Haste Slash v1.1 Final

This bundle is marked as approved. It works and satisfies the submission rules.
**Now With Indexing & Leaks Removed***
***Spinning Left***
Spin and Moves in the motion of a circle while getting nearer and nearer to the target point,damaging the units on his way to the point.
When he reaches his target point the units within certain AOE will be damaged for certain damage.

[|cffffcc00Level 1|r] - 350 AOE,200 Damage,Slow lasts for 4 sec.

[|cffffcc00Level 2|r] - 400 AOE,250 Damage,Slow lasts for 5 sec.

[|cffffcc00Level 3|r] - 450 AOE,300 Damage,Slow lasts for 6 sec.

This Version is Final .This spell will not be updated
Updated Screenshot.


Keywords:
Blade,Slash,GUI,MUI,Trigger,Spell,Configurable,Loop
Contents

Haste Slash v1.0 (Map)

Reviews
18:05, 6th Oct 2012 Magtheridon96: Approved. - Slash_Picked_Unit doesn't need to be an array. - You're not using Slash_Model_2 anywhere.

Moderator

M

Moderator

18:05, 6th Oct 2012
Magtheridon96: Approved.

- Slash_Picked_Unit doesn't need to be an array.
- You're not using Slash_Model_2 anywhere.
 

BUP

BUP

Level 8
Joined
Sep 9, 2012
Messages
172

  • Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Haste Slash
    • Actions
      • Set Slash_Caster = (Triggering unit)
      • Set Slash_Caster_Position = (Position of Slash_Caster)
      • Set Slash_Point = (Target point of ability being cast)
      • -------- Special Effect On The Caster --------
      • Set Slash_Effect = Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • -------- Damage Dealt To Enemies --------
      • Set Slash_Damage = (1.30 x (Real((Agility of Slash_Caster (Include bonuses)))))
      • -------- The Moving Distance which occurs within a chance --------
      • Set Slash_HitMove_Distance = 20.00
      • Set Slash_Move = (Slash_Point offset by ((Distance between Slash_Point and Slash_Caster_Position) - 8.00) towards ((Angle from Slash_Point to Slash_Caster_Position) - 8.00) degrees)
      • Unit - Create 1 Dummy for (Owner of Slash_Caster) at Slash_Point facing 0.00 degrees
      • Set Slash_Slow_Dummy = (Last created unit)
      • Unit - Add Haste Slash Slow(Dummy) to Slash_Slow_Dummy
      • Unit - Set level of Haste Slash Slow(Dummy) for Slash_Slow_Dummy to (Level of Haste Slash for Slash_Caster)
      • Unit - Turn collision for Slash_Caster Off
      • Special Effect - Create a special effect attached to the weapon of Slash_Caster using Slash_Effect
      • Animation - Play Slash_Caster's spin animation
      • Animation - Change Slash_Caster's animation speed to 50.00% of its original speed
      • Set Slash_SpecialEffect = (Last created special effect)
      • Trigger - Turn on Go <gen>



