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Lightning Grappler [v1.2b]

Spell Description

Active Ability
Spell Type: Point Target
Cast Range: 1500/2000/2500 Range
Storm releases a highly charged energy orb to a target point, dealing 50/100/150 damage to all enemy that the orb comes across. Upon impact, all enemies around the orb will receive 120/240/360 damage and slow by 50% for 3 seconds. The electromotive energy in the orb continues to increase after impact as time passes. After a short duration, due to the potential difference between Storm and the orb, Storm himself will be pulled in acceleration towards the position of the orb, pulling up to 2/3/4 enemies along.

WARNING: This spell requires camera bounds

  • Map Initialisation
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- ======================================================== --------
      • -------- ------------------------------------------ Configurable ------------------------------------------------- --------
      • -------- // the spell that it cast // --------
      • Set LG_spell = Lightning Grappler
      • -------- // the boolean whether the enemies are pull along when the caster is pulled towards the dummy // --------
      • Set LG_pulledEnemiesAlong = True
      • -------- // the speed of the dummy when charges forward // --------
      • Set LG_moveSpeed = 35.00
      • -------- // the acceleration for every 0.03 seconds when the caster is pulled // --------
      • Set LG_pullAcceleration = 0.50
      • -------- // the area of effect for the LG_lineDamage in "Lightning Grappler" trigger // --------
      • Set LG_lineDamageAoE = 180.00
      • -------- // the area of effect for the LG_landingDamage in "Lightning Grappler" trigger // --------
      • Set LG_landingDamageAoE = 325.00
      • -------- // the height of the lightning // --------
      • Set LG_lightningHeight = 75.00
      • -------- // the delay of the effects created in order to avoid massive effects // --------
      • Set LG_effectDelay = 0.30
      • -------- // the effects created at interval at the position of the dummy // --------
      • Set LG_dummyEffect = Abilities\Weapons\Bolt\BoltImpact.mdl
      • -------- // the effects created when the enemies are damaged by the dummy // --------
      • Set LG_shockedEffect = Abilities\Weapons\Bolt\BoltImpact.mdl
      • -------- // the effects created when the dummy reached the target point // --------
      • Set LG_landingEffect = Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
      • -------- // the effects created when the enemies are pulled // --------
      • Set LG_pulledEffect = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
      • -------- --------------------------------------- Configurable End --------------------------------------------- --------
      • -------- ======================================================== --------
  • Lightning Grappler
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to LG_spell
    • Actions
      • Set tempUnit = (Triggering unit)
      • Set tempPoint = (Position of tempUnit)
      • Set tempPoint2 = (Target point of ability being cast)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in LG_castingGroup) Equal to False
          • (Distance between tempPoint and tempPoint2) Greater than or equal to 150.00
          • (Terrain pathing at tempPoint2 of type Walkability is off) Equal to False
        • Then - Actions
          • -------- ======================================================== --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • LG_indexSize Equal to 0
            • Then - Actions
              • Trigger - Turn on Lightning Grappler Loop <gen>
            • Else - Actions
          • Set LG_indexSize = (LG_indexSize + 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • LG_indexSize Greater than LG_indexMax
            • Then - Actions
              • Set LG_index1[LG_indexSize] = LG_indexSize
              • Set LG_indexMax = LG_indexSize
            • Else - Actions
          • Set LG_index2 = LG_index1[LG_indexSize]
          • -------- ======================================================== --------
          • Set LG_caster[LG_index2] = tempUnit
          • Unit Group - Add LG_caster[LG_index2] to LG_castingGroup
          • Custom script: set udg_LG_damagedGroup[udg_LG_index2] = CreateGroup ()
          • Custom script: set udg_LG_pulledGroup[udg_LG_index2] = CreateGroup ()
          • Set LG_isStillMoving[LG_index2] = True
          • Set LG_dummyReached[LG_index2] = False
          • Set LG_angleSet[LG_index2] = False
          • Set LG_spellEnd[LG_index2] = False
          • Set LG_effectDelayCount[LG_index2] = 0.00
          • -------- ======================================================== --------
          • -------- ------------------------------------------ Configurable ------------------------------------------------- --------
          • Set tempReal = (Real((Level of Lightning Grappler for LG_caster[LG_index2])))
          • -------- // the damage dealt when the dummy charges through // --------
          • Set LG_lineDamage[LG_index2] = (50.00 x tempReal)
          • -------- // the damage dealt when the dummy reaches the target point // --------
          • Set LG_landingDamage[LG_index2] = (120.00 x tempReal)
          • -------- // the delay (in seconds) before the caster is pulled // --------
          • Set LG_pullDelay[LG_index2] = (2.25 - (0.25 x tempReal))
          • -------- // the speed of the pull when the caster is pulled // --------
          • Set LG_pullSpeed[LG_index2] = 30.00
          • -------- // the number of enemies pulled along when the caster is pulled // --------
