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Ice Dome & Ice Bash

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Ice Dome
Creates magical ice sphere, it flies up and creates a dome, dealing damage to all enemies around and slowing their speeds on last 5 seconds.
Level 1 - 200 damage.
Level 2 - 300 damage.
Level 3 - 400 damage

  • Ice Dome A
    • События
      • Боевая единица - A unit РџСЂРёРІРѕРґРёС‚ способность РІ действие
    • Условия
      • (Ability being cast) равно Ice Dome
    • Действия
      • -------- If ID_Switch = 0, it means that trigger Ice Dome B if not used, we must turn it on --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Если - Условия
          • ID_Switch равно 0
        • РўРѕ - Действия
          • Триггер - Turn on Ice Dome B <gen>
        • Р&#152;наче - Действия
      • -------- Making spell mui --------
      • -------- We adding 1 to ID_Switch, it means that trigger Ice Dome B become used --------
      • Set ID_Switch = (ID_Switch + 1)
      • -------- We adding 1 to ID_CastNumber, it means that ability become used on one more unit --------
      • Set ID_CastNumber = (ID_CastNumber + 1)
      • -------- This variable displays using unit ability or not --------
      • Set ID_Off[ID_CastNumber] = Да
      • -------- Let's establish caster --------
      • Set ID_Caster[ID_CastNumber] = (Triggering unit)
      • -------- Let's establish position of a caster --------
      • Set ID_Point[2] = (Position of ID_Caster[ID_CastNumber])
      • -------- Resets timer --------
      • Set ID_Time[ID_CastNumber] = 0.00
      • -------- Let's create Effect --------
      • Боевая единица - Create 1 Effect: Orb for (Owner of ID_Caster[ID_CastNumber]) at ID_Point[2] facing Стандартная ориентация зданий degrees
      • Set ID_Orb[ID_CastNumber] = (Last created unit)
      • -------- Adding ability CrowMorph and removing it allows us to change unit's flying heright --------
      • Боевая единица - Add Превратиться РІ РІРѕСЂРѕРЅР° to (Last created unit)
      • Анимация - Change (Last created unit) flying height to 600.00 at 500.00
      • Боевая единица - Remove Превратиться РІ РІРѕСЂРѕРЅР° from (Last created unit)
      • -------- Removing location to avoid leaks --------
      • Custom script: call RemoveLocation (udg_ID_Point[2])
  • Ice Dome B
    • События
      • Время - Every 0.04 seconds of game time
    • Условия
    • Действия
      • -------- We use variable ID instead of Integer A --------
      • For each (Integer ID) from 1 to ID_CastNumber, do (Actions)
        • Цикл - Действия
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • Если - Условия
              • ID_Off[ID] равно Да
            • РўРѕ - Действия
              • -------- We increase variable Time, adding 0.04 to, because trigger runs every 0.04 seconds --------
              • Set ID_Time[ID] = (ID_Time[ID] + 0.04)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • Если - Условия
                  • ID_Time[ID] больше или равно 1.00
                • РўРѕ - Действия
                  • -------- Adding another abilities to Effect - ID: Nova - runs Ice Dome Nova and ID Damage/Slow --------
                  • Боевая единица - Add ID: Nova to ID_Orb[ID]
                  • Боевая единица - Order ID_Orb[ID] to Тролль-берсерк (РћСЂРґР°) - Берсерк
                  • Боевая единица - Add ID: Damage/Slow (враг) to ID_Orb[ID]
                  • Боевая единица - Set level of ID: Damage/Slow (враг) for ID_Orb[ID] to (Level of Ice Dome for ID_Caster[ID])
                  • Боевая единица - Order ID_Orb[ID] to Нейтральные - Удар РїРѕ земле
                  • -------- Let's get rid from Effect --------
                  • Боевая единица - Add a 0.75 second Общий expiration timer to ID_Orb[ID]
                  • -------- Confirms that unit finished using this ability/trigger --------
                  • Set ID_Off[ID] = Нет
                  • Set ID_Switch = (ID_Switch - 1)
                  • -------- If ID_Switch = 0, it means that trigger is not used by any unit --------
                  • -------- we can turn it off and reset idexes for ID_CastNumber --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • Если - Условия
                      • ID_Switch равно 0
                    • РўРѕ - Действия
                      • Set ID_CastNumber = 0
                      • Триггер - Turn off Ice Dome B <gen>
                    • Р&#152;наче - Действия
                  • -------- Removing Location to avoid leak --------
                  • Custom script: call RemoveLocation (udg_ID_Point[3])
                • Р&#152;наче - Действия
            • Р&#152;наче - Действия
  • Ice Dome Nova
    • События
      • Боевая единица - A unit РџСЂРёРІРѕРґРёС‚ способность РІ действие
    • Условия
      • (Ability being cast) равно ID: Nova
    • Действия
      • -------- Let's establish a position of caster --------
      • Set ID_Point[0] = (Position of (Triggering unit))
      • -------- Instead of the Integer we use variable HI_Integer --------
      • For each (Integer ID_Integer) from 1 to 14, do (Actions)
        • Цикл - Действия
          • -------- Let's establish a point to which the created Effects will attack --------
          • Set ID_Point[1] = (ID_Point[0] offset by 600.00 towards (28.00 x (Real(ID_Integer))) degrees)
          • -------- Let's create Effect for each HI_Integer --------
          • Боевая единица - Create 1 Effect: Ice Attacker for (Owner of (Triggering unit)) at ID_Point[0] facing (28.00 x (Real(ID_Integer))) degrees
          • -------- Ordering Effect to move --------
          • Боевая единица - Order (Last created unit) to Стрелять РїРѕ местности ID_Point[1]
          • -------- We add expiration timer that the effect has disappeared, on its expiration --------
          • Боевая единица - Add a 1.20 second Общий expiration timer to (Last created unit)
          • -------- It is necessary for additional effect --------
          • Боевая единица - Make (Last created unit) Взорвать on death
          • Анимация - Change (Last created unit)'s size to (150.00%, 150.00%, 100.00%) of its original size
          • -------- Removing location for avoid leaks --------
          • Custom script: call RemoveLocation (udg_ID_Point[1])
      • Custom script: call RemoveLocation (udg_ID_Point[0])
Ice Bash
If hero attacks enemy unit with Ice Dome buff, that enemy will receive additional damage and being stuned for 3 seconds.
Level 1 - 30 damage.
Level 2 - 60 damage.
Level 3 - 90 damage.

