1. Are you planning to upload your awesome spell or system to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. The raddest synthwave tracks were chosen - Check out our Music Contest #12 - Results and congratulate the winners!
    Dismiss Notice
  5. The poll for Hive's 12th Concept Art Contest is up! Go cast your vote for your favourite genie!
    Dismiss Notice
  6. Travel to distant realms and encounter scenes unknown to the common folk. The Greatest of Adventures is upon us with the 8th Cinematic Contest. Join in on a fun ride.
    Dismiss Notice
  7. The 18th Icon Contest is ON! Choose any ingame unit and give him/her Hero abilities. Good luck to all.
    Dismiss Notice
  8. Contestants are to create a scene set in the Stone Age. Come and see what you can come up with. We wish you the best of luck!
    Dismiss Notice
  9. Colour outside the lines! Techtree Contest #13 is a go. The contest is optionally paired.
    Dismiss Notice
  10. Greetings cerebrates, our Swarm needs new spawners that will have numerous children. Join the HIVE's 31st Modeling Contest - Spawners and Spawned! The contest is optionally paired.
    Dismiss Notice
  11. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Infinite Slashes v1.05

Submitted by WyrmSlayer
This bundle is marked as approved. It works and satisfies the submission rules.
The blademaster rushes to his enemy target. Once he reaches his target, he then attacks the target 10/14/18 times, dealing 50/100/150 damage per attack.

Made the config trigger.
Somethings arent configurable in the trigger. They need to be configurated in the object editor.
These are:
>the models of illusions following the master
>The animation index (used to make the caster walk)
before changing it you must know which is the correct number of the animation you want.
I used this because the walking animation cannot be played by the normal GUI trigger.

It is 6 here because it is the walking animation number of the blademaster.
The 7th animation of him, here in hiveworkshop.
6 because the index starts from 0.

Didnt use the script below about the moving of the caster, I couldnt understand it, Im new at this =)



Fixed the leaks too.

Here are the Triggers:

[
Trigger - Config
  • Configuration Trigger
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Here you can set the Number of Attacks --------
      • Set CLMaxSlashes[1] = 10
      • Set CLMaxSlashes[2] = 14
      • Set CLMaxSlashes[3] = 18
      • -------- Here you can set the speed --------
      • Set CLSpeed = 25.00
      • -------- Here you can set the Animation --------
      • Set CLAnimation = Attack
      • -------- Here you can set the Special Effect --------
      • Set CLEffect = Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • -------- Here you can set the Attachment of the SFX --------
      • Set CLAttachment = weapon
      • -------- Here you can set the Damage --------
      • Set CLDamage[1] = 50.00
      • Set CLDamage[2] = 100.00
      • Set CLDamage[3] = 150.00
      • -------- Here you can set the animation speed --------
      • Set CLAnimationSpeed = 250.00
      • -------- Here you can set the transparency of the Illus --------
      • Set CLTransparency = 60.00
      • -------- Here you can set the duration of the Illusions --------
      • Set CLDuration = 0.40
      • -------- Here you can set the Minimum distance required to begin attacking --------
      • Set CLMinimumDistance = 100.00
      • -------- Here you can set the animation index --------
      • Set CLAnimationIndex = 6
      • -------- Here you can set the slash interval --------
      • Set CLSlashInterval = 5
      • -------- Here you can set the SFX when the target is slashed. --------
      • Set CLSFX = Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
      • -------- Here you can change the attachment of that SFX --------
      • Set CLAttach = chest

[
Trigger - Cast
  • Infinite Slashes Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Infinite Slashes
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • InfiniteSlashesIndex Equal to 0
        • Then - Actions
          • Trigger - Turn on Infinite Slashes Loop <gen>
        • Else - Actions
      • -------- Do not touch this --------
      • Set InfiniteSlashesIndex = (InfiniteSlashesIndex + 1)
      • Set InfiniteSlashesMui = (InfiniteSlashesMui + 1)
      • Set InfiniteSlashesBol1[InfiniteSlashesMui] = True
      • Set InfiniteSlashesBol2[InfiniteSlashesMui] = True
      • Set InfiniteSlashesCaster[InfiniteSlashesMui] = (Triggering unit)
      • Set InfiniteSlashesTarget[InfiniteSlashesMui] = (Target unit of ability being cast)
      • Set CLSpellLevel[InfiniteSlashesMui] = (Level of Infinite Slashes for InfiniteSlashesCaster[InfiniteSlashesMui])
      • -------- Do not touch this --------
      • Animation - Change InfiniteSlashesCaster[InfiniteSlashesMui]'s animation speed to CLAnimationSpeed% of its original speed
      • -------- Special Effect --------
      • Special Effect - Create a special effect attached to the CLAttachment of InfiniteSlashesCaster[InfiniteSlashesMui] using CLEffect
      • Set InfiniteSlashesSFX[InfiniteSlashesMui] = (Last created special effect)
      • -------- Setting Number of Slashes --------
      • Set InfiniteSlashesCount2[InfiniteSlashesMui] = CLMaxSlashes[CLSpellLevel[InfiniteSlashesMui]]
      • -------- Pausing the Caster --------
      • Unit - Pause InfiniteSlashesCaster[InfiniteSlashesMui]

