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Unit Group - Add Kh_dummy to Kh_missileGroup[Kh_index]
Set Kh_tempGroup = (Units within Kh_damageMissileRadius[Kh_level[Kh_index]] of Kh_tempLoc)
Unit Group - Pick every unit in Kh_tempGroup and do (Actions)
Loop - Actions
Set Kh_pickedUnit = (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Kh_pickedUnit is dead) Equal to False
(Kh_pickedUnit is A flying unit) Equal to False
(Kh_pickedUnit is Magic Immune) Equal to False
(Kh_pickedUnit is in Kh_damagedGroup[Kh_index]) Equal to False
(Kh_pickedUnit belongs to an ally of Kh_owner[Kh_index]) Equal to False
Then - Actions
Special Effect - Create a special effect attached to the Kh_damageMEffectAttachment of Kh_pickedUnit using Kh_damageMissileEffect
Special Effect - Destroy (Last created special effect)
Unit - Cause Kh_caster[Kh_index] to damage Kh_pickedUnit, dealing Kh_damageMissile[Kh_level[Kh_index]] damage of attack type Kh_attackType and damage type Kh_damageType
Unit Group - Add Kh_pickedUnit to Kh_damagedGroup[Kh_index]
Unit - Add a Kh_dustEffectTime second Generic expiration timer to Kh_dummy
Animation - Change Kh_dummy's animation speed to Kh_dustEffectAnimSpeed% of its original speed
Animation - Play Kh_dummy's death animation
Set Kh_tempGroup = (Units within Kh_damageExplosionRadius[Kh_level[Kh_index]] of Kh_tempLoc)
Unit Group - Pick every unit in Kh_tempGroup and do (Actions)
Loop - Actions
Set Kh_pickedUnit = (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Kh_pickedUnit is dead) Equal to False
(Kh_pickedUnit is Magic Immune) Equal to False
(Kh_pickedUnit belongs to an ally of Kh_owner[Kh_index]) Equal to False
Then - Actions
Unit - Cause Kh_caster[Kh_index] to damage Kh_pickedUnit, dealing Kh_damageExplosion[Kh_level[Kh_index]] damage of attack type Kh_attackType and damage type Kh_damageType
Unit - Add a Kh_explosionEffectTime[2] second Generic expiration timer to Kh_dummy
Set Kh_tempGroup = (Units within Kh_damageExplosionRadius[Kh_level[Kh_index]] of Kh_tempLoc)
Unit Group - Pick every unit in Kh_tempGroup and do (Actions)
Loop - Actions
Set Kh_pickedUnit = (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Kh_pickedUnit is dead) Equal to False
(Kh_pickedUnit is Magic Immune) Equal to False
(Kh_pickedUnit belongs to an ally of Kh_owner[Kh_index]) Equal to False
Then - Actions
Unit - Cause Kh_caster[Kh_index] to damage Kh_pickedUnit, dealing Kh_damageExplosion[Kh_level[Kh_index]] damage of attack type Kh_attackType and damage type Kh_damageType
22:54, 6th Jul 2014
PurgeandFire: Review:
http://www.hiveworkshop.com/forums/2552196-post12.html
Approved. Try to fix the screenshots in the map description when you can.
Sound - Play Kh_releaseSound at 100.00% volume, attached to Kh_caster[Kh_index]
Set Kh_reachedDistance[Kh_index] = Kh_missileStartOffset
Set Kh_realTimer[Kh_index] = 0.00
Set Kh_realTimer2[Kh_index] = Kh_missileEffectInterval
Set Kh_stageID[Kh_index] = 1
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Kh_stageID[Kh_index] Equal to (==) 5
Then - Actions
Set Kh_angle[Kh_index] = Kh_angle[Kh_maxIndex]
Set Kh_attachedEffect[Kh_index] = Kh_attachedEffect[Kh_maxIndex]
Set Kh_caster[Kh_index] = Kh_caster[Kh_maxIndex]
Set Kh_damagedGroup[Kh_index] = Kh_damagedGroup[Kh_maxIndex]
Set Kh_lastSound[Kh_index] = Kh_lastSound[Kh_maxIndex]
Set Kh_level[Kh_index] = Kh_level[Kh_maxIndex]
Set Kh_missileGroup[Kh_index] = Kh_missileGroup[Kh_maxIndex]
Set Kh_missileHead[Kh_index] = Kh_missileHead[Kh_maxIndex]
Set Kh_owner[Kh_index] = Kh_owner[Kh_maxIndex]
Set Kh_reachedDistance[Kh_index] = Kh_reachedDistance[Kh_maxIndex]
Set Kh_realTimer[Kh_index] = Kh_realTimer[Kh_maxIndex]
Set Kh_realTimer2[Kh_index] = Kh_realTimer2[Kh_maxIndex]
Set Kh_stageID[Kh_index] = Kh_stageID[Kh_maxIndex]
Set Kh_startPoint[Kh_index] = Kh_startPoint[Kh_maxIndex]
Set Kh_maxIndex = (Kh_maxIndex - 1)
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Kh_maxIndex Equal to (==) 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Set Kh_index = (Kh_index - 1)
Else - Actions
Else - Actions
Special Effect - Destroy Kh_attachedEffect[Kh_index]
Sound - Stop Kh_lastSound[Kh_index] Immediately
Set Kh_stageID[Kh_index] = 5
you could use less dummy units, just use one dummy if they have same movespeed, pitch, and roll angle, even you are somehow able to use only one dummy using Vexorian's dummy by using this feature call SetUnitAnimationByIndex(u, dex)
Spell is super cool and eye lollipop, coding is decent except things I have mentioned above
it bugs, when the caster stop casting and the stage ID become 5, the trigger will not run all actions in stage 5 cuz it's inside the 'casting if' which means it will run if casting...
you could use less dummy units, just use one dummy if they have same movespeed, pitch, and roll angle, even you are somehow able to use only one dummy using Vexorian's dummy by using this feature call SetUnitAnimationByIndex(u, dex)
Spell is super cool and eye lollipop, coding is decent except things I have mentioned above
Playtested. No bugs found. Does not fire if die during channeling. Would be good to remove all SFX instantly if you decide to interrupt spell. Beam continues even if dead but new beam stops being generated.
Fix the screenshots. Make sure they are attached to the hive. If they are in an album, make sure the album is public.
Otherwise, the coding is very nice! There is a big batch of repeated code, but it is a bit difficult to work around in GUI. Overall, this spell is well-coded.
Excuse me, I was about to rob your explosion model
I've found that the animation isn't alright. I mean the ray part. In the beginning, the head is separated from the body, I don't know isn't it intentional or not.
I'm sorry I can't provide ss
You did a cool combination of effects there. The coding looks very decent too. I will leave 5/5 here
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