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[Manasurge] Whirlpool v1.0.5

Whirlpool

Tooltip
Conjures a whirlpool at the target area. The whirlpool deals [3 + (Level x 2) + (Intelligence x 0.25)] damage every second and pulls enemies caught into the center while also slowing them while inside.
Hi there, my second spell since my inactivity. It's a whirlpool which means it pulls units and damages them. It's a simple spell but I'd also like to think of it as a more practical spell. Alot of cool uploads here serve no practical purpose in most types of multiplayer games. If you like it please comment and rate and if you feel extra nice gimmie some +rep ;)



  • WP spell init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- --------------------------------------------------------------- --------
      • Hashtable - Create a hashtable
      • Set WP_Hashtable = (Last created hashtable)
      • -------- READ ME! --------
      • -------- --------------------------------------------------------------- --------
      • -------- You can change the targets hit in the loop trigger, just find this: --------
      • -------- (tempPickedUnit is A structure) Equal to False --------
      • -------- (tempPickedUnit is A flying unit) Equal to False --------
      • -------- (tempPickedUnit is Magic Immune) Equal to False --------
      • -------- (tempPickedUnit is dead) Equal to False --------
      • -------- (tempPickedUnit is hidden) Equal to False --------
      • -------- (tempPickedUnit belongs to an enemy of (Owner of tempCaster)) Equal to True --------
      • -------- You can change these to match your preferences. --------
      • -------- Just remember! There's TWO places with these conditions, and you'll need to change both if you want to allow new targets. --------
      • -------- --------------------------------------------------------------- --------
      • -------- --------------------------------------------------------------- --------
      • -------- Explaining Base, Bonus and Max values. --------
      • -------- Base value is the the first value applied, in Damage that means it'll always deal a minimum of <3> damage. --------
      • -------- In Duration it means it'll always last atleast 5 seconds. --------
      • -------- In range it means the area hit will always be atleast 250. --------
      • -------- Bonus values is the second value applied. --------
      • -------- It means that for each level, another bonus value will be applied. ( Level times Bonus Value ) --------
      • -------- So since the lowest level you can have of an ability before you can use it is always 1 the final duration will never be 5. --------
      • -------- After Bonus values there's Stat Scaling. --------
      • -------- In this spell it scales your caster's Intelligence by 25% and adds that to the final damage. --------
      • -------- ( Caster's Intelligence times 0.25 ) --------
      • -------- Max values determines if your total value sum is too high. --------
      • -------- If your total sum is higher than the set Max Value it'll automatically decrease to the Max Value. --------
      • -------- Max Values exist so that you can create an exponential scaling but not have it outrageously large at later levels. --------
      • -------- If you don't want Max Values you can simply set them to 0 --------
      • -------- Same goes for Base Values and Bonus Values. --------
      • -------- If you have no Base Value nor Bonus Value it will only deal damage based on the 25% Intelligence scaling. --------
      • -------- You can only have no Base Value and no Bonus Value on the Damage Component, all other Components will stop functioning if both values are 0. --------
      • -------- --------------------------------------------------------------- --------
      • Set WP_Damage_Base = 3.00
      • Set WP_Damage_Bonus = 2.00
      • -------- --------------------------------------------------------------- --------
      • -------- Set value as %. --------
      • Set WP_Damage_Scaling_Base = 20.00
      • Set WP_Damage_Scaling_Bonus = 5.00
      • Set WP_Damage_Scaling_Max = 50.00
      • -------- WP_Damage_Scaling is how much % of Intellect you gain as extra damage. Now it's Int x .25, so you get 25% of your int as extra damage. --------
      • -------- If you want to use a different primary attribute you change that in the cast trigger --------
      • -------- Damage Per Second: --------
      • -------- deals (((3 + level x 2) + (Int x 0.25)) x 0.15 ) every 0.15 seconds(WP_Pull_Interval x 0.03) --------