[
Trigger - Loop
  • Infinite Slashes Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • For each (Integer InfiniteSlashesLoop) from 1 to InfiniteSlashesMui, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • InfiniteSlashesBol1[InfiniteSlashesLoop] Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • InfiniteSlashesBol2[InfiniteSlashesLoop] Equal to True
                • Then - Actions
                  • -------- Moving the Caster --------
                  • Set InfiniteSlashesTargetLoc = (Position of InfiniteSlashesTarget[InfiniteSlashesLoop])
                  • Set InfiniteSlashesCasterLoc = (Position of InfiniteSlashesCaster[InfiniteSlashesLoop])
                  • Set InfiniteSlashesAngle[InfiniteSlashesLoop] = (Angle from InfiniteSlashesCasterLoc to InfiniteSlashesTargetLoc)
                  • Unit - Make InfiniteSlashesCaster[InfiniteSlashesLoop] face InfiniteSlashesAngle[InfiniteSlashesLoop] over 0.00 seconds
                  • Set InfiniteSlashesCasterLoc2 = (InfiniteSlashesCasterLoc offset by CLSpeed towards InfiniteSlashesAngle[InfiniteSlashesLoop] degrees)
                  • Custom script: call RemoveLocation(udg_InfiniteSlashesCasterLoc)
                  • Custom script: call SetUnitX(udg_InfiniteSlashesCaster[udg_InfiniteSlashesLoop],GetUnitX(udg_InfiniteSlashesCaster[udg_InfiniteSlashesLoop]) + udg_CLSpeed * Cos(udg_InfiniteSlashesAngle[udg_InfiniteSlashesLoop] * bj_DEGTORAD))
                  • Custom script: call SetUnitY(udg_InfiniteSlashesCaster[udg_InfiniteSlashesLoop],GetUnitY(udg_InfiniteSlashesCaster[udg_InfiniteSlashesLoop]) + udg_CLSpeed * Sin(udg_InfiniteSlashesAngle[udg_InfiniteSlashesLoop] * bj_DEGTORAD))
                  • Set InfiniteSlashesDistance[InfiniteSlashesLoop] = (Distance between InfiniteSlashesCasterLoc2 and InfiniteSlashesTargetLoc)
                  • Custom script: call SetUnitAnimationByIndex( udg_InfiniteSlashesCaster[udg_InfiniteSlashesLoop], udg_CLAnimationIndex)
                  • Unit - Create 1 Infinite Slashes Dummy for (Owner of InfiniteSlashesCaster[InfiniteSlashesLoop]) at InfiniteSlashesCasterLoc2 facing InfiniteSlashesAngle[InfiniteSlashesLoop] degrees
                  • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with CLTransparency% transparency
                  • Unit - Add a CLDuration second Generic expiration timer to (Last created unit)
                  • Custom script: call SetUnitAnimationByIndex(GetLastCreatedUnit(), udg_CLAnimationIndex)
                  • Custom script: call RemoveLocation(udg_InfiniteSlashesCasterLoc2)
                  • Custom script: call RemoveLocation(udg_InfiniteSlashesTargetLoc)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • InfiniteSlashesDistance[InfiniteSlashesLoop] Less than or equal to CLMinimumDistance
                    • Then - Actions
                      • -------- Setting the Loop to attack instead of move --------
                      • Set InfiniteSlashesBol2[InfiniteSlashesLoop] = False
                      • -------- Pausing the Target --------
                      • Unit - Pause InfiniteSlashesTarget[InfiniteSlashesLoop]
                    • Else - Actions
                • Else - Actions
                  • -------- Counting the time before each strike is executed --------
                  • Set InfiniteSlashesCount1[InfiniteSlashesLoop] = (InfiniteSlashesCount1[InfiniteSlashesLoop] + 1)
                  • -------- Here its every .2 seconds as the slash starts when the int is 5 --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • InfiniteSlashesCount1[InfiniteSlashesLoop] Equal to CLSlashInterval
                    • Then - Actions