          • Set LG_pulledEnemies[LG_index2] = (1 + (Level of LG_spell for LG_caster[LG_index2]))
          • -------- --------------------------------------- Configurable End --------------------------------------------- --------
          • -------- ======================================================== --------
          • Set LG_angle[LG_index2] = (Angle from tempPoint to tempPoint2)
          • Set LG_targetRect[LG_index2] = (Region centered at tempPoint2 with size (50.00, 50.00))
          • Set tempPoint3 = (tempPoint offset by 110.00 towards LG_angle[LG_index2] degrees)
          • Unit - Create 1 Lightning Grappler (dummy) for (Owner of LG_caster[LG_index2]) at tempPoint3 facing LG_angle[LG_index2] degrees
          • Set LG_dummy[LG_index2] = (Last created unit)
          • Lightning - Create a Chain Lightning - Secondary lightning effect from source tempPoint to target tempPoint3
          • Set LG_lightning[LG_index2] = (Last created lightning effect)
          • Custom script: call RemoveLocation (udg_tempPoint3)
        • Else - Actions
          • Set tempPlayerGroup = (Player group((Owner of tempUnit)))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Distance between tempPoint and tempPoint2) Less than 150.00
            • Then - Actions
              • Game - Display to tempPlayerGroup the text: ...
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Terrain pathing at tempPoint2 of type Walkability is off) Equal to True
                • Then - Actions
                  • Game - Display to tempPlayerGroup the text: ...
                • Else - Actions
          • Set tempReal = 0.00
          • Set tempInteger = (Level of LG_spell for tempUnit)
          • Unit - Remove LG_spell from tempUnit
          • Unit - Add LG_spell to tempUnit
          • Unit - Set level of LG_spell for tempUnit to tempInteger
          • Unit - Set mana of tempUnit to ((Mana of tempUnit) + tempReal)
          • Custom script: call DestroyForce (udg_tempPlayerGroup)
      • Custom script: call RemoveLocation (udg_tempPoint2)
      • Custom script: call RemoveLocation (udg_tempPoint)
  • Lightning Grappler Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer LG_index3) from 1 to LG_indexSize, do (Actions)
        • Loop - Actions
          • Set LG_index2 = LG_index1[LG_index3]
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (LG_caster[LG_index2] is alive) Equal to True
              • LG_spellEnd[LG_index2] Equal to False
            • Then - Actions
              • Set LG_casterPoint = (Position of LG_caster[LG_index2])
              • Set tempPoint = (Position of LG_dummy[LG_index2])
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • LG_effectDelayCount[LG_index2] Less than LG_effectDelay
                • Then - Actions
                  • Set LG_effectDelayCount[LG_index2] = (LG_effectDelayCount[LG_index2] + 0.03)
                • Else - Actions
                  • Special Effect - Create a special effect at tempPoint using LG_dummyEffect
                  • Special Effect - Destroy (Last created special effect)
                  • Set LG_effectDelayCount[LG_index2] = 0.00
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • LG_isStillMoving[LG_index2] Equal to True
                • Then - Actions
                  • Set tempPoint2 = (tempPoint offset by LG_moveSpeed towards LG_angle[LG_index2] degrees)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Playable map area) contains tempPoint2) Equal to True
                    • Then - Actions
                      • Unit - Move LG_dummy[LG_index2] instantly to tempPoint2
                      • Custom script: set bj_wantDestroyGroup = true
                      • Custom script: call MoveLightningEx (udg_LG_lightning[udg_LG_index2], true, GetLocationX(udg_LG_casterPoint), GetLocationY(udg_LG_casterPoint), udg_LG_lightningHeight, GetLocationX(udg_tempPoint2), GetLocationY(udg_tempPoint2), udg_LG_lightningHeight)
                      • Unit Group - Pick every unit in (Units within LG_lineDamageAoE of tempPoint2 matching (((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is in LG_damagedGroup and do (Actions)
                        • Loop - Actions
                          • Set tempUnit = (Picked unit)
                          • Unit Group - Add tempUnit to LG_damagedGroup[LG_index2]
                          • Set tempPoint3 = (Position of tempUnit)
                          • Unit - Cause LG_caster[LG_index2] to damage tempUnit, dealing LG_lineDamage[LG_index2] damage of attack type Spells and damage type Normal
                          • Special Effect - Create a special effect at tempPoint3 using LG_shockedEffect
                          • Special Effect - Destroy (Last created special effect)
                          • Custom script: call RemoveLocation (udg_tempPoint3)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (LG_targetRect[LG_index2] contains LG_dummy[LG_index2]) Equal to True
                        • Then - Actions
                          • Set LG_isStillMoving[LG_index2] = False
                        • Else - Actions
                      • Lightning - Move LG_lightning[LG_index2] to source LG_casterPoint and target tempPoint2
                    • Else - Actions
                      • Set LG_isStillMoving[LG_index2] = False
                      • Set LG_targetRect[LG_index2] = (Region centered at tempPoint with size (50.00, 50.00))
                  • Custom script: call RemoveLocation (udg_tempPoint2)
                • Else - Actions
                  • Custom script: call MoveLightningEx (udg_LG_lightning[udg_LG_index2], true, GetLocationX(udg_tempPoint), GetLocationY(udg_tempPoint), udg_LG_lightningHeight, GetLocationX(udg_LG_casterPoint), GetLocationY(udg_LG_casterPoint), udg_LG_lightningHeight)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • LG_dummyReached[LG_index2] Equal to False