  • Go
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Slash_Caster is alive) Equal to True
        • Then - Actions
          • Set Slash_HitGroup = (Units within 160.00 of Slash_Caster_Position matching (((((Matching unit) is A structure) Not equal to True) and (((Matching unit) is Magic Immune) Not equal to True)) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy
          • Set Slash_Caster_Position = (Position of Slash_Caster)
          • Set Slash_Move = (Slash_Point offset by ((Distance between Slash_Point and Slash_Caster_Position) - 8.00) towards ((Angle from Slash_Point to Slash_Caster_Position) - 8.00) degrees)
          • Unit - Move Slash_Caster instantly to Slash_Move, facing (Angle from Slash_Caster_Position to Slash_Point) degrees
          • Unit Group - Pick every unit in Slash_HitGroup and do (Actions)
            • Loop - Actions
              • Set Slash_Picked_Position = (Position of (Picked unit))
              • Set Slash_HitMove = (Slash_Picked_Position offset by Slash_HitMove_Distance towards (Angle from Slash_Caster_Position to Slash_Picked_Position) degrees)
              • Unit - Cause Slash_Caster to damage (Picked unit), dealing Slash_Damage damage of attack type Spells and damage type Normal
              • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
              • Unit - Move (Picked unit) instantly to Slash_HitMove, facing (Angle from Slash_Picked_Position to Slash_Caster_Position) degrees
              • Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Undead\ImpaleTargetDust\ImpaleTargetDust.mdl
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between Slash_Caster_Position and Slash_Point) Less than or equal to 100.00
            • Then - Actions
              • Unit - Order Slash_Slow_Dummy to Human Mountain King - Thunder Clap
              • Unit - Add a 3.00 second Generic expiration timer to Slash_Slow_Dummy
              • Animation - Play Slash_Caster's slam animation
              • Animation - Change Slash_Caster's animation speed to 100.00% of its original speed
              • Special Effect - Destroy Slash_SpecialEffect
              • Unit - Turn collision for Slash_Caster On
              • Custom script: call RemoveLocation(udg_Slash_Move)
              • Custom script: call RemoveLocation(udg_Slash_HitMove)
              • Custom script: call RemoveLocation(udg_Slash_Picked_Position)
              • Custom script: call RemoveLocation(udg_Slash_Caster_Position)
              • Custom script: call DestroyGroup(udg_Slash_HitGroup)
              • Trigger - Turn off (This trigger)
            • Else - Actions
        • Else - Actions
          • Unit - Turn collision for Slash_Caster On
          • Special Effect - Destroy Slash_SpecialEffect
 
Last edited:
Level 33
Joined
Apr 24, 2012
Messages
5,115
Leaks
Not MUI
No configuration

i love how smooth the spinning effect is

but it has to be rejected

You must use an indexer or a hashtable

Also Mag is right,i also started making this nonsense spells at first but look at me now,i own the most downloaded spell here in hive and also mastered GUI in just 7 months.Practice makes perfect so i suggest you to follow what we are saying to you.We in Hive are equal,nobody thinks of you as a low person.If you we were a low person,well we guess we wont be helping you anymore.
 
Last edited:
Level 32
Joined
Mar 27, 2008
Messages
8,025
i own the most downloaded spell here in hive
Hah.

@BUP
All you need is creativity and some moderate coding level.
And I did not say that this spell lacks creativity, what you thought so far was great, the only thing is that you need to fix the code to make it approvable here on THW.

If you're on other website, I think they don't strict themselves to post non-MUI spells, that's why those website users will never improve, yeah they will improve on creativity, but not on efficiency and relevancy (many maps nowadays needs MUI spells such as mini-games, RPGs, etc).

So I say now, you need to learn either Indexing or Hashtable and try to start from basic spells like damage per second or heal per second, up to you.

Until you have understand the workarounds behind the method you have used, by that time, you can do whatever spells you want, but, please be creative, like this one ;p
 

BUP

BUP

Level 8
Joined
Sep 9, 2012
Messages
172
I think i made it with Indexing.
But when i add custom script,the map won't open anymore.
I think i've been using custom script with wrong variable names
But I check over and over the names are correct.
But i can't add Custom Script actions.

i love how smooth the spinning effect is

Thanks for that but what configuration is needed again?
I made the damage and the Hitting Moving configurable,what do i need more?

You guys are so kind.
I thank all of you for helping me out.:ogre_hurrhurr:
 

BUP

BUP

Level 8
Joined
Sep 9, 2012
Messages
172
I got it right,now!!
First i did like this and the spell won't open any more.
  • Custom script: call DestroyGroup(udg_Slash_HitGroup[Slash_Current_Index])
Later I did like this

  • Custom script: call DestroyGroup(udg_Slash_HitGroup[udg_Slash_Current_Index])
It was my mistake.:ogre_haosis::ogre_hurrhurr:
 
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