                      • -------- Stopping previous sounds --------
                      • Sound - Stop MetalHeavySliceStone2 <gen> Immediately
                      • -------- Reseting the count --------
                      • Set InfiniteSlashesCount1[InfiniteSlashesLoop] = 0
                      • Animation - Play InfiniteSlashesCaster[InfiniteSlashesLoop]'s CLAnimation animation
                      • -------- Dealing Damage --------
                      • Unit - Cause InfiniteSlashesCaster[InfiniteSlashesLoop] to damage InfiniteSlashesTarget[InfiniteSlashesLoop], dealing CLDamage[CLSpellLevel[InfiniteSlashesLoop]] damage of attack type Normal and damage type Normal
                      • Special Effect - Create a special effect attached to the CLAttach of InfiniteSlashesTarget[InfiniteSlashesLoop] using CLSFX
                      • Special Effect - Destroy (Last created special effect)
                      • -------- Creating Sound --------
                      • Sound - Play MetalHeavySliceStone2 <gen> at 100.00% volume, attached to InfiniteSlashesTarget[InfiniteSlashesLoop]
                      • -------- Decreasing the remaining attacks --------
                      • Set InfiniteSlashesCount2[InfiniteSlashesLoop] = (InfiniteSlashesCount2[InfiniteSlashesLoop] - 1)
                      • -------- Do not touch this --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (InfiniteSlashesTarget[InfiniteSlashesLoop] is paused) Not equal to True
                        • Then - Actions
                          • Unit - Pause InfiniteSlashesTarget[InfiniteSlashesLoop]
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (InfiniteSlashesCaster[InfiniteSlashesLoop] is alive) Not equal to True
                              • (InfiniteSlashesTarget[InfiniteSlashesLoop] is alive) Not equal to True
                              • InfiniteSlashesCount2[InfiniteSlashesLoop] Equal to 0
                        • Then - Actions
                          • -------- Do not touch this --------
                          • Unit - Order InfiniteSlashesCaster[InfiniteSlashesLoop] to Stop
                          • Set InfiniteSlashesBol1[InfiniteSlashesLoop] = False
                          • Special Effect - Destroy InfiniteSlashesSFX[InfiniteSlashesLoop]
                          • Unit - Unpause InfiniteSlashesTarget[InfiniteSlashesLoop]
                          • Unit - Unpause InfiniteSlashesCaster[InfiniteSlashesLoop]
                          • Animation - Change InfiniteSlashesCaster[InfiniteSlashesLoop]'s animation speed to 100.00% of its original speed
                          • Set InfiniteSlashesBol1[InfiniteSlashesLoop] = False
                          • Set InfiniteSlashesBol2[InfiniteSlashesLoop] = False
                          • Set InfiniteSlashesCaster[InfiniteSlashesLoop] = No unit
                          • Set InfiniteSlashesTarget[InfiniteSlashesLoop] = No unit
                          • Set InfiniteSlashesDistance[InfiniteSlashesLoop] = 0.00
                          • Set InfiniteSlashesCount2[InfiniteSlashesLoop] = 0
                          • Set InfiniteSlashesIndex = (InfiniteSlashesIndex - 1)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • InfiniteSlashesIndex Equal to 0
                            • Then - Actions
                              • Set InfiniteSlashesMui = 0
                              • Trigger - Turn off (This trigger)
                            • Else - Actions
                          • -------- Do not touch this --------
                        • Else - Actions
                    • Else - Actions
            • Else - Actions

