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Mana Pulse v1.1 [GUI]

Mana Pulse v1.0
[SIZE=5&]The Mage releases a pulse of energy, disrupting the magic of nearby enemies. Units caught within the pulse have their mana transfered to the Mage, and take 5 damage for each manapoint transfered. Units are knocked back according to how close they are to the origin of the spell.[/SIZE]

+Good+

+Deals damage only according to how much mana is taken, so it cannot deal more than it takes.
+Spell is MUI, leakless, and efficient
+Values are easily changed according to the users desires, so it can sap more mana and deal less damage, or vice versa
+Knockback looks smooth as silk due to exponential slide
+Perfect for any mage hero
+Does not knockback past playable map area, and cannot target units outside the playable map area.

-Bad-

-Hard to add more effects or take away ones you don't want
-No Warcraft 3 spell models look good with this, so an import is recommended to improve sexiness by 29%
-Does 0 damage to units without mana



Information
  • Pulse Hash
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set Mage_Hash = (Last created hashtable)
  • Pulse Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Mana Pulse
    • Actions
      • -------- Setting up spell here --------
      • Set P_Caster = (Triggering unit)
      • Set P_Point1 = (Position of P_Caster)
      • Set P_Level = (Level of Mana Pulse for P_Caster)
      • Set P_Loops = (P_Loops + 1)
      • -------- Change the Timer to make knockback last longer or shorter. --------
      • -------- Even if the unit isn't moving at all knockback still acts as a stun. Units cannot perform any actions inside the effects of this spell --------
      • -------- This cannot go in the Map Init trigger because it will bug and load the last value (0.00) --------
      • Set P_Timer = 0.90
      • -------- Make the slide distance correspond with the timer. Increase them together or decrease them together --------
      • -------- The slide distance measures how far the first slide will be. I wouldn't recommend a number alrger than 70 --------
      • -------- This cannot go in the Map Init trigger because it will bug and load the last value, which is incredibly low --------
      • Set P_Slidedistance = 50.00
      • Trigger - Turn on Pulse Loop <gen>
      • Custom script: set bj_wantDestroyGroup = true
      • -------- Unit group filters out unwanted units. --------
      • -------- They must be alive, enemies of P_Caster, not structures, and within the playable map area to be targetted --------
      • Unit Group - Pick every unit in (Units within 300.00 of P_Point1 matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of (Owner of P_Caster)) Equal to True) and ((((Playable map area) contains (Matching unit)) Equal to True) and (((Matching unit) i and do (Actions)
        • Loop - Actions
          • -------- More important trigger stuff. Editing is not recommended --------
          • Set P_Unit = (Picked unit)
          • Custom script: set udg_P_Handle = GetHandleId(udg_P_Unit)
          • Set P_Point2 = (Position of P_Unit)
          • Set P_Angle = (Angle from P_Point2 to P_Point1)
          • -------- You need to change the 300 in the below trigger to match the area of effect. Be warned though, changing it does effect the knockback --------
          • Set P_Distance = (300.00 - (Distance between P_Point2 and P_Point1))
          • -------- This part checks the mana before and then after the mana is taken away. It then deals damage based on mana, so it can never do more damage than the mana taken away. The problem is though, that it deals 0 damage to units without mana --------
          • Set P_Manastart = (Mana of P_Unit)