      • -------- --------------------------------------------------------------- --------
      • Set WP_Pull_Intensity_Base = 4.00
      • Set WP_Pull_Intensity_Bonus = 1.00
      • Set WP_Pull_Intensity_Max = 8.00
      • Set WP_Pull_Interval = 5
      • -------- Pulls 4.00 steps every WP_Pull_Interval x 0.03 --------
      • -------- 0.03 x WP_Pull_Interval = interval --------
      • -------- Reducing the interval or increasing the pull intensity will make the whirlpool pull harder. At a certain point it will be impossible to move inside it. --------
      • -------- --------------------------------------------------------------- --------
      • -------- Interval for special effects and debuff slow. --------
      • -------- Debuff is 45% movementspeed and lasts for .5 seconds. This can be configured in the Object Editor. --------
      • -------- (WP_Interval_Integer) x 0.03 = Time --------
      • Set WP_Interval_Integer = 15
      • -------- --------------------------------------------------------------- --------
      • -------- Range does not mean cast range in this case, it means the Area of Effect. --------
      • -------- If you change these values, be sure to change the size of the targeter for the spell in the Object Editor, otherwise it'll be off. --------
      • Set WP_Range_Base = 250.00
      • Set WP_Range_Bonus = 50.00
      • Set WP_Range_Max = 500.00
      • -------- --------------------------------------------------------------- --------
      • -------- Duration in seconds. --------
      • -------- Base + (Bonus x Level) --------
      • -------- Cannot go higher than Max --------
      • Set WP_Duration_Base = 3.00
      • Set WP_Duration_Bonus = 3.00
      • Set WP_Duration_Max = 10.00
      • -------- --------------------------------------------------------------- --------
      • -------- When Imported these unit names may change --------
      • -------- WP_Unit_Type_Dummy needs to be Dummy (standard) --------
      • -------- WP_Unit_Type_Whirl_Dummy needs to be Dummy (whirlpool) --------
      • -------- WP_Unit_Type_Whirl_Dummy_2 needs to be Dummy (whirlpool tornado) --------
      • Set WP_Unit_Type_Dummy = Dummy (standard)
      • Set WP_Unit_Type_Whirl_Dummy = Dummy (whirlpool)
      • Set WP_Unit_Type_Whirl_Dummy_2 = Dummy (whirlpool tornado)
      • -------- --------------------------------------------------------------- --------
      • -------- Don't change WP_Dummy_Scale_Factor, it adjusts the scale of the special effect to match the area of effect. --------
      • Set WP_Dummy_Scale_Factor = 0.22
      • -------- --------------------------------------------------------------- --------
      • -------- --------------------------------------------------------------- --------
      • -------- When Imported these spell names in the variables may change --------
      • -------- WP_Spell_ID needs to be Whirlpool --------
      • -------- WP_Spell_ID_2 needs to be Whirlpool Slow --------
      • Set WP_Spell_ID = Whirlpool
      • Set WP_Spell_ID_2 = Whirlpool Slow
      • -------- --------------------------------------------------------------- --------
      • -------- You can change damage type and attack type but changing damage type will make Ethereal units avoid the damage(Banished units). Banished units normally take 66% extra damage. --------
      • Set WP_Attack_Type = Spells
      • Set WP_Damage_Type = Magic
      • -------- --------------------------------------------------------------- --------
      • -------- --------------------------------------------------------------- --------
      • -------- This is just an order string, it orders the dummy to cast the Slow effect. --------
      • Set WP_Ability_Order = slow
      • -------- --------------------------------------------------------------- --------
      • -------- These are the special effects used besides dummies. --------
      • -------- WP_Effect_Center is the effect used under the tornado in the center of the whirlpool --------
      • -------- WP_Effect_Hit is the effect used on units that are affected by the whirlpool --------
      • Set WP_Effect_Center = Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
      • Set WP_Effect_Hit = Abilities\Weapons\WaterElementalMissile\WaterElementalMissile.mdl
      • -------- Cast Range, Mana Cost and Cooldown is set as always in the Object Editor --------
      • -------- --------------------------------------------------------------- --------