[
Trigger - Dummy
  • Infintie Slashes Dummy
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Infinite Slashes Dummy
    • Actions
      • Unit - Remove (Triggering unit) from the game


Keywords:
slash, slashes, omnislash, dash, blademaster, samurai, attack, charge, red, fire, slice, move
Contents

Infinite Slashes (Map)

Reviews
Moderator
01:36, 16th Dec 2012 Magtheridon96: Approved. I would suggest looking at Hanky's Dynamic Indexing Template
  1. WyrmSlayer

    WyrmSlayer

    Joined:
    Apr 18, 2010
    Messages:
    61
    Resources:
    1
    Spells:
    1
    Resources:
    1
    Spell is MUI and leakless
     
  2. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,860
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    triggers please.
    Use [trigger][/trigger] codes.
    Right-click icon of trigger above events then click Copy as Text.
    After you do it,ill make a review.
     
  3. doomhammer99

    doomhammer99

    Joined:
    Dec 5, 2011
    Messages:
    319
    Resources:
    5
    Models:
    1
    Spells:
    3
    Tutorials:
    1
    Resources:
    5
    The Codes are cool
    But your indexing is kinda outdated. :D
    5/5
     
  4. BUP

    BUP

    Joined:
    Sep 9, 2012
    Messages:
    149
    Resources:
    8
    Spells:
    8
    Resources:
    8
    You need a configuration trigger,which include damage,animation speed,special effects,offset/speed,slashes or even conditions thats far enough
    BTW good work +rep
     
  5. WyrmSlayer

    WyrmSlayer

    Joined:
    Apr 18, 2010
    Messages:
    61
    Resources:
    1
    Spells:
    1
    Resources:
    1
    Trigger - Cast
    • Infinite Slashes Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to Infinite Slashes
      • Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • InfiniteSlashesIndex Equal to 0
          • Then - Actions
            • Trigger - Turn on Infinite Slashes Loop <gen>
          • Else - Actions
        • -------- Do not touch this --------
        • Set InfiniteSlashesIndex = (InfiniteSlashesIndex + 1)
        • Set InfiniteSlashesMui = (InfiniteSlashesMui + 1)
        • Set InfiniteSlashesBol1[InfiniteSlashesMui] = True
        • Set InfiniteSlashesBol2[InfiniteSlashesMui] = True
        • Set InfiniteSlashesCaster[InfiniteSlashesMui] = (Triggering unit)
        • Set InfiniteSlashesTarget[InfiniteSlashesMui] = (Target unit of ability being cast)
        • -------- Do not touch this --------
        • Animation - Change InfiniteSlashesCaster[InfiniteSlashesMui]'s animation speed to 250.00% of its original speed
        • -------- Special Effect --------
        • Special Effect - Create a special effect attached to the weapon of InfiniteSlashesCaster[InfiniteSlashesMui] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
        • Set InfiniteSlashesSFX[InfiniteSlashesMui] = (Last created special effect)
        • -------- Damage --------
        • Set InfiniteSlashesDamage[InfiniteSlashesMui] = 50.00
        • -------- Number of Slashes --------
        • Set InfiniteSlashesCount2[InfiniteSlashesMui] = (6 + (2 x (Level of Infinite Slashes for InfiniteSlashesCaster[InfiniteSlashesMui])))
        • -------- Pausing the Caster --------
        • Unit - Pause InfiniteSlashesCaster[InfiniteSlashesMui]


