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Hell Storm v1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Reactions: ILH
  • Description
    Summons a dancing circle of chaos with rain of flaming ball that damage any units near its explosion.​
  • Screenshot

    Hell%20Storm2.jpg

    Hell%20Storm3.jpg

  • Trigger
    • Hell Storm Init
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- --------------------------- --------
        • -------- After importing this spell, you might need to sets these variables again --------
        • Set Hs_ability = Hell Storm
        • Set Hs_dummyType = Hell Storm Dummy
        • Set Hs_loopTrigger = Hell Storm Loop <gen>
        • -------- --------------------------- --------
        • -------- Determines the Area of Effect (AoE) --------
        • Set Hs_areaEffect[1] = 600.00
        • Set Hs_areaEffect[2] = 600.00
        • Set Hs_areaEffect[3] = 600.00
        • Set Hs_areaEffect[4] = 600.00
        • -------- --------------------------- --------
        • -------- Determines the spell duration --------
        • Set Hs_duration[1] = 10.00
        • Set Hs_duration[2] = 10.00
        • Set Hs_duration[3] = 10.00
        • Set Hs_duration[4] = 10.00
        • -------- --------------------------- --------
        • -------- Determines the border ball model --------
        • Set Hs_bBallModel = Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
        • -------- --------------------------- --------
        • -------- Determines the border ball scale size --------
        • Set Hs_bBallScale[1] = 1.00
        • Set Hs_bBallScale[2] = 1.05
        • Set Hs_bBallScale[3] = 1.10
        • Set Hs_bBallScale[4] = 1.15
        • -------- --------------------------- --------
        • -------- Determines the border ball minimum height --------
        • Set Hs_bBallMinHeight = 50.00
        • -------- Determines the border ball maximum height --------
        • Set Hs_bBallMaxHeight = 200.00
        • -------- Note: The border ball flying height will be differently randomized between these 2 values when it spawns --------
        • -------- --------------------------- --------
        • -------- Determines border ball spinning speed --------
        • Set Hs_bBallSpinSpeed[1] = 5.00
        • Set Hs_bBallSpinSpeed[2] = 6.00
        • Set Hs_bBallSpinSpeed[3] = 7.00
        • Set Hs_bBallSpinSpeed[4] = 8.00
        • -------- --------------------------- --------
        • -------- Does the border ball spin clockwise? --------
        • Set Hs_bBallSpinClockwise = False
        • -------- --------------------------- --------
        • -------- Determines the border ball Damage Over Time (DOT) that damage any unit that comes near --------
        • Set Hs_bBallDOT[1] = 2.00
        • Set Hs_bBallDOT[2] = 4.00
        • Set Hs_bBallDOT[3] = 6.00
        • Set Hs_bBallDOT[4] = 8.00
        • -------- --------------------------- --------
        • -------- Determines the border ball DOT range --------
        • Set Hs_bBallDOTRange[1] = 75.00
        • Set Hs_bBallDOTRange[2] = 100.00
        • Set Hs_bBallDOTRange[3] = 125.00
        • Set Hs_bBallDOTRange[4] = 150.00
        • -------- --------------------------- --------
        • -------- Determines the effect spawn on units that are being damaged --------
        • Set Hs_bBallDOTEffect = Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl
        • -------- Determines the effect attachment point --------
        • Set Hs_bBallDOTPoint = chest
        • -------- --------------------------- --------
        • -------- Determines the number of the border ball --------
        • Set Hs_bBallNumber[1] = 10
        • Set Hs_bBallNumber[2] = 14
        • Set Hs_bBallNumber[3] = 18
        • Set Hs_bBallNumber[4] = 22
        • -------- --------------------------- --------
        • -------- Determines the border ball death time --------
        • Set Hs_bBallDeathTime = 0.50