                    • Then - Actions
                      • Custom script: set bj_wantDestroyGroup = true
                      • Unit Group - Pick every unit in (Units within LG_landingDamageAoE of tempPoint matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Magic Immune) Equal to False)) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (O and do (Actions)
                        • Loop - Actions
                          • Set tempUnit = (Picked unit)
                          • Set tempPoint2 = (Position of tempUnit)
                          • Unit - Cause LG_caster[LG_index2] to damage tempUnit, dealing LG_landingDamage[LG_index2] damage of attack type Spells and damage type Normal
                          • Unit - Create 1 dummyUnit for (Owner of LG_caster[LG_index2]) at tempPoint2 facing Default building facing degrees
                          • Unit - Add Lightning Grappler (dummy) to (Last created unit)
                          • Unit - Order (Last created unit) to Human Sorceress - Slow tempUnit
                          • Custom script: call RemoveLocation (udg_tempPoint2)
                      • Special Effect - Create a special effect at tempPoint using LG_landingEffect
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call DestroyGroup (udg_LG_damagedGroup[udg_LG_index2])
                      • Set LG_dummyReached[LG_index2] = True
                    • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • LG_pullDelay[LG_index2] Greater than 0.00
                    • Then - Actions
                      • Set LG_pullDelay[LG_index2] = (LG_pullDelay[LG_index2] - 0.03)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (LG_targetRect[LG_index2] contains LG_caster[LG_index2]) Equal to False
                        • Then - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • LG_angleSet[LG_index2] Equal to False
                            • Then - Actions
                              • Unit - Turn collision for LG_caster[LG_index2] Off
                              • Set LG_angle[LG_index2] = (Angle from LG_casterPoint to tempPoint)
                              • Set LG_angleSet[LG_index2] = True
                            • Else - Actions
                        • Else - Actions
                          • Set LG_spellEnd[LG_index2] = True
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • LG_pullSpeed[LG_index2] Less than 45.00
                        • Then - Actions
                          • Set LG_pullSpeed[LG_index2] = (LG_pullSpeed[LG_index2] + LG_pullAcceleration)
                        • Else - Actions
                      • Set tempPoint2 = (LG_casterPoint offset by LG_pullSpeed[LG_index2] towards LG_angle[LG_index2] degrees)
                      • Unit - Move LG_caster[LG_index2] instantly to tempPoint2, facing LG_angle[LG_index2] degrees
                      • Custom script: set bj_wantDestroyGroup = true
                      • Unit Group - Pick every unit in (Units within 200.00 of tempPoint2 matching (((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is in LG_pulledGroup[LG_index2] and do (Actions)
                        • Loop - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • LG_pulledEnemiesAlong Equal to True
                              • LG_pulledEnemies[LG_index2] Greater than 0
                            • Then - Actions
                              • Set LG_pulledEnemies[LG_index2] = (LG_pulledEnemies[LG_index2] - 1)
                              • Unit - Turn collision for (Picked unit) Off
                              • Unit Group - Add (Picked unit) to LG_pulledGroup[LG_index2]
                            • Else - Actions
                      • Unit Group - Pick every unit in LG_pulledGroup[LG_index2] and do (Actions)
                        • Loop - Actions
                          • Set tempUnit = (Picked unit)
                          • Set tempPoint3 = (Position of tempUnit)
                          • Unit - Move tempUnit instantly to tempPoint2
                          • Special Effect - Create a special effect at tempPoint3 using LG_pulledEffect
                          • Special Effect - Destroy (Last created special effect)
                          • Custom script: call RemoveLocation (udg_tempPoint3)
                      • Custom script: call RemoveLocation (udg_tempPoint2)
              • Custom script: call RemoveLocation (udg_tempPoint)
              • Custom script: call RemoveLocation (udg_LG_casterPoint)
            • Else - Actions
              • Unit Group - Pick every unit in LG_pulledGroup[LG_index2] and do (Actions)
                • Loop - Actions
                  • Unit - Turn collision for (Picked unit) On
              • Unit - Turn collision for LG_caster[LG_index2] On
              • Unit Group - Remove LG_caster[LG_index2] from LG_castingGroup
              • Unit - Explode LG_dummy[LG_index2]
              • Lightning - Destroy LG_lightning[LG_index2]
              • Custom script: call DestroyGroup (udg_LG_pulledGroup[udg_LG_index2])
              • Custom script: call RemoveRect (udg_LG_targetRect[udg_LG_index2])
              • -------- ======================================================== --------
              • Set LG_index1[LG_index3] = LG_index1[LG_indexSize]
              • Set LG_index1[LG_indexSize] = LG_index2
              • Set LG_indexSize = (LG_indexSize - 1)
              • Set LG_index3 = (LG_index3 - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • LG_indexSize Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions


Changelog

v1.2b
- added a height to the lightning

v1.2
- created a variable named "LG_spell" for spell reference
- made the area of effect for the damage dealt configurable
- removed
  • Custom script: call RemoveLocation (udg_tempPoint)
v1.1
- fixed a part so it doesn't consume cooldown if the target point is invalid
- turned off the collision of the enemies that pulled along when pulled
- added the trigger to restore the mana if the target point is invalid
- added "How to Import" instructions

v1.0c
- fixed a minor mistake

v1.0b
- fixed a leak group
- added the below trigger to avoid mana cost and cooldown
  • Unit - Order tempUnit to Stop
v1.0
- spell released
Please feel free to give any constructive critics/comments

Credits

Thanks to Tank-Commander for teaching me how to use the MoveLightningEx native
Thanks to Maker for helping me with the updates
Thanks to Frankster for the model of the dummy: Orb of Lightning
Thanks to Hanky for his dynamic indexing system: [GUI] Dynamic Indexing Template
Keywords:
Jay the Editor, Lightning Grappler, Electric, Thunder, Lightning, Pull, Drag, Shock, Slow
Contents

Lightning Grappler (Map)

Reviews
Moderator: Maker Date: 3rd Mar 2012 Spell: Lightning Grappler v1.1 Approved Suggested changes Use a variable for the ability in the configuration trigger. Use the variable in the cast trigger You could use MoveLightningEx to give the...

