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[GUI] LNT v.1.00

Submitted by TV_Dinnah
This bundle is marked as substandard. It may contain bugs, not perform optimally or otherwise be in violation of the submission rules.
A tool i decided to make and share. May not be the best quality, but maybe people can learn how to make such spells now.

  • Example Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Example Base Ability
    • Actions
      • -------- Setting the caster --------
      • Set Example_Caster = (Triggering unit)
      • -------- Setting the CasterĀ“s location --------
      • Set Example_CasterLoc = (Position of Example_Caster)
      • -------- Setting the ability level --------
      • Set Example_Level = (Level of (Ability being cast) for Example_Caster)
      • -------- **Setting the damage. You may change this.** --------
      • Set Example_Damage = (Example_Level x 75)
      • -------- **Setting the radius in which the units get damaged.** --------
      • Set Example_Radius = 400.00
      • -------- Setting the units which will get damaged. Needed to not damage the Casting Unit. --------
      • Set Example_Group = (Units within Example_Radius of Example_CasterLoc matching (((Matching unit) belongs to an ally of Player 1 (Red)) Equal to True))
      • -------- Removing the caster from the group which should take damage. --------
      • Unit Group - Remove Example_Caster from Example_Group
      • -------- **Setting the offsets. Change the number of offsets to what you want.** --------
      • Set Example_Offset[1] = (Example_CasterLoc offset by Example_Radius towards 0.00 degrees)
      • Set Example_Offset[2] = (Example_CasterLoc offset by Example_Radius towards 72.00 degrees)
      • Set Example_Offset[3] = (Example_CasterLoc offset by Example_Radius towards 144.00 degrees)
      • Set Example_Offset[4] = (Example_CasterLoc offset by Example_Radius towards 216.00 degrees)
      • Set Example_Offset[5] = (Example_CasterLoc offset by Example_Radius towards 288.00 degrees)
      • -------- Starting the loop --------
      • Trigger - Run Example Loop <gen> (ignoring conditions)

  • Example Loop
    • Events
    • Conditions
    • Actions
      • -------- **Change the number of instances to the number of offsets.** --------
      • -------- ------------------ --------
      • -------- **The Special Effect. Change the model to something suitable or remove it.** --------
      • Special Effect - Create a special effect at Example_Offset[1] using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • -------- **Creating the Lightning Effect. You may want to add custom couloring. (See main Instructions.)** --------
      • Lightning - Create a Finger of Death lightning effect from source Example_CasterLoc to target Example_Offset[1]
      • -------- Storing the Lightning effect in our variable array. --------
      • Set Example_Lightning[1] = (Last created lightning effect)
      • -------- ------------------ --------
      • Special Effect - Create a special effect at Example_Offset[2] using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Lightning - Create a Finger of Death lightning effect from source Example_CasterLoc to target Example_Offset[2]
      • Set Example_Lightning[2] = (Last created lightning effect)
      • -------- ------------------ --------
      • Special Effect - Create a special effect at Example_Offset[3] using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Lightning - Create a Finger of Death lightning effect from source Example_CasterLoc to target Example_Offset[3]
      • Set Example_Lightning[3] = (Last created lightning effect)
      • -------- ------------------ --------
      • Special Effect - Create a special effect at Example_Offset[4] using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Lightning - Create a Finger of Death lightning effect from source Example_CasterLoc to target Example_Offset[4]
      • Set Example_Lightning[4] = (Last created lightning effect)
      • -------- ------------------ --------
      • Special Effect - Create a special effect at Example_Offset[5] using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
      • Lightning - Create a Finger of Death lightning effect from source Example_CasterLoc to target Example_Offset[5]
      • Set Example_Lightning[5] = (Last created lightning effect)
      • -------- ------------------ --------
      • -------- **The wait before we destroy the lightning effects.** --------
      • Wait 0.45 seconds
      • -------- Destroying the lightning effects --------
      • Lightning - Destroy Example_Lightning[1]
      • Lightning - Destroy Example_Lightning[2]
      • Lightning - Destroy Example_Lightning[3]
      • Lightning - Destroy Example_Lightning[4]
      • Lightning - Destroy Example_Lightning[5]
      • -------- **Damaging the targets. Change the attack type and damage type to what you want.** --------
      • Unit Group - Pick every unit in Example_Group and do (Unit - Cause Example_Caster to damage (Picked unit), dealing (Real(Example_Damage)) damage of attack type Chaos and damage type Lightning)


