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Holy Jump v1.2 by Death-Blade

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
The Champion will jump in the air then he lands, slams the ground and stuns nearby enemies for short time after 1.3 second delay, but also he has the chance of 30% to do quick jump with 0.12 second delay and 1000 bonus damage (the spell).

Level 1|r - 2000 damage, 3 seconds stun within 500 AoE.
Level 2|r - 3500 damage, 4 seconds stun within 750 AoE.
Level 3|r - 5000 damage, 5 seconds stun within 1000 AoE. stun within 500 AoE.
  • Holy Jump cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Holy Jump
    • Actions
      • Set Holy_Jump_Caster = (Triggering unit)
      • Set Holy_Jump_Player = (Owner of Holy_Jump_Caster)
      • Set Holy_Jump_TergetedPoint = (Target point of ability being cast)
      • Special Effect - Create a special effect attached to the weapon of Holy_Jump_Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • Set Holy_Jump_SpecielEffect = (Last created special effect)
      • Wait 0.01 seconds
      • Unit - Add Storm Crow Form to Holy_Jump_Caster
      • Unit - Remove Storm Crow Form from Holy_Jump_Caster
      • Unit - Pause Holy_Jump_Caster
      • Unit - Turn collision for Holy_Jump_Caster Off
      • Unit - Make Holy_Jump_Caster Invulnerable
      • Unit - Move Holy_Jump_Caster instantly to Holy_Jump_TergetedPoint
      • Animation - Play Holy_Jump_Caster's spell throw animation
      • Wait 0.30 seconds
      • Set Holy_Jump_Chance = (Random real number between 1.00 and 100.00)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Holy_Jump_Chance Greater than 30.00
        • Then - Actions
          • Animation - Change Holy_Jump_Caster's animation speed to 50.00% of its original speed
          • Animation - Play Holy_Jump_Caster's attack slam animation
          • Animation - Change Holy_Jump_Caster flying height to 777.00 at 522.00
          • Wait 1.00 seconds
          • Unit - Create 1 Holy_Jump_Dummy for Holy_Jump_Player at (Position of Holy_Jump_Caster) facing Default building facing degrees
          • Set Holy_Jump_CreatedUnit = (Last created unit)
          • Unit - Add a 3.00 second Generic expiration timer to Holy_Jump_CreatedUnit
          • Unit - Add Holy_Jump (No Chance) to Holy_Jump_CreatedUnit
          • Unit - Set level of Holy_Jump (No Chance) for Holy_Jump_CreatedUnit to (Level of Holy Jump for Holy_Jump_Caster)
          • Animation - Change Holy_Jump_Caster flying height to 0.00 at 2000.00
          • Unit - Order Holy_Jump_CreatedUnit to Orc Tauren Chieftain - War Stomp
          • Wait 0.20 seconds
          • Special Effect - Destroy Holy_Jump_SpecielEffect
          • Special Effect - Create a special effect at ((Position of Holy_Jump_Caster) offset by 200.00 towards (Facing of Holy_Jump_Caster) degrees) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Turn collision for Holy_Jump_Caster On
          • Wait 1.00 seconds
          • Animation - Change Holy_Jump_Caster's animation speed to 100.00% of its original speed
          • Unit - Unpause Holy_Jump_Caster
          • Unit - Make Holy_Jump_Caster Vulnerable
          • Custom script: call RemoveLocation(udg_Holy_Jump_TergetedPoint)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Holy_Jump_Chance Less than or equal to 30.00
        • Then - Actions
          • Animation - Change Holy_Jump_Caster's animation speed to 125.00% of its original speed
          • Animation - Play Holy_Jump_Caster's attack slam animation
          • Animation - Change Holy_Jump_Caster flying height to 777.00 at 4166.00
          • Wait 0.12 seconds
          • Unit - Create 1 Holy_Jump_Dummy for Holy_Jump_Player at (Position of Holy_Jump_Caster) facing Default building facing degrees
          • Set Holy_Jump_CreatedUnit = (Last created unit)
          • Unit - Add a 3.00 second Generic expiration timer to Holy_Jump_CreatedUnit
          • Unit - Add Holy_Jump (Chance) to Holy_Jump_CreatedUnit
          • Unit - Set level of Holy_Jump (Chance) for Holy_Jump_CreatedUnit to (Level of Holy Jump for Holy_Jump_Caster)
          • Animation - Change Holy_Jump_Caster flying height to 0.00 at 2000.00
          • Unit - Order Holy_Jump_CreatedUnit to Orc Tauren Chieftain - War Stomp
          • Wait 0.20 seconds
          • Special Effect - Destroy Holy_Jump_SpecielEffect
          • Special Effect - Create a special effect at ((Position of Holy_Jump_Caster) offset by 200.00 towards (Facing of Holy_Jump_Caster) degrees) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Turn collision for Holy_Jump_Caster On
          • Wait 1.00 seconds
          • Animation - Change Holy_Jump_Caster's animation speed to 100.00% of its original speed
          • Unit - Unpause Holy_Jump_Caster
          • Unit - Make Holy_Jump_Caster Vulnerable
          • Custom script: call RemoveLocation(udg_Holy_Jump_TergetedPoint)
        • Else - Actions
Keywords:
holy jump, holyjump, high jump, highjump, jump, high, holy.
Contents