  • WP spell cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to WP_Spell_ID
    • Actions
      • -------- --------------------------------------------------------------- --------
      • Set tempCaster = (Triggering unit)
      • Set tempPoint_Whirlpool = (Target point of ability being cast)
      • Set tempLevel = (Real((Level of WP_Spell_ID for tempCaster)))
      • Set tempInt_Counter = 0
      • Set tempInt_Counter_2 = 0
      • -------- --------------------------------------------------------------- --------
      • Set tempDamage_Total = (WP_Damage_Base + (WP_Damage_Bonus x tempLevel))
      • -------- If you want to use a different primary attribute you change that here. --------
      • Set tempDamage_Scaling_Total = (WP_Damage_Scaling_Base + (tempLevel x WP_Damage_Scaling_Bonus))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • tempDamage_Scaling_Total Greater than WP_Damage_Scaling_Max
          • WP_Damage_Scaling_Max Greater than 0.00
        • Then - Actions
          • Set tempDamage_Scaling_Total = (WP_Damage_Scaling_Max / 100.00)
        • Else - Actions
          • Set tempDamage_Scaling_Total = (1.00 x ((WP_Damage_Scaling_Base / 100.00) + (tempLevel x (WP_Damage_Scaling_Bonus / 100.00))))
      • Set tempDamage_Total = (tempDamage_Total + (tempDamage_Scaling_Total x (Real((Intelligence of tempCaster (Include bonuses))))))
      • Set tempDuration_Total = (WP_Duration_Base + (WP_Duration_Bonus x tempLevel))
      • Set tempRange_Total = (WP_Range_Base + (WP_Range_Bonus x tempLevel))
      • Set tempPull_Intensity_Total = (WP_Pull_Intensity_Base + (WP_Pull_Intensity_Bonus x tempLevel))
      • -------- --------------------------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • tempDuration_Total Greater than WP_Duration_Max
          • WP_Duration_Max Greater than 0.00
        • Then - Actions
          • Set tempDuration_Total = WP_Duration_Max
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • tempPull_Intensity_Total Greater than WP_Pull_Intensity_Max
          • WP_Pull_Intensity_Max Greater than 0.00
        • Then - Actions
          • Set tempPull_Intensity_Total = WP_Pull_Intensity_Max
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • tempRange_Total Greater than WP_Range_Max
          • WP_Range_Max Greater than 0.00
        • Then - Actions
          • Set tempRange_Total = WP_Range_Max
        • Else - Actions
      • -------- --------------------------------------------------------------- --------
      • Unit - Create 1 WP_Unit_Type_Whirl_Dummy_2 for (Triggering player) at tempPoint_Whirlpool facing Default building facing degrees
      • Set WP_Dummy_Whirlpool = (Last created unit)
      • Unit - Make WP_Dummy_Whirlpool Explode on death
      • Unit - Add a tempDuration_Total second Generic expiration timer to WP_Dummy_Whirlpool
      • -------- --------------------------------------------------------------- --------
      • Unit - Create 1 WP_Unit_Type_Whirl_Dummy for (Triggering player) at tempPoint_Whirlpool facing Default building facing degrees
      • Set WP_Dummy_Whirlpool = (Last created unit)
      • Unit Group - Add WP_Dummy_Whirlpool to WP_Loop_Group
      • Unit - Make WP_Dummy_Whirlpool Explode on death
      • Unit - Add a tempDuration_Total second Generic expiration timer to WP_Dummy_Whirlpool
      • -------- --------------------------------------------------------------- --------
      • Animation - Change WP_Dummy_Whirlpool's size to ((tempRange_Total x WP_Dummy_Scale_Factor)%, 0.00%, 0.00%) of its original size
      • -------- --------------------------------------------------------------- --------
      • -------- --------------------------------------------------------------- --------
      • Item - Create Tome of Experience at tempPoint_Whirlpool
      • Set tempItem = (Last created item)
      • Item - Hide tempItem
      • -------- --------------------------------------------------------------- --------
      • Set tempKey = (Key (Last created unit))
      • -------- --------------------------------------------------------------- --------
      • Hashtable - Save Handle OftempCaster as 1 of tempKey in WP_Hashtable
      • Hashtable - Save tempDamage_Total as 2 of tempKey in WP_Hashtable
      • Hashtable - Save tempRange_Total as 3 of tempKey in WP_Hashtable
      • Hashtable - Save Handle OftempPoint_Whirlpool as 4 of tempKey in WP_Hashtable
      • Hashtable - Save tempInt_Counter as 5 of tempKey in WP_Hashtable
      • Hashtable - Save tempPull_Intensity_Total as 6 of tempKey in WP_Hashtable
      • Hashtable - Save Handle OftempCaster as 1 of tempKey in WP_Hashtable
      • Hashtable - Save tempPull_Intensity_Total as 6 of tempKey in WP_Hashtable
      • Hashtable - Save tempInt_Counter_2 as 7 of tempKey in WP_Hashtable
      • Hashtable - Save Handle OftempItem as 8 of tempKey in WP_Hashtable
      • -------- --------------------------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • WP_Group_Counter Equal to 0
        • Then - Actions
          • Trigger - Turn on WP spell loop <gen>
        • Else - Actions
      • Set WP_Group_Counter = (WP_Group_Counter + 1)