    Trigger - Loop

    • Infinite Slashes Loop
      • Events
        • Time - Every 0.04 seconds of game time
      • Conditions
      • Actions
        • For each (Integer InfiniteSlashesLoop) from 1 to InfiniteSlashesMui, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • InfiniteSlashesBol1[InfiniteSlashesLoop] Equal to True
              • Then - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • InfiniteSlashesBol2[InfiniteSlashesLoop] Equal to True
                  • Then - Actions
                    • -------- Moving the Caster --------
                    • Set InfiniteSlashesTargetLoc = (Position of InfiniteSlashesTarget[InfiniteSlashesLoop])
                    • Set InfiniteSlashesCasterLoc = (Position of InfiniteSlashesCaster[InfiniteSlashesLoop])
                    • Set InfiniteSlashesAngle[InfiniteSlashesLoop] = (Angle from InfiniteSlashesCasterLoc to InfiniteSlashesTargetLoc)
                    • Unit - Make InfiniteSlashesCaster[InfiniteSlashesLoop] face InfiniteSlashesAngle[InfiniteSlashesLoop] over 0.01 seconds
                    • Set InfiniteSlashesCasterLoc = (InfiniteSlashesCasterLoc offset by 25.00 towards InfiniteSlashesAngle[InfiniteSlashesLoop] degrees)
                    • Custom script: call SetUnitX(udg_InfiniteSlashesCaster[udg_InfiniteSlashesLoop], GetLocationX(udg_InfiniteSlashesCasterLoc))
                    • Custom script: call SetUnitY(udg_InfiniteSlashesCaster[udg_InfiniteSlashesLoop], GetLocationY(udg_InfiniteSlashesCasterLoc))
                    • Set InfiniteSlashesDistance[InfiniteSlashesLoop] = (Distance between InfiniteSlashesCasterLoc and InfiniteSlashesTargetLoc)
                    • Custom script: call SetUnitAnimationByIndex( udg_InfiniteSlashesCaster[udg_InfiniteSlashesLoop], 6)
                    • Unit - Create 1 Infinite Slashes Dummy for (Owner of InfiniteSlashesCaster[InfiniteSlashesLoop]) at InfiniteSlashesCasterLoc facing InfiniteSlashesAngle[InfiniteSlashesLoop] degrees
                    • Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 60.00% transparency
                    • Unit - Add a 0.40 second Generic expiration timer to (Last created unit)
                    • Custom script: call SetUnitAnimationByIndex(GetLastCreatedUnit(), 6)
                    • Custom script: call RemoveLocation(udg_InfiniteSlashesCasterLoc)
                    • Custom script: call RemoveLocation(udg_InfiniteSlashesTargetLoc)
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • InfiniteSlashesDistance[InfiniteSlashesLoop] Less than or equal to 100.00
                      • Then - Actions
                        • -------- Setting the Loop to attack instead of move --------
                        • Set InfiniteSlashesBol2[InfiniteSlashesLoop] = False
                        • -------- Pausing the Target --------
                        • Unit - Pause InfiniteSlashesTarget[InfiniteSlashesLoop]
                      • Else - Actions
                  • Else - Actions
                    • -------- Counting the time before each strike is executed --------
                    • Set InfiniteSlashesCount1[InfiniteSlashesLoop] = (InfiniteSlashesCount1[InfiniteSlashesLoop] + 1)
                    • -------- Here its every .2 seconds as the slash starts when the int is 5 --------
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • InfiniteSlashesCount1[InfiniteSlashesLoop] Equal to 5
                      • Then - Actions
                        • -------- Reseting the count --------
                        • Set InfiniteSlashesCount1[InfiniteSlashesLoop] = 0
                        • Animation - Play InfiniteSlashesCaster[InfiniteSlashesLoop]'s attack animation
                        • -------- Dealing Damage --------
                        • Unit - Cause InfiniteSlashesCaster[InfiniteSlashesLoop] to damage InfiniteSlashesTarget[InfiniteSlashesLoop], dealing InfiniteSlashesDamage[InfiniteSlashesLoop] damage of attack type Normal and damage type Normal
                        • Special Effect - Create a special effect attached to the chest of InfiniteSlashesTarget[InfiniteSlashesLoop] using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
                        • Special Effect - Destroy (Last created special effect)
                        • -------- Decreasing the remaining attacks --------
                        • Set InfiniteSlashesCount2[InfiniteSlashesLoop] = (InfiniteSlashesCount2[InfiniteSlashesLoop] - 1)
                        • -------- Do not touch this --------
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • Or - Any (Conditions) are true
                              • Conditions
                                • (InfiniteSlashesCaster[InfiniteSlashesLoop] is alive) Not equal to True
                                • (InfiniteSlashesTarget[InfiniteSlashesLoop] is alive) Not equal to True
                                • InfiniteSlashesCount2[InfiniteSlashesLoop] Equal to 0
                          • Then - Actions
                            • -------- Do not touch this --------
                            • Unit - Order InfiniteSlashesCaster[InfiniteSlashesLoop] to Stop
                            • Set InfiniteSlashesBol1[InfiniteSlashesLoop] = False
                            • Special Effect - Destroy InfiniteSlashesSFX[InfiniteSlashesLoop]
                            • Unit - Unpause InfiniteSlashesTarget[InfiniteSlashesLoop]
                            • Unit - Unpause InfiniteSlashesCaster[InfiniteSlashesLoop]
                            • Animation - Change InfiniteSlashesCaster[InfiniteSlashesLoop]'s animation speed to 100.00% of its original speed
                            • Set InfiniteSlashesBol1[InfiniteSlashesLoop] = False
                            • Set InfiniteSlashesBol2[InfiniteSlashesLoop] = False
                            • Set InfiniteSlashesCaster[InfiniteSlashesLoop] = No unit
                            • Set InfiniteSlashesTarget[InfiniteSlashesLoop] = No unit
                            • Set InfiniteSlashesDistance[InfiniteSlashesLoop] = 0.00
                            • Set InfiniteSlashesDamage[InfiniteSlashesLoop] = 0.00
                            • Set InfiniteSlashesCount2[InfiniteSlashesLoop] = 0
                            • Set InfiniteSlashesIndex = (InfiniteSlashesIndex - 1)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • InfiniteSlashesIndex Equal to 0
                              • Then - Actions
                                • Set InfiniteSlashesMui = 0
                                • Trigger - Turn off (This trigger)
                              • Else - Actions
                            • -------- Do not touch this --------
                          • Else - Actions
                      • Else - Actions
              • Else - Actions