        • -------- --------------------------- --------
        • -------- Determines the rain ball model --------
        • Set Hs_rBallModel = Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
        • -------- --------------------------- --------
        • -------- Determines the rain ball scale size --------
        • Set Hs_rBallScale[1] = 1.00
        • Set Hs_rBallScale[2] = 1.00
        • Set Hs_rBallScale[3] = 1.00
        • Set Hs_rBallScale[4] = 1.00
        • -------- --------------------------- --------
        • -------- Determines the rain ball starting height --------
        • Set Hs_rBallStartHeight = 600.00
        • -------- --------------------------- --------
        • -------- Determines the rain ball starting distance from its target --------
        • Set Hs_rBallStartDistance = 200.00
        • -------- --------------------------- --------
        • -------- Determines the rain ball spawn interval --------
        • Set Hs_rBallSpawnInterval[1] = 0.20
        • Set Hs_rBallSpawnInterval[2] = 0.20
        • Set Hs_rBallSpawnInterval[3] = 0.20
        • Set Hs_rBallSpawnInterval[4] = 0.20
        • -------- --------------------------- --------
        • -------- Determines the rain ball falling speed --------
        • Set Hs_rBallFallSpeed[1] = 30.00
        • Set Hs_rBallFallSpeed[2] = 30.00
        • Set Hs_rBallFallSpeed[3] = 30.00
        • Set Hs_rBallFallSpeed[4] = 30.00
        • -------- --------------------------- --------
        • -------- Determines the rain ball death time --------
        • Set Hs_rBallDeathTime = 0.50
        • -------- --------------------------- --------
        • -------- Determines the rain ball explosion model --------
        • Set Hs_rBallExplodeEffect = Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
        • -------- --------------------------- --------
        • -------- Determines the rain ball explosion damage --------
        • Set Hs_rBallExplodeDamage[1] = 50.00
        • Set Hs_rBallExplodeDamage[2] = 100.00
        • Set Hs_rBallExplodeDamage[3] = 150.00
        • Set Hs_rBallExplodeDamage[4] = 200.00
        • -------- --------------------------- --------
        • -------- Determines the rain ball explosion range --------
        • Set Hs_rBallExplodeRange[1] = 200.00
        • Set Hs_rBallExplodeRange[2] = 200.00
        • Set Hs_rBallExplodeRange[3] = 200.00
        • Set Hs_rBallExplodeRange[4] = 200.00
        • -------- --------------------------- --------
        • -------- Determines the spark effect that randomly spawns inside the targeted area --------
        • Set Hs_sparkEffect = Abilities\Spells\Other\Doom\DoomDeath.mdl
        • -------- Determines the spark effect spawn interval --------
        • Set Hs_sparkEffectInterval = 0.25
        • -------- --------------------------- --------
        • -------- Damage magic immune units? --------
        • Set Hs_damageMagicImmune = False
        • -------- Damage ally units? --------
        • Set Hs_damageAlly = False
        • -------- --------------------------- --------
        • -------- Determines the attack type --------
        • Set Hs_attackType = Spells
        • -------- Determines the damage type --------
        • Set Hs_damageType = Fire
        • -------- --------------------------- --------
        • -------- Determines the loop timer speed --------
        • Set Hs_loopSpeed = 0.03
        • -------- Note: I recommend you not to change this, but for some reason i leave this configurable for those who might need this somehow --------
        • -------- --------------------------- --------
        • -------- Do not change anything below this line if don't know what you're doing --------
        • -------- =========================================================================== --------
        • Trigger - Add to Hs_loopTrigger the event (Time - Every Hs_loopSpeed seconds of game time)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Hs_bBallSpinClockwise Equal to True