  • WP spell loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in WP_Loop_Group and do (Actions)
        • Loop - Actions
          • -------- --------------------------------------------------------------- --------
          • -------- --------------------------------------------------------------- --------
          • Set tempPickedUnit = (Picked unit)
          • Set tempKey = (Key (Picked unit))
          • -------- --------------------------------------------------------------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (tempPickedUnit is dead) Equal to True
                  • (Unit-type of tempPickedUnit) Equal to No unit-type
            • Then - Actions
              • Unit Group - Remove tempPickedUnit from WP_Loop_Group
              • Set WP_Group_Counter = (WP_Group_Counter - 1)
              • Set tempPoint_Whirlpool = (Load 4 of tempKey in WP_Hashtable)
              • Custom script: call RemoveLocation(udg_tempPoint_Whirlpool)
              • Set tempItem = (Load 8 of tempKey in WP_Hashtable)
              • Item - Remove tempItem
              • Hashtable - Clear all child hashtables of child tempKey in WP_Hashtable
              • -------- --------------------------------------------------------------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • WP_Group_Counter Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions
              • Set tempCaster = (Load 1 of tempKey in WP_Hashtable)
              • Set tempDamage_Total = (Load 2 of tempKey from WP_Hashtable)
              • Set tempRange_Total = (Load 3 of tempKey from WP_Hashtable)
              • Set tempPoint_Whirlpool = (Load 4 of tempKey in WP_Hashtable)
              • Set tempInt_Counter = (Load 5 of tempKey from WP_Hashtable)
              • Set tempInt_Counter = (tempInt_Counter + 1)
              • Hashtable - Save tempInt_Counter as 5 of tempKey in WP_Hashtable
              • Set tempPull_Intensity_Total = (Load 6 of tempKey from WP_Hashtable)
              • Set tempInt_Counter_2 = (Load 7 of tempKey from WP_Hashtable)
              • Set tempInt_Counter_2 = (tempInt_Counter_2 + 1)
              • Hashtable - Save tempInt_Counter_2 as 7 of tempKey in WP_Hashtable
              • Set tempItem = (Load 8 of tempKey in WP_Hashtable)
              • -------- Damage and Pull --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • tempInt_Counter Equal to WP_Pull_Interval
                • Then - Actions
                  • -------- --------------------------------------------------------------- --------
                  • Special Effect - Create a special effect at tempPoint_Whirlpool using WP_Effect_Center
                  • Special Effect - Destroy (Last created special effect)
                  • -------- --------------------------------------------------------------- --------
                  • Set tempInt_Counter = 0
                  • Hashtable - Save tempInt_Counter as 5 of tempKey in WP_Hashtable
                  • -------- --------------------------------------------------------------- --------
                  • -------- --------------------------------------------------------------- --------
                  • Custom script: set bj_wantDestroyGroup = true
                  • Unit Group - Pick every unit in (Units within tempRange_Total of tempPoint_Whirlpool) and do (Actions)
                    • Loop - Actions
                      • Set tempPickedUnit = (Picked unit)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (tempPickedUnit is A structure) Equal to False
                          • (tempPickedUnit is A flying unit) Equal to False
                          • (tempPickedUnit is Magic Immune) Equal to False
                          • (tempPickedUnit is dead) Equal to False
                          • (tempPickedUnit is hidden) Equal to False
                          • (tempPickedUnit belongs to an enemy of (Owner of tempCaster)) Equal to True
                        • Then - Actions
                          • Set tempPoint_Target = (Position of tempPickedUnit)
                          • Set tempAngle_Real = (Angle from tempPoint_Target to tempPoint_Whirlpool)
                          • -------- --------------------------------------------------------------- --------
                          • Unit - Cause tempCaster to damage tempPickedUnit, dealing (tempDamage_Total x (0.03 x (Real(WP_Pull_Interval)))) damage of attack type WP_Attack_Type and damage type WP_Damage_Type
                          • -------- --------------------------------------------------------------- --------
                          • Set tempPoint_Temp = (tempPoint_Target offset by tempPull_Intensity_Total towards tempAngle_Real degrees)
