone 5/5
 
Level 2
Joined
Mar 10, 2009
Messages
6
Errors when loading map

HELP!
i Downloaded this spell, and it worked in the Map you made with it... and I followed the instructions on how to move it from your map to mine, and when I started my map to test it, I got 447 compile errors....it goes from 2813-4100, its misses some in between, I did modify some of the things you said were Allowed to modify, such as how many units it can pull and such as, and also i made it one level, things like that. Please HealP!!! cause it Such an AWSOME spell!
I cant seem to work out how to link the errors sorry.
 
Level 1
Joined
Jul 23, 2010
Messages
1
map wont start

I'm using the newest version of the JassNewGenPack and such...i follow the given instructions exactly, everything seems to go smooth..until i go to test it on my map. The map wont even launch. When I try to test it, it launches the game but brings me to the main screen.
Any help would be appreciated

been trying everything i can, read a tuturial how to properly setup jass, grimoire, etc.. nothing works
 
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