Moderator

M

Moderator

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Moderator: Maker
Date: 3rd Mar 2012
Spell: Lightning Grappler v1.1
Review

Approved

Suggested changes
  • Use a variable for the ability in the configuration trigger. Use the variable in the cast trigger
  • You could use MoveLightningEx to give the lightning some height offset from the ground
  • Make the 180 and 325 AoEs configurable
  • There's an extra
    • Custom script: call RemoveLocation (udg_tempPoint)
    in the looping trigger
  • There could be a bit of follow through time for the ability
  • The tooltip could list the ability related things like standards BLizzard ability tooltips
  • Look into using SimError to produce the error message
 
Level 12
Joined
Aug 12, 2008
Messages
350
Ohh.. sorry. I thought so. It doesn't consume mana or cooldown by using "Starts the effect of an ability"? How if I want it not to consume any mana or cooldown if the target point is invalid? I mean the "Else" conditions.

Leak
Game - Display to (Player group((Owner of tempUnit))) the text...
Opss.. stupid me. Saved the group but forgot to imply.

Edit: Updated :)
 
Last edited:
I would suggest putting all your configurables into the setup


  • -------- ======================================================== --------
  • -------- ------------------------------------------ Configurable ------------------------------------------------- --------
  • -------- the damage dealt when the dummy charges through --------
  • Set LG_lineDamage[LG_index2] = (50.00 x tempReal)
  • -------- the damage dealt when the dummy reaches the target point --------
  • Set LG_landingDamage[LG_index2] = (120.00 x tempReal)
  • -------- the delay (in seconds) before the caster is pulled --------
  • Set LG_pullDelay[LG_index2] = (2.25 - (0.25 x tempReal))
  • -------- the speed of the pull when the caster is pulled --------
  • Set LG_pullSpeed[LG_index2] = 30.00
  • -------- the number of enemies pulled along when the caster is pulled --------
  • Set LG_pulledEnemies[LG_index2] = (1 + (Level of Lightning Grappler for LG_caster[LG_index2]))
  • -------- --------------------------------------- Configurable End --------------------------------------------- --------
  • -------- ======================================================== --------


Having this config in the middle of the starting up trigger may mean some people miss it, all the values (which you then multiply by tempreal and suchlike) could be constant variables in the config when the map is initialised, it has no real effect on the efficiency, but using the variables rather than given values also makes the actual code generally easier to modify as some people won't be sure which part is the base and what's the "per level" part of the stats
 
Level 12
Joined
Aug 12, 2008
Messages
350
I'm not very sure what you mean there, sir. But, I don't think the people (the editors) won't realise that tempReal variable is the Level of Lightning Grappler, isn't it? I set up the tempReal variable right above the "Configurable" comment in the trigger. Or I should make it more obvious so that they could have know much easier.
 
Um I'll try to calrify, the values you've put in which are (value - (value * tempreal)) or (Value * tempreal) Could all be variables in the intialisation, for instance:

"Set LG_pullDelay[LG_index2] = (2.25 - (0.25 x tempReal))"
Could be
"Set LG_pullDelay[LG_index2] = (LG_pullDelayBase - (LG_pullDelayPerLevel x tempreal))

Where "LG_pullDelayBase" and "LG_pullDelayPerLevel" Could be variables which are set up in the initialisation, thus keeping all the configurables together rather than spread out
 
Level 12
Joined
Aug 12, 2008
Messages
350
Ohh I see.. Somehow, I still don't really like the idea of yours :p (sorry, no offense) because it's not so configurable.
How if the user want the delay time to increase per level instead of decreasing? It would need to apply negative, right?
How if the user wants only the time to be equal to the level of the Lightning Grappler? The equation would be LG_pullDelay = tempReal (which is much simpler to be see)
Isn't that the equation might complicate the user? :) Anyway, thank you for opinion. :)
 
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