Keywords:
Lightning, Nova, Finger of Death, Model, effect, template, tool.
Contents

Lightning Nova Template (Map)

Reviews
Moderator
Bribe: Leaks like a fountain. Lots of Special effects, groups... not MUI...I really don't need to continue. Status: Rejected
  1. Bribe:

    Leaks like a fountain. Lots of Special effects, groups... not MUI...I really don't need to continue.

    Status: Rejected
     
  2. ToPsYoNe

    ToPsYoNe

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    First DL =) & First Comment Soon !

    Edit : No to bad but => wait 0.45 sec <== and why did i get damage when i use your spell ?? !! This is the only things !

    And post triggers for the others pls !

    my rate => 3.5/5 <=
     
  3. Ironside

    Ironside

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    If it uses 0,45 wait action, then it's not MUI, which breaks the rules.
     
  4. Tank-Commander

    Tank-Commander

    Spell Reviewer

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    Wouldn't hashtables make it possible to have it mui with a wait?
    (Provided that they've used it correctly)

    This particular system/spell/template however isn't mui sinse it hasn't really bin arrayed properly and yeh, waits shouldn't be used, etc. etc.
     
  5. Darkzealot_128

    Darkzealot_128

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    Simple, leaks, uses waits, it's not a very decent spell.
     
  6. Adiktuz

    Adiktuz

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    what does LNT stands for? please describe what the spell does... ^_^

    and post triggers...
     
  7. Lambdadelta

    Lambdadelta

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    LNT: Lightning Nova Template. Doesn't take a genius to read things.
     
  8. TV_Dinnah

    TV_Dinnah

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    Thanks for all the creative criticism.

    ToPsYoNe: Fixed that now, will update very soon. Update: Fixed.
    Adiktuz: Will post triggers also, but wasn't sure of the BB codes. Update: Fixed.

    And also about the wait... How can i remove it without just showing the Lightnings and then *poof*, they're gone.
     
  9. ToPsYoNe

    ToPsYoNe

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    This spell doesn't Leaks, i've already check it with "Leak Check v3.1"
    And this is a decent "EXEMPLE" spell for all newbies spell maker.

    OFC if he can make it MUI without wait 0.45 sec, it will be better
     
  10. Aradar

    Aradar

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    It does everytime you forget to do the call Customscript Call RemoveLocation(udg_yourlocation[array]) it leaks.
    Unit groups leaks.
    The use of the example offset is stupid
    Make a for each integer (variable, a or b)
    set example offset[variable, a or b according to which you used.]
    72 x (variable, a or b according to which you used
    also it's not mui try using two casters to cast the spell at the same time. The locations will get owerwritten also to clean a SFX use special effect destroy last created special effect.
     
  11. supertoinkz

    supertoinkz

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    Learn to use Loops.
     
  12. Mainy

    Mainy

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    Its too simple and have some leaks.
     
  13. TV_Dinnah

    TV_Dinnah

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    Very useful. Can you desribe them?
     
  14. Adiktuz

    Adiktuz

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    You leak all the locations (the Example_Offsets[], Example_Loc)

    and the unit group...

    because you forgot to Remove the locations and destroy the group at the end...
     
  15. TV_Dinnah

    TV_Dinnah

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    Thanks, but what's the script for removing groups? like
    Code (vJASS):
    call RemoveGroup (udg_yourgrp)
    or what?
     
  16. Adiktuz

    Adiktuz

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    call DestroyGroup(udg_)