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Kirin Spell

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Sasuke New Jutsu Kirin By Keith10
Contents

Kirin (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 16:48, 12th Jul 2012 Pharaoh_: Poorly executed, lacks in-game screenshot. Unacceptable.

Moderator

M

Moderator

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

16:48, 12th Jul 2012
Pharaoh_: Poorly executed, lacks in-game screenshot.
Unacceptable.
 
took a look at the triggers, and I'll post them here for you for everybody else:


  • Kirin
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Kirin
    • Actions
      • Set Caster = (Triggering unit)
      • Set Enemy = (Target unit of ability being cast)
      • Unit - Pause Caster
      • Unit - Make Caster Invulnerable
      • Unit - Make Caster face Enemy over 0.01 seconds
      • Sound - Play Kirin_Extra <gen>
      • Wait 0.06 seconds
      • Set Rain[1] = (Last created special effect)
      • Special Effect - Create a special effect at (Position of Caster) using Abilities\Spells\Other\Monsoon\MonsoonRain.mdl
      • Set Rain[2] = (Last created special effect)
      • Special Effect - Create a special effect at (Position of Enemy) using Abilities\Spells\Other\Monsoon\MonsoonRain.mdl
      • Set Rain[3] = (Last created special effect)
      • Special Effect - Create a special effect at (Position of Caster) using Abilities\Spells\Other\Monsoon\MonsoonRain.mdl
      • Set Rain[4] = (Last created special effect)
      • Special Effect - Create a special effect at (Position of Enemy) using Abilities\Spells\Other\Monsoon\MonsoonRain.mdl
      • Environment - Create at Rain <gen> the weather effect Ashenvale Rain (Heavy)
      • Animation - Play Caster's Spell Throw animation
      • Animation - Change Caster's animation speed to 100.00% of its original speed
      • Wait 6.00 seconds
      • Set Kirin[1] = (Last created unit)
      • Sound - Play Kirin <gen>
      • Unit - Create 1 Kirin for (Owner of Caster) at (Position of Caster) facing Default building facing degrees
      • Unit - Make Kirin[1] face Enemy over 0.01 seconds
      • Unit - Pause Kirin[1]
      • Wait 1.00 seconds
      • Sound - Play KirinSceem <gen>
      • Trigger - Turn on kirin Loop 2 <gen>
      • Wait 3.00 seconds
      • Trigger - Turn off kirin Loop 2 <gen>
      • Sound - Play Kirin2 <gen>
      • Wait 1.00 seconds
      • Sound - Play Kirin3 <gen>
      • Wait 2.00 seconds
      • Sound - Play KirinSceem2 <gen>
      • Unit - Remove Kirin[1] from the game
      • Animation - Play Caster's Spell Three animation
      • Set Electric[1] = (Last created special effect)
      • Special Effect - Create a special effect attached to the left hand of Caster using Abilities\Spells\Orc\Purge\PurgeBuffTarget.mdl
      • Set Electric[2] = (Last created special effect)
      • Special Effect - Create a special effect attached to the left hand of Caster using Abilities\Weapons\Bolt\BoltImpact.mdl
      • Unit - Unpause Caster
      • Unit - Make Caster Vulnerable
      • Special Effect - Destroy Rain[1]
      • Special Effect - Destroy Rain[2]
      • Special Effect - Destroy Rain[3]
      • Special Effect - Destroy Rain[4]
      • Trigger - Turn on Kirin Loop <gen>
      • Environment - Create a 5.00 second Normal ripple deformation at (Position of Enemy) with starting radius 300.00, ending radius 2700.00, and depth 400.00, using 1.00 second ripples spaced 400.00 apart
      • Environment - Remove (Last created weather effect)
      • Set Kirin[2] = (Last created unit)
      • Unit - Create 1 Kirin 2 for (Owner of Caster) at (Position of Enemy) facing Default building facing degrees
      • Set Kirin[3] = (Last created unit)
      • Unit - Create 1 Kirin 3 for (Owner of Caster) at (Position of Enemy) facing Default building facing degrees
      • Set Kirin[4] = (Last created unit)
      • Unit - Create 1 Kirin 4 for (Owner of Caster) at (Position of Enemy) facing Default building facing degrees
      • Set Kirin[5] = (Last created unit)
      • Unit - Create 1 Kirin 5 for (Owner of Caster) at (Position of Enemy) facing Default building facing degrees
      • Set Kirin[6] = (Last created unit)
      • Unit - Create 1 Kirin 6 for (Owner of Caster) at (Position of Enemy) facing Default building facing degrees
      • Unit - Cause Kirin[6] to damage circular area after 0.00 seconds of radius 500.00 at (Position of Kirin[5]), dealing 1000.00 damage of attack type Chaos and damage type Death
      • Wait 3.00 seconds
      • Special Effect - Destroy Electric[1]
      • Special Effect - Destroy Electric[2]
      • Trigger - Turn off Kirin Loop <gen>
      • Trigger - Turn on Dummy Remove <gen>
  • Kirin Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Camera - Shake the camera for Player 1 (Red) with magnitude 9.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 9.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 9.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 9.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 9.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 9.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 9.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 9.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 9.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 9.00
      • Wait 3.00 seconds
      • Camera - Stop swaying/shaking the camera for Player 1 (Red)
      • Camera - Stop swaying/shaking the camera for Player 1 (Red)
      • Camera - Stop swaying/shaking the camera for Player 1 (Red)
      • Camera - Stop swaying/shaking the camera for Player 1 (Red)
      • Camera - Stop swaying/shaking the camera for Player 1 (Red)
      • Camera - Stop swaying/shaking the camera for Player 1 (Red)
      • Camera - Stop swaying/shaking the camera for Player 1 (Red)
      • Camera - Stop swaying/shaking the camera for Player 1 (Red)
      • Camera - Stop swaying/shaking the camera for Player 1 (Red)
      • Camera - Stop swaying/shaking the camera for Player 1 (Red)
  • kirin Loop 2
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Camera - Shake the camera for Player 1 (Red) with magnitude 10.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 10.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 10.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 10.00
      • Camera - Shake the camera for Player 1 (Red) with magnitude 10.00
  • Dummy Remove
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit - Remove Kirin[2] from the game
      • Unit - Remove Kirin[3] from the game
      • Unit - Remove Kirin[4] from the game
      • Unit - Remove Kirin[5] from the game
      • Unit - Remove Kirin[6] from the game


Well I'll put it shortly: It's hugely inefficient, leaks, isn't MUI/MPI (and as such bugs) it sways cameras, it shouldn't, and basically goes against the resource sections quality rules, please read some tutorials as well as the rules.
 
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