    Trigger - Dummy (the Illus)

    • Infintie Slashes Dummy
      • Events
        • Unit - A unit Dies
      • Conditions
        • (Unit-type of (Triggering unit)) Equal to Infinite Slashes Dummy
      • Actions
        • Unit - Remove (Triggering unit) from the game


    The first trigger has the configurations =) I already used comments to tell which are configurable =)
     
  6. Wrda

    Wrda

    Joined:
    Nov 18, 2012
    Messages:
    1,054
    Resources:
    3
    Maps:
    1
    Spells:
    2
    Resources:
    3
    I really don't have nothing to say about this, I've seen this spell on youtube, and yeeeee the spell is cool, it is fine for me, readable and well triggered, good job. +rep
     
  7. BUP

    BUP

    Joined:
    Sep 9, 2012
    Messages:
    149
    Resources:
    8
    Spells:
    8
    Resources:
    8
    Oops sorry for my wrong review
     
  8. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,860
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    Review:
    1.Dont use Polar offset so that you wont create a variable for a point then use it for SetUnitX/Y
    Use this instead:
    Code (vJASS):

    call SetUnitX(udg_unit,GetUnitX(udg_unit) + speed * Cos(angle * bj_DEGTORAD))
    call SetUnitY(udg_unit,GetUnitX(udg_unit) + speed * Sin(angle * bj_DEGTORAD))
     

    This is the same w/ polar offset,but doesnt leak.
    2.Make Unit Face Angle can have rate of 0.00 seconds.
    3.Speed must be configurable
    4.Animation speed must be configurable also.
    5.effect model should be configurable.
    6.Minimum distance should be configurable.
    7.Dont use animation by id,because some units doesnt have the same animation id.
    8.the animation id should be configurable.
    9.the first caster loc leaks.(loop)
    10.animations should be configurable.
    11.Vertex alpha should be configurable(transparency)
    12.effect attachment should be configurable.
    13.Max slashes count should be configurable.
    14.Lastly,this needs a configuration trigger.Examples are found in some spells in hive,like BUP's,doom's,mine,and many.

    NEEDS FIX

     
  9. meowie

    meowie

    Joined:
    Jun 13, 2010
    Messages:
    43
    Resources:
    0
    Resources:
    0
    in GUI using call walk animation doesn't loop well. Only animationbyindex works by using jass.

    Just as the he mention. you need to improve documentation and configurable points.
     
  10. doomhammer99

    doomhammer99

    Joined:
    Dec 5, 2011
    Messages:
    319
    Resources:
    5
    Models:
    1
    Spells:
    3
    Tutorials:
    1
    Resources:
    5
    Are you angry? Don't comment like that.
    It looks bad you know
     
  11. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,860
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    No im not,why did you think so?
     
  12. Wrda

    Wrda

    Joined:
    Nov 18, 2012
    Messages:
    1,054
    Resources:
    3
    Maps:
    1
    Spells:
    2
    Resources:
    3
    Effect model and effect attachment aren't needed, it's a waste of variables and saving data.
     
  13. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,860
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    You dont know what im talking about.
    They need to be configurables for the users to change its properties easily.
    If Mag reviews this,he would do the same.

    @meowie
    animation does work on SetUnitX/Y because it doesnt interrupt animations and orders while moving.
     
  14. Wrda

    Wrda

    Joined:
    Nov 18, 2012
    Messages:
    1,054
    Resources:
    3
    Maps:
    1
    Spells:
    2
    Resources:
    3
    Creating 2 variables, 1 for attachment and 1 for model saving their string and use them once is completly unecessary and increases the size of the map, users can change it easily with no variables, well at least if they have eyes.
     
  15. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,860
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    No,you dont understand me.Configuration allows user to give full control for the ability trigger,so that if they want to change it easily,they must be added to the configuration trigger.
     
  16. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,860
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    Variables has nothing to do w/ size.
    It is the types(integer,string,unit etc) that adds size to the map.
     
  17. WyrmSlayer

    WyrmSlayer

    Joined:
    Apr 18, 2010
    Messages:
    61
    Resources:
    1
    Spells:
    1
    Resources:
    1
    Map is updated please check it =)
     
  18. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,860
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    I told you to post the triggers !!