Holy Jump v1.1 (Map)

Reviews
12.12 IcemanBo: For long time as NeedsFix. Rejected. 15:43, 1st Jun 2011 Maker: Leaks a lot and the waits make the spell not MUI.

Moderator

M

Moderator

12.12
IcemanBo: For long time as NeedsFix. Rejected.

15:43, 1st Jun 2011
Maker: Leaks a lot and the waits make the spell not MUI.
 
Level 10
Joined
Apr 25, 2009
Messages
296
[HIDDEN][TRIGGER][/TRIGGER][/HIDDEN]

Use those triggers to make the description readable, also, please describe what makes this ability different from others.

This is not MUI because it uses the Wait action.
This uses pauses, which is frowned upon in this community.
You must create another point from a point and remove it to create offsets.
  • Unit - Create 1 Holy_Jump_Dummy for Holy_Jump_Player at (Position of Holy_Jump_Caster) facing Default building facing degrees
 
Last edited:
Level 11
Joined
Jul 7, 2010
Messages
709
Mad spell just need to make it MUI and remove waits..

  • Holy Jump cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Holy Jump
    • Actions
      • Set Holy_Jump_Caster = (Triggering unit)
      • Set Holy_Jump_Player = (Owner of Holy_Jump_Caster)
      • Set Holy_Jump_TergetedPoint = (Target point of ability being cast)
      • Special Effect - Create a special effect attached to the weapon of Holy_Jump_Caster using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • Set Holy_Jump_SpecielEffect = (Last created special effect)
      • Wait 0.01 seconds
      • Unit - Add Storm Crow Form to Holy_Jump_Caster
      • Unit - Remove Storm Crow Form from Holy_Jump_Caster
      • Unit - Pause Holy_Jump_Caster
      • Unit - Turn collision for Holy_Jump_Caster Off
      • Unit - Make Holy_Jump_Caster Invulnerable
      • Unit - Move Holy_Jump_Caster instantly to Holy_Jump_TergetedPoint
      • Animation - Play Holy_Jump_Caster's spell throw animation
      • Wait 0.30 seconds
      • Set Holy_Jump_Chance = (Random real number between 1.00 and 100.00)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Holy_Jump_Chance Greater than 30.00
        • Then - Actions
          • Animation - Change Holy_Jump_Caster's animation speed to 50.00% of its original speed
          • Animation - Play Holy_Jump_Caster's attack slam animation
          • Animation - Change Holy_Jump_Caster flying height to 777.00 at 522.00
          • Wait 1.00 seconds
          • Unit - Create 1 Holy_Jump_Dummy for Holy_Jump_Player at (Position of Holy_Jump_Caster) facing Default building facing degrees
          • Set Holy_Jump_CreatedUnit = (Last created unit)
          • Unit - Add a 3.00 second Generic expiration timer to Holy_Jump_CreatedUnit
          • Unit - Add Holy_Jump (No Chance) to Holy_Jump_CreatedUnit
          • Unit - Set level of Holy_Jump (No Chance) for Holy_Jump_CreatedUnit to (Level of Holy Jump for Holy_Jump_Caster)
          • Animation - Change Holy_Jump_Caster flying height to 0.00 at 2000.00
          • Unit - Order Holy_Jump_CreatedUnit to Orc Tauren Chieftain - War Stomp
          • Wait 0.20 seconds
          • Special Effect - Destroy Holy_Jump_SpecielEffect
          • Special Effect - Create a special effect at ((Position of Holy_Jump_Caster) offset by 200.00 towards (Facing of Holy_Jump_Caster) degrees) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Turn collision for Holy_Jump_Caster On
          • Wait 1.00 seconds
          • Animation - Change Holy_Jump_Caster's animation speed to 100.00% of its original speed
          • Unit - Unpause Holy_Jump_Caster
          • Unit - Make Holy_Jump_Caster Vulnerable
          • Custom script: call RemoveLocation(udg_Holy_Jump_TergetedPoint)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Holy_Jump_Chance Less than or equal to 30.00
        • Then - Actions
          • Animation - Change Holy_Jump_Caster's animation speed to 125.00% of its original speed
          • Animation - Play Holy_Jump_Caster's attack slam animation
          • Animation - Change Holy_Jump_Caster flying height to 777.00 at 4166.00
          • Wait 0.12 seconds
          • Unit - Create 1 Holy_Jump_Dummy for Holy_Jump_Player at (Position of Holy_Jump_Caster) facing Default building facing degrees
          • Set Holy_Jump_CreatedUnit = (Last created unit)
          • Unit - Add a 3.00 second Generic expiration timer to Holy_Jump_CreatedUnit
          • Unit - Add Holy_Jump (Chance) to Holy_Jump_CreatedUnit
          • Unit - Set level of Holy_Jump (Chance) for Holy_Jump_CreatedUnit to (Level of Holy Jump for Holy_Jump_Caster)
          • Animation - Change Holy_Jump_Caster flying height to 0.00 at 2000.00
          • Unit - Order Holy_Jump_CreatedUnit to Orc Tauren Chieftain - War Stomp
          • Wait 0.20 seconds
          • Special Effect - Destroy Holy_Jump_SpecielEffect
          • Special Effect - Create a special effect at ((Position of Holy_Jump_Caster) offset by 200.00 towards (Facing of Holy_Jump_Caster) degrees) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Turn collision for Holy_Jump_Caster On
          • Wait 1.00 seconds
          • Animation - Change Holy_Jump_Caster's animation speed to 100.00% of its original speed
          • Unit - Unpause Holy_Jump_Caster
          • Unit - Make Holy_Jump_Caster Vulnerable
          • Custom script: call RemoveLocation(udg_Holy_Jump_TergetedPoint)
        • Else - Actions
Also remove custom models ect. else it won't get approved. (It already wont get approved unless you remove waits)
 