          • Then - Actions
            • Set Hs_rotateAngle = -90.00
            • For each (Integer Hs_index) from 1 to 4, do (Actions)
              • Loop - Actions
                • Custom script: set udg_Hs_bBallSpinSpeed[udg_Hs_index]=-udg_Hs_bBallSpinSpeed[udg_Hs_index]
          • Else - Actions
            • Set Hs_rotateAngle = 90.00
        • Set Hs_speed[0] = (Hs_rBallStartHeight x Hs_loopSpeed)
    • Hell Storm Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Hs_ability
      • Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Hs_maxIndex Equal to 0
          • Then - Actions
            • Trigger - Turn on Hs_loopTrigger
          • Else - Actions
        • Set Hs_maxIndex = (Hs_maxIndex + 1)
        • Set Hs_caster[Hs_maxIndex] = (Triggering unit)
        • Set Hs_owner[Hs_maxIndex] = (Triggering player)
        • Set Hs_level[Hs_maxIndex] = (Level of Hs_ability for Hs_caster[Hs_maxIndex])
        • Set Hs_realTimer[Hs_maxIndex] = Hs_duration[Hs_level[Hs_maxIndex]]
        • Set Hs_realTimer2[Hs_maxIndex] = Hs_rBallSpawnInterval[Hs_level[Hs_maxIndex]]
        • Set Hs_realTimer3[Hs_maxIndex] = Hs_sparkEffectInterval
        • Set Hs_offset[Hs_maxIndex] = (Hs_areaEffect[Hs_level[Hs_maxIndex]] - Hs_rBallExplodeRange[Hs_level[Hs_maxIndex]])
        • Set Hs_targetLoc[Hs_maxIndex] = (Target point of ability being cast)
        • Set Hs_loopID[Hs_maxIndex] = 3
        • Set Hs_casterIndex = Hs_maxIndex
        • Set Hs_creationAngle = (Random angle)
        • Set Hs_creationGapAngle = (360.00 / (Real(Hs_bBallNumber[Hs_level[Hs_casterIndex]])))
        • Set Hs_offset[0] = (Hs_areaEffect[Hs_level[Hs_casterIndex]] - Hs_bBallDOTRange[Hs_level[Hs_casterIndex]])
        • For each (Integer Hs_index) from 1 to Hs_bBallNumber[Hs_level[Hs_casterIndex]], do (Actions)
          • Loop - Actions
            • Set Hs_creationAngle = (Hs_creationAngle + Hs_creationGapAngle)
            • Set Hs_tempLoc = (Hs_targetLoc[Hs_casterIndex] offset by Hs_offset[0] towards Hs_creationAngle degrees)
            • Set Hs_maxIndex = (Hs_maxIndex + 1)
            • Unit - Create 1 Hs_dummyType for Hs_owner[Hs_casterIndex] at Hs_tempLoc facing (Hs_creationAngle + Hs_rotateAngle) degrees
            • Set Hs_dummy[Hs_maxIndex] = (Last created unit)
            • Custom script: call SetUnitScale(udg_Hs_dummy[udg_Hs_maxIndex],udg_Hs_bBallScale[udg_Hs_level[udg_Hs_casterIndex]],0,0)
            • Special Effect - Create a special effect attached to the origin of Hs_dummy[Hs_maxIndex] using Hs_bBallModel
            • Set Hs_model[Hs_maxIndex] = (Last created special effect)
            • Set Hs_caster[Hs_maxIndex] = Hs_caster[Hs_casterIndex]
            • Set Hs_owner[Hs_maxIndex] = Hs_owner[Hs_casterIndex]
            • Set Hs_level[Hs_maxIndex] = Hs_level[Hs_casterIndex]
            • Set Hs_realTimer[Hs_maxIndex] = Hs_realTimer[Hs_casterIndex]
            • Set Hs_moveAngle[Hs_maxIndex] = Hs_creationAngle
            • Set Hs_offset[Hs_maxIndex] = Hs_offset[0]
            • Set Hs_targetX[Hs_maxIndex] = (X of Hs_targetLoc[Hs_casterIndex])
            • Set Hs_targetY[Hs_maxIndex] = (Y of Hs_targetLoc[Hs_casterIndex])
            • Set Hs_loopID[Hs_maxIndex] = 1
            • Custom script: if UnitAddAbility(udg_Hs_dummy[udg_Hs_maxIndex],'Amrf') and UnitRemoveAbility(udg_Hs_dummy[udg_Hs_maxIndex],'Amrf') then
            • Custom script: endif
            • Animation - Change Hs_dummy[Hs_maxIndex] flying height to (Random real number between Hs_bBallMinHeight and Hs_bBallMaxHeight) at 0.00
            • Custom script: call RemoveLocation(udg_Hs_tempLoc)
    • Hell Storm Loop
      • Events
      • Conditions
      • Actions
        • For each (Integer Hs_index) from 1 to Hs_maxIndex, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Hs_loopID[Hs_index] Equal to 1