  • Ice Bash A
    • События
      • Боевая единица - A unit Атакован
    • Условия
      • (Level of Ice Bash for (Attacking unit)) РЅРµ равно 0
      • ((Attacked unit) has buff ID: Damage/Slow Buff ) равно Да
    • Действия
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Если - Условия
          • IB_Switch равно 0
        • РўРѕ - Действия
          • Триггер - Turn on Ice Bash B <gen>
        • Р&#152;наче - Действия
      • Set IB_Switch = (IB_Switch + 1)
      • Set IB_CastNumber = (IB_CastNumber + 1)
      • Set IB_Off[IB_CastNumber] = Да
      • Set IB_Caster[IB_CastNumber] = (Attacking unit)
      • Set IB_Target[IB_CastNumber] = (Attacked unit)
      • Set IB_Time[IB_CastNumber] = 0.00
      • Боевая единица - Remove ID: Damage/Slow Buff buff from IB_Target[IB_CastNumber]
      • Боевая единица - Пауза IB_Target[IB_CastNumber]
      • Анимация - Change IB_Target[IB_CastNumber]'s animation speed to 0.00% of its original speed
      • Спецэффект - Create a special effect attached to the origin of IB_Target[IB_CastNumber] using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
      • Спецэффект - Destroy (Last created special effect)
      • Боевая единица - Cause IB_Caster[IB_CastNumber] to damage IB_Target[IB_CastNumber], dealing (30.00 x (Real((Level of Ice Bash for IB_Caster[IB_CastNumber])))) damage of attack type Герой and damage type Обычный
  • Ice Bash B
    • События
      • Время - Every 0.05 seconds of game time
    • Условия
    • Действия
      • For each (Integer IB) from 1 to IB_CastNumber, do (Actions)
        • Цикл - Действия
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • Если - Условия
              • IB_Off[IB] равно Да
            • РўРѕ - Действия
              • Set IB_Time[IB] = (IB_Time[IB] + 0.05)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • Если - Условия
                  • Or - Any (Conditions) are true
                    • Условия
                      • (IB_Target[IB] has buff ID: Damage/Slow Buff ) равно Да
                      • IB_Time[IB] больше или равно 3.00
                      • (IB_Target[IB] is dead) равно Да
                • РўРѕ - Действия
                  • Анимация - Change IB_Target[IB]'s animation speed to 100.00% of its original speed
                  • Анимация - Reset IB_Target[IB]'s animation
                  • Боевая единица - Продолжить IB_Target[IB]
                  • Set IB_Off[IB] = Нет
                  • Set IB_Switch = (IB_Switch - 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • Если - Условия
                      • IB_Switch равно 0
                    • РўРѕ - Действия
                      • Set IB_CastNumber = 0
                      • Триггер - Turn off Ice Bash B <gen>
                    • Р&#152;наче - Действия
                • Р&#152;наче - Действия
            • Р&#152;наче - Действия
MUI, Leakless, Works Properly.
Ice Bash is specially added for those who does not love simply beautiful effects =)