          • Unit - Set mana of P_Unit to ((Mana of P_Unit) - (10.00 x (Real(P_Level))))
          • Set P_Manaend = (Mana of P_Unit)
          • Set P_Manatotal = (P_Manastart - P_Manaend)
          • Unit - Set mana of P_Caster to ((Mana of P_Caster) + P_Manatotal)
          • Unit - Cause P_Caster to damage P_Unit, dealing (5.00 x P_Manatotal) damage of attack type Spells and damage type Normal
          • -------- Preparing unit for knockback --------
          • Unit Group - Add P_Unit to P_Group
          • Unit - Turn collision for P_Unit Off
          • Hashtable - Save P_Timer as 1 of P_Handle in Mage_Hash
          • Hashtable - Save P_Angle as 2 of P_Handle in Mage_Hash
          • Hashtable - Save P_Slidedistance as 3 of P_Handle in Mage_Hash
          • Hashtable - Save (P_Distance / 6.00) as 4 of P_Handle in Mage_Hash
          • Custom script: call RemoveLocation(udg_P_Point2)
      • Custom script: call RemoveLocation(udg_P_Point1)
  • Pulse Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in P_Group and do (Actions)
        • Loop - Actions
          • -------- Checking if spell effect is over or not --------
          • Set P_Unit = (Picked unit)
          • Custom script: set udg_P_Handle = GetHandleId(udg_P_Unit)
          • Set P_Timer = (Load 1 of P_Handle from Mage_Hash)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • P_Timer Greater than 0.00
            • Then - Actions
              • -------- Setting proper variables for knockback --------
              • Set P_Angle = (Load 2 of P_Handle from Mage_Hash)
              • Set P_Slidedistance = (Load 3 of P_Handle from Mage_Hash)
              • Set P_Distance = (Load 4 of P_Handle from Mage_Hash)
              • Set P_Point1 = (Position of P_Unit)
              • Set P_Point2 = (P_Point1 offset by P_Slidedistance towards (P_Angle + 180.00) degrees)
              • -------- simple if/then/else checks to see if P_Point2 is inside map bounds. Doesn't move if it isn't --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Playable map area) contains P_Point2) Equal to True
                • Then - Actions
                  • Unit - Move P_Unit instantly to P_Point2, facing P_Angle degrees
                • Else - Actions
              • Special Effect - Create a special effect attached to the origin of P_Unit using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • Hashtable - Save (P_Timer - 0.03) as 1 of P_Handle in Mage_Hash
              • -------- This is perhaps the most important part of the knockback --------
              • -------- It doesn't save over the distance ever, only the slide distance. This is to keep a smooth sliding effect that gradually decreases --------
              • -------- Because it uses the timer as an exponent, editing the timer over 1 second will cause the slide to get bigger then smaller --------
              • -------- I cannot stress how important this part is NOT to touch --------
              • Hashtable - Save (P_Distance x (P_Timer x P_Timer)) as 3 of P_Handle in Mage_Hash
              • Custom script: call RemoveLocation(udg_P_Point1)
              • Custom script: call RemoveLocation(udg_P_Point2)
            • Else - Actions
              • -------- Effect is done, clears hashes and puts unit back to normal --------
              • Hashtable - Clear all child hashtables of child P_Handle in Mage_Hash
              • Unit Group - Remove P_Unit from P_Group
              • Unit - Turn collision for P_Unit On
              • -------- Checks to see if more loops of the spell are going. If they aren't it turns it off --------
              • Set P_Loops = (P_Loops - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • P_Loops Less than or equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
Vote for approval!