              • Then - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Hs_realTimer[Hs_index] Greater than 0.00
                  • Then - Actions
                    • Set Hs_moveAngle[Hs_index] = (Hs_moveAngle[Hs_index] + Hs_bBallSpinSpeed[Hs_level[Hs_index]])
                    • Custom script: set udg_Hs_moveAngle[0]=udg_Hs_moveAngle[udg_Hs_index]*bj_DEGTORAD
                    • Custom script: set udg_Hs_moveX=udg_Hs_targetX[udg_Hs_index]+udg_Hs_offset[udg_Hs_index]*Cos(udg_Hs_moveAngle[0])
                    • Custom script: set udg_Hs_moveY=udg_Hs_targetY[udg_Hs_index]+udg_Hs_offset[udg_Hs_index]*Sin(udg_Hs_moveAngle[0])
                    • Set Hs_tempLoc = (Point(Hs_moveX, Hs_moveY))
                    • Unit - Make Hs_dummy[Hs_index] face Hs_tempLoc over 0.00 seconds
                    • Custom script: call SetUnitX(udg_Hs_dummy[udg_Hs_index],udg_Hs_moveX)
                    • Custom script: call SetUnitY(udg_Hs_dummy[udg_Hs_index],udg_Hs_moveY)
                    • Set Hs_tempGroup = (Units within Hs_bBallDOTRange[Hs_level[Hs_index]] of Hs_tempLoc)
                    • Unit Group - Pick every unit in Hs_tempGroup and do (Actions)
                      • Loop - Actions
                        • Set Hs_pickedUnit = (Picked unit)
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (Hs_pickedUnit is dead) Equal to False
                            • (Hs_pickedUnit is A structure) Equal to False
                            • (Hs_pickedUnit is A flying unit) Equal to False
                            • (Hs_pickedUnit is Magic Immune) Equal to Hs_damageMagicImmune
                            • (Hs_pickedUnit belongs to an ally of Hs_owner[Hs_index]) Equal to Hs_damageAlly
                          • Then - Actions
                            • Unit - Cause Hs_caster[Hs_index] to damage Hs_pickedUnit, dealing Hs_bBallDOT[Hs_level[Hs_index]] damage of attack type Hs_attackType and damage type Hs_damageType
                            • Special Effect - Create a special effect attached to the Hs_bBallDOTPoint of Hs_pickedUnit using Hs_bBallDOTEffect
                            • Special Effect - Destroy (Last created special effect)
                          • Else - Actions
                    • Custom script: call DestroyGroup(udg_Hs_tempGroup)
                    • Custom script: call RemoveLocation(udg_Hs_tempLoc)
                    • Set Hs_realTimer[Hs_index] = (Hs_realTimer[Hs_index] - Hs_loopSpeed)
                  • Else - Actions
                    • Special Effect - Destroy Hs_model[Hs_index]
                    • Unit - Add a Hs_bBallDeathTime second Generic expiration timer to Hs_dummy[Hs_index]
                    • Set Hs_loopID[Hs_index] = 4
              • Else - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • Hs_loopID[Hs_index] Equal to 2
                  • Then - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • Hs_height[Hs_index] Greater than 0.00
                      • Then - Actions
                        • Set Hs_height[Hs_index] = (Hs_height[Hs_index] - Hs_rBallFallSpeed[Hs_level[Hs_index]])
                        • Animation - Change Hs_dummy[Hs_index] flying height to Hs_height[Hs_index] at 0.00
                        • Custom script: set udg_Hs_moveX=GetUnitX(udg_Hs_dummy[udg_Hs_index])+udg_Hs_speed[udg_Hs_index]*Cos(3.142)
                        • Custom script: set udg_Hs_moveY=GetUnitY(udg_Hs_dummy[udg_Hs_index])+udg_Hs_speed[udg_Hs_index]*Sin(3.142)
                        • Custom script: call SetUnitX(udg_Hs_dummy[udg_Hs_index],udg_Hs_moveX)
                        • Custom script: call SetUnitY(udg_Hs_dummy[udg_Hs_index],udg_Hs_moveY)
                      • Else - Actions
                        • Special Effect - Destroy Hs_model[Hs_index]
                        • Set Hs_tempLoc = (Position of Hs_dummy[Hs_index])
                        • Special Effect - Create a special effect at Hs_tempLoc using Hs_rBallExplodeEffect