Level 7
Joined
Feb 14, 2011
Messages
101
[HIDDEN][TRIGGER][/TRIGGER][/HIDDEN]

Use those triggers to make the description readable, also, please describe what makes this ability different from others.

This is not MUI because it uses the Wait action.
This uses pauses, which is frowned upon in this community.
You must create another point from a point and remove it to create offsets.
  • Unit - Create 1 Holy_Jump_Dummy for Holy_Jump_Player at (Position of Holy_Jump_Caster) facing Default building facing degrees
Hey man, the leak you've talked about, it's for stunning and damaging!!!
It's not a leak, why u think it is?
Send me the answer as a private message.
 
so you don't know leaks... leaks are when you create objects and forgets to remove them when they are needed anymore...

on that action:

-You create a new location every time you call (Position of Holy_Jump_Caster)
-Now there's no way to retrieve that location anymore (and its also not needed afterwards too) and so it will stay in the memory, taking up space which... so its a leak...

Try to look up at the tutorials section if you still don't understand leaks...
 
in this community

I think you mean "Popularity/Intelligence/WhoKnowsTheMostVocab Contest" ;P


Let me explain to you what a leak is in a way that anyone can understand it:

When you create "stuff" in WC3, that "stuff" is stored in your computers memory and
there's no way to remove it because we don't know "where" it is! But, if you store the
"stuff" in a "box" (I'm referring to a variable), that "box" will have the ID of that "stuff".
Therefore, it will then be possible to remove that "stuff" because you know
that it's going to be in that "box". To remove the "stuff" there are several ways depending on
the "stuff".

Locations
Groups (Players/Units)
Special Effects
Lightnings
Floating Texts

These are all the possible kinds of "stuff". I think I missed one or two, but those are
the most commonly used ones you should know about for now.

For Locations:

Use a custom script:
call RemoveLocation(udg_<name of variable with spaces replaced with underscores>)

For groups:

Similar thing, but instead of RemoveLocation, we use DestroyGroup

For Special Effects:

  • Special Effect - Destroy (Last Created Special Effect)
----------
The rest of them shouldn't be important to you now until you want to learn about
efficiently/dynamically setting up floating texts and lightnings.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Easier Way To Understand:

You got a dinner at 10PM tonight at your house with your wife. The dinner consists of sirloin steak (variable), topped with mushroom cream (variable) and black pepper (variable). There's a sauce (variable) on the table and you decided to use it for your French Fries (variable). Of course the plate (game) that you were using is dirty (leaks) after meshed it up with all kinds of sauces (all variables, united). Then, your wife (game creator) decided to just put that plates in the sink (house becomes dirty if she doesn't wash the dish). Now, if this activity keeps up in 1 month (adjust your time in game-time), what will you think happens to the house (game) ? Surely it will become horrible, stinks, and bad, right ? Same goes for your game, if you doesn't clean the "leak", the game's performance will slowly turns bad if this leak doesn't gets cleaned up

I hope you understand as I explained it in human real-life situation.
 
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