Keywords:
Bash, Ice
Contents

Ice Dome (Map)

Reviews
17:18, 8th Mar 2010 The_Reborn_Devil: The triggering looks ok, but you're removing an inexistent location in the trigger Ice Dome B. I can't see it being declared or even used anywhere in your code. I see you use ID_Point[2], but it's already...

Moderator

M

Moderator

17:18, 8th Mar 2010
The_Reborn_Devil:
The triggering looks ok, but you're removing an inexistent location in the trigger Ice Dome B. I can't see it being declared or even used anywhere in your code. I see you use ID_Point[2], but it's already removed.
Since it's such a minuscule problem and since I'm sure you'll fix it I'll approve this.


Status: Approved
Rating: Useful
 
Level 3
Joined
Apr 28, 2009
Messages
44
lol you updated it when i was downloading :p
you are on a spell rampage, arn't you? xD
i like the spell.

Thunder Clap? if is it true then only 3/5(for effect)

what is so bad on thunder clap
 
Hmm that's not English but spell is looking good 4/5
EDIT: Thunder Clap? if is it true then only 3/5(for effect)

Zanenok, you didn't even test the spell and you vote for it? "If it is true" means that you are based on the words of others. If you do it again, I will hunt every spell of yours down and vote it with the same rating. Learn to be fair, to receive fair rating.
 
Level 11
Joined
Jul 2, 2008
Messages
601
Pausing the unit? Wtf? Never do this again please :)
You should use stun instead. What do you think will happen, if "Dispell" magic is cast upon unit? He will still stand. That's a glitch. ;)

And this passive spell would be better, if the effect will have percentage chance :)
 
Level 10
Joined
Jan 19, 2010
Messages
393
Zanenok, you didn't even test the spell and you vote for it? "If it is true" means that you are based on the words of others. If you do it again, I will hunt every spell of yours down and vote it with the same rating. Learn to be fair, to receive fair rating.

Guy... i tested it but. And it has +- same effect like Thunder Clap-damaging some radius.... but its not stunning :/
Ill look there and ill change it-meybe
and mod gave it 3 too than what is ur problem
EDIT: hmm OK i looked on it... its not Thunder clap but Fan of Knifes... but how i looked he did everythink to 0(damage and everythink what s doing chaos than ill give him 4/5
 
What bad in Pause Unit? Thunder Clap is bad, Pause Unit is bad =) hmf...
If unit attacked and it has buff, then it pauses and buff removes, so if cast Dispell, will no effect, I think it not bug. Works properly =)

pausing can really have nasty effects... try impaling a paused unit for example...
 
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