                        • Special Effect - Destroy (Last created special effect)
                        • Set Hs_tempGroup = (Units within Hs_rBallExplodeRange[Hs_level[Hs_index]] of Hs_tempLoc)
                        • Unit Group - Pick every unit in Hs_tempGroup and do (Actions)
                          • Loop - Actions
                            • Set Hs_pickedUnit = (Picked unit)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • (Hs_pickedUnit is dead) Equal to False
                                • (Hs_pickedUnit is A flying unit) Equal to False
                                • (Hs_pickedUnit is Magic Immune) Equal to Hs_damageMagicImmune
                                • (Hs_pickedUnit belongs to an ally of Hs_owner[Hs_index]) Equal to Hs_damageAlly
                              • Then - Actions
                                • Unit - Cause Hs_caster[Hs_index] to damage Hs_pickedUnit, dealing Hs_rBallExplodeDamage[Hs_level[Hs_index]] damage of attack type Hs_attackType and damage type Hs_damageType
                              • Else - Actions
                        • Custom script: call RemoveLocation(udg_Hs_tempLoc)
                        • Unit - Add a Hs_rBallDeathTime second Generic expiration timer to Hs_dummy[Hs_index]
                        • Set Hs_loopID[Hs_index] = 4
                  • Else - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • Hs_loopID[Hs_index] Equal to 3
                      • Then - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • Hs_realTimer[Hs_index] Greater than 0.00
                          • Then - Actions
                            • Set Hs_realTimer2[Hs_index] = (Hs_realTimer2[Hs_index] - Hs_loopSpeed)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • Hs_realTimer2[Hs_index] Less than or equal to 0.00
                              • Then - Actions
                                • Set Hs_realTimer2[Hs_index] = Hs_rBallSpawnInterval[Hs_level[Hs_index]]
                                • Set Hs_creationAngle = (Random angle)
                                • Set Hs_tempLoc = (Hs_targetLoc[Hs_index] offset by (Random real number between 0.00 and Hs_offset[Hs_index]) towards Hs_creationAngle degrees)
                                • Set Hs_tempLoc2 = (Hs_tempLoc offset by Hs_rBallStartDistance towards 0.00 degrees)
                                • Set Hs_maxIndex = (Hs_maxIndex + 1)
                                • Unit - Create 1 Hs_dummyType for Hs_owner[Hs_index] at Hs_tempLoc2 facing 180.00 degrees
                                • Set Hs_dummy[Hs_maxIndex] = (Last created unit)
                                • Custom script: call SetUnitScale(udg_Hs_dummy[udg_Hs_maxIndex],udg_Hs_rBallScale[udg_Hs_level[udg_Hs_index]],0,0)
                                • Special Effect - Create a special effect attached to the origin of Hs_dummy[Hs_maxIndex] using Hs_rBallModel
                                • Set Hs_model[Hs_maxIndex] = (Last created special effect)
                                • Set Hs_caster[Hs_maxIndex] = Hs_caster[Hs_index]
                                • Set Hs_owner[Hs_maxIndex] = Hs_owner[Hs_index]
                                • Set Hs_level[Hs_maxIndex] = Hs_level[Hs_index]
                                • Set Hs_speed[Hs_maxIndex] = (Hs_rBallStartDistance / ((Hs_speed[0] / Hs_rBallFallSpeed[Hs_level[Hs_index]]) / Hs_loopSpeed))
                                • Set Hs_height[Hs_maxIndex] = Hs_rBallStartHeight
                                • Set Hs_distance[Hs_maxIndex] = Hs_rBallStartDistance
                                • Set Hs_loopID[Hs_maxIndex] = 2
                                • Custom script: if UnitAddAbility(udg_Hs_dummy[udg_Hs_maxIndex],'Amrf') and UnitRemoveAbility(udg_Hs_dummy[udg_Hs_maxIndex],'Amrf') then
                                • Custom script: endif
                                • Animation - Change Hs_dummy[Hs_maxIndex] flying height to Hs_rBallStartHeight at 0.00