                          • -------- --------------------------------------------------------------- --------
                          • -------- --------------------------------------------------------------- --------
                          • Custom script: call RemoveLocation(udg_tempPoint_Target)
                          • Item - Show tempItem
                          • Item - Move tempItem to tempPoint_Temp
                          • Set tempPoint_Target = (Position of tempItem)
                          • Item - Hide tempItem
                          • -------- --------------------------------------------------------------- --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Distance between tempPoint_Target and tempPoint_Temp) Less than or equal to 2.00
                            • Then - Actions
                              • Set tempAngle_Real = (Facing of tempPickedUnit)
                              • Custom script: call SetUnitX(udg_tempPickedUnit, GetLocationX(udg_tempPoint_Temp))
                              • Custom script: call SetUnitY(udg_tempPickedUnit, GetLocationY(udg_tempPoint_Temp))
                              • Unit - Make tempPickedUnit face tempAngle_Real over 0.00 seconds
                            • Else - Actions
                          • -------- --------------------------------------------------------------- --------
                          • Custom script: call RemoveLocation(udg_tempPoint_Target)
                          • Custom script: call RemoveLocation(udg_tempPoint_Temp)
                          • -------- --------------------------------------------------------------- --------
                        • Else - Actions
                • Else - Actions
              • -------- Slow Buff and Special Effects --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • tempInt_Counter_2 Equal to WP_Interval_Integer
                • Then - Actions
                  • -------- --------------------------------------------------------------- --------
                  • -------- --------------------------------------------------------------- --------
                  • Set tempInt_Counter_2 = 0
                  • Hashtable - Save tempInt_Counter_2 as 7 of tempKey in WP_Hashtable
                  • -------- --------------------------------------------------------------- --------
                  • Unit - Create 1 Dummy (standard) for (Owner of tempCaster) at tempPoint_Whirlpool facing Default building facing degrees
                  • Set WP_Dummy_Loop = (Last created unit)
                  • Unit - Add WP_Spell_ID_2 to WP_Dummy_Loop
                  • Unit - Add a 0.45 second Generic expiration timer to WP_Dummy_Loop
                  • Unit - Make WP_Dummy_Loop Explode on death
                  • -------- --------------------------------------------------------------- --------
                  • Custom script: set bj_wantDestroyGroup = true
                  • Unit Group - Pick every unit in (Units within tempRange_Total of tempPoint_Whirlpool) and do (Actions)
                    • Loop - Actions
                      • -------- --------------------------------------------------------------- --------
                      • Set tempPickedUnit = (Picked unit)
                      • -------- --------------------------------------------------------------- --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (tempPickedUnit is A structure) Equal to False
                          • (tempPickedUnit is A flying unit) Equal to False
                          • (tempPickedUnit is Magic Immune) Equal to False
                          • (tempPickedUnit is dead) Equal to False
                          • (tempPickedUnit is hidden) Equal to False
                          • (tempPickedUnit belongs to an enemy of (Owner of tempCaster)) Equal to True
                        • Then - Actions
                          • Set tempPoint_Target = (Position of tempPickedUnit)
                          • -------- --------------------------------------------------------------- --------
                          • Special Effect - Create a special effect at tempPoint_Target using WP_Effect_Hit
                          • Special Effect - Destroy (Last created special effect)
                          • -------- --------------------------------------------------------------- --------
                          • Custom script: call IssueTargetOrder(udg_WP_Dummy_Loop,udg_WP_Ability_Order,udg_tempPickedUnit)
                          • -------- --------------------------------------------------------------- --------
                          • Custom script: call RemoveLocation(udg_tempPoint_Target)
                        • Else - Actions
                • Else - Actions