Relevancy
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Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, 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Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, 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Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, 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Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, 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Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, 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Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, Pulse, Stomp, Mage, Magic, Mana, 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Give credits to Beef_is_back if used.

v1.0 Uploaded to The Hive
v1.0a Minor updates, including fixing test map and putting in better documentation to my test map

Keywords:
Mana, Magic, Mage, Pulse, Stomp, Wizard, Awesome, Derp, T-rex, Banana phone, Jesussaves53226, Rickroll, Internet, Mana Pulse, Manapulse, Magic Pulse,
Contents

Just another Warcraft III map (Map)

Reviews
07:43, 19th Jul 2011 Maker: Approved.
Maker said:
Check the test map, the ability is missing. Set the looping trigger to be initially off.

Whoops, I might have uploaded wrong map. I accidently saved the name wrong halfway thru making it, so it might be the wrong one. I'll check it and edit if this turns out to be true. I do need to set the looping trigger off.

Maddeem said:
Why use all those variables when you can just save it all into your one hashtable?
If it is so that it is easier to use, you could put trigger comments under each value you want people to be able to edit.

Personal preference. I feel more comfortable if every value saved into a hash is a variable. If you feel that it affects performance I can change it.

Bribe said:
This could be running off of a Unit Indexer instead of a hashtable ;)

Not a review, just a suggestion. It would be faster/more readable at
least in this case.

Again, a matter of personal preference. I feel comfortable with hashtables. I understand how useful your unit indexer is, and moreover how much easier this would be to read, but I don't want to make any user downloading it to be constrained to a system. Any resources I upload I want users to be independant of other systems or tools (such as vJass, it's great but 90% of GUI'ers don't have it, one of the reasons I'm staying in GUI among others), same goes for imported materials. I had a very specific art model and a very specific icon for this spell, but I didn't feel it appropriate to upload them with the spell.

I'm really happy that I got three spell pros to look over my spell and no actualy coding errors were found :) I'll check into the things you guys suggested.

EDIT: Here are suggested models and icons for this spell

http://www.hiveworkshop.com/forums/...sfx-104179/?prev=search=explosion&d=list&r=20

http://www.hiveworkshop.com/forums/...169709/?prev=search=poison%20nova&d=list&r=20

Credits to WILLTHEALMIGHTY and Hellx-Magnus for the resources
 
Last edited:
I said that the ability will deal 0 damage to units without mana, HOWEVER, it will still knock them back, meaning no matter what you get a 0.9 second stun on any effected units, mana or not. And creating an if/then/else block to filter out units with 0 mana from knockback would be ridiculously easy, I'm sure almost all users could do it.
 
As in most people who download the spell will view it as an undesireable effect to have (if the unit is not affected, why does it receive knockback?). However, the reason I made this spell was for my map, and in my map I want the knockback constant no matter what, even if the unit doesn't take mana damage. It would be easily changeable, but it doesn't need to be changed. It's fine how it is, and if people really wanted it changed that bad, they'd add an if/then/else to see whether P_ManaTotal = 0. If it does, just don't do it, simple as that.
 
As in most people who download the spell will view it as an undesireable effect to have (if the unit is not affected, why does it receive knockback?). However, the reason I made this spell was for my map, and in my map I want the knockback constant no matter what, even if the unit doesn't take mana damage. It would be easily changeable, but it doesn't need to be changed. It's fine how it is, and if people really wanted it changed that bad, they'd add an if/then/else to see whether P_ManaTotal = 0. If it does, just don't do it, simple as that.

well you can make a dormant mana for those without it. You know everyone has mana, but not everyone utilizes it. So you can give 50-100 imaginary mana during the damage calculation. But that is just my opinion.
 
@Maker, if you move P_Timer and P_Distance into the init trigger, the spell only functions once properly. It will load the last value of P_Timer and P_Distance if I don't reset them everytime, meaning that the knockback won't even work. If you don't believe me, try it out for yourself.

Filtering structures out is just another boolean in the pick units. So is picking units only in the playable map. Updating.

EDIT: Updated. Forgot to change the Change Log though. Not redoing the whole update for that thing though. In short, the units are properly filtered out, so it cannot target units outside playable map area (if they got there somehow), and if they are going to slide outside the map, it stops the slide temporarily (if they somehow move forward, slide will resume. Timer goes down even while not sliding).
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
@Maker, if you move P_Timer and P_Distance into the init trigger, the spell only functions once properly. It will load the last value of P_Timer and P_Distance if I don't reset them everytime, meaning that the knockback won't even work. If you don't believe me, try it out for yourself.

I know, I meant you could set the initial values in the init tigger and use some other variables when calculating things in the looping trigger. It's not a big deal though.
 
Level 5
Joined
Apr 17, 2010
Messages
124
well yeah. but just like you said it is up to the user.

Dude, your avatar scared the sh** out of me.

On topic:

I like the general idea of it. But, how it does knockback and all even when the target has no mana makes no sense, if you ask me. I mean, if its a move thats targetting someones mana and because of it, it stuns/moves them, how is it going to happen without mana? again, user preference i suppose.
4/5, because of that ^(i'm a picky guy..)
 
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