                                • Custom script: call RemoveLocation(udg_Hs_tempLoc)
                                • Custom script: call RemoveLocation(udg_Hs_tempLoc2)
                              • Else - Actions
                            • Set Hs_realTimer3[Hs_index] = (Hs_realTimer3[Hs_index] - Hs_loopSpeed)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • Hs_realTimer3[Hs_index] Less than or equal to 0.00
                              • Then - Actions
                                • Set Hs_realTimer3[Hs_index] = Hs_sparkEffectInterval
                                • Set Hs_tempLoc = (Hs_targetLoc[Hs_index] offset by (Random real number between 0.00 and Hs_areaEffect[Hs_level[Hs_index]]) towards (Random angle) degrees)
                                • Special Effect - Create a special effect at Hs_tempLoc using Hs_sparkEffect
                                • Special Effect - Destroy (Last created special effect)
                                • Custom script: call RemoveLocation(udg_Hs_tempLoc)
                              • Else - Actions
                            • Set Hs_realTimer[Hs_index] = (Hs_realTimer[Hs_index] - Hs_loopSpeed)
                          • Else - Actions
                            • Custom script: call RemoveLocation(udg_Hs_targetLoc[udg_Hs_index])
                            • Set Hs_loopID[Hs_index] = 4
                      • Else - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • Hs_loopID[Hs_index] Equal to 4
                          • Then - Actions
                            • Set Hs_caster[Hs_index] = Hs_caster[Hs_maxIndex]
                            • Set Hs_caster[Hs_index] = Hs_caster[Hs_maxIndex]
                            • Set Hs_distance[Hs_index] = Hs_distance[Hs_maxIndex]
                            • Set Hs_dummy[Hs_index] = Hs_dummy[Hs_maxIndex]
                            • Set Hs_height[Hs_index] = Hs_height[Hs_maxIndex]
                            • Set Hs_level[Hs_index] = Hs_level[Hs_maxIndex]
                            • Set Hs_loopID[Hs_index] = Hs_loopID[Hs_maxIndex]
                            • Set Hs_model[Hs_index] = Hs_model[Hs_maxIndex]
                            • Set Hs_moveAngle[Hs_index] = Hs_moveAngle[Hs_maxIndex]
                            • Set Hs_offset[Hs_index] = Hs_offset[Hs_maxIndex]
                            • Set Hs_owner[Hs_index] = Hs_owner[Hs_maxIndex]
                            • Set Hs_realTimer[Hs_index] = Hs_realTimer[Hs_maxIndex]
                            • Set Hs_realTimer2[Hs_index] = Hs_realTimer2[Hs_maxIndex]
                            • Set Hs_realTimer3[Hs_index] = Hs_realTimer3[Hs_maxIndex]
                            • Set Hs_speed[Hs_index] = Hs_speed[Hs_maxIndex]
                            • Set Hs_targetLoc[Hs_index] = Hs_targetLoc[Hs_maxIndex]
                            • Set Hs_targetX[Hs_index] = Hs_targetX[Hs_maxIndex]
                            • Set Hs_targetY[Hs_index] = Hs_targetY[Hs_maxIndex]
                            • Set Hs_maxIndex = (Hs_maxIndex - 1)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • Hs_maxIndex Equal to 0
                              • Then - Actions
                                • Trigger - Turn off (This trigger)
                              • Else - Actions
                                • Set Hs_index = (Hs_index - 1)
                          • Else - Actions
  • Credit
    Thanks to:
    - Vexorian for dummy.mdx​

Please rate this spell, thanks...

Keywords:
Fire, Flame, Ball, Spin, Circle, GUI, MUI
Contents

Harrow (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 14:52, 15th Jul 2014 BPower: Small fix is required. Coding and performance is decent. Good job.

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.

14:52, 15th Jul 2014
BPower:
Small fix is required.
Coding and performance is decent. Good job.
 
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