* v1.0.2 - Renamed temporary variables, fixed a bug, changed the way the spell deals damage
* v1.0.2 - Added additional variables for efficiency, added multilevel support for damage scaling component
* v1.0.3 - fixed leak, added more comments to help import and configuration

Update v1.0.4
- Fixed an issue where the spell did not damage ethereal units. Attack type and damage type in now configurable.
- Moved hashtable loading to after the spell was confirmed to still be running.
- Now creates only 1 unit dummy per loop to cast slow.
- Now creates only 1 item for pathing checker.



Credits

Credit to Mc ! for the whirlpool model
Inspired by Smite god, Poseidon. (www.smitegame.com) Play for Free.

[hidden="Damage Test Map for funzies & thoughts]
Test Map:
http://www.4shared.com/file/ydMaKyjo/Whirlpool_v103_-_Damage_Test_T.html
Test Sheet:
http://www.4shared.com/office/DgKZhi2g/Spell_Damage_Calculation_Test_.html
[/hidden]

Keywords:
Whirlpool, Water, Vortex, Cyclone, Storm, Manasurge, Pull, Suck, Simple, Practical, Tornado, Maelstrom, Smitegame, Smite, Poseidon.
Contents

Whirlpool (Map)

Reviews
Whirlpool v1.0.3 | Reviewed by Maker | 11th Oct 2013 APPROVED Cool spell, very nice effects and the sounds match too [tr] Only the first parameter in setting a scale of a unit matters, the rest can be 0 Don't load...

Moderator

M

Moderator


Whirlpool v1.0.3 | Reviewed by Maker | 11th Oct 2013
APPROVED


126248-albums6177-picture66521.png


  • Cool spell, very nice effects and the sounds match too
126248-albums6177-picture66523.png


  • Only the first parameter in setting a scale of a unit matters,
    the rest can be 0
  • Don't load everything in the looping trigger if the spell ends
  • Use one item, don't create new ones
  • Items get blocked by items, but units are not blocked by items.
    The pathing check can fail. There is a system in Spells
  • You should use only one dummy to cast the ability on all targets
[tr]
 
Level 11
Joined
Mar 27, 2011
Messages
293
Hmmm ... looks like a good job. Once you have time, I will test.
But, from what I can suggest is the following:

  • Actions
    • Hashtable - Create a hashtable
    • Set Hash = (Last created hashtable)
Instead of using two command lines to declare a hashtable, you can use:

  • Custom script: set udg_Hash = InitHashtable()
I use this line in my recent work and are approved.
That way, you save online, after this command I gave you is equivalent to two lines.If you have any questions, let me know. Do whatever possible to help.

:fp: :goblin_good_job:
 
Level 29
Joined
Oct 24, 2012
Messages
6,543
@Losam
That is not necessary as it is GUI although it is better to use the custom script as it is more efficient.

@TO
This does not accurately show if a unit is dead.
  • ((Picked unit) is dead) Equal to True
If a unit is removed from game it shows as if it is alive. There is also some other cases.
You should use an or condition with
unit type of unit not equal to 0
((Picked unit) is dead) Equal to True

All of these variables should simply be temp variables.
  • Set WP_Key_PickedUnit = (Picked unit)
  • Set WP_Key = (Key WP_Key_PickedUnit)
  • Set WP_Caster = (Load 1 of WP_Key in WP_Hashtable)
  • Set WP_Damage_Total = (Load 2 of WP_Key from WP_Hashtable)
  • Set WP_Range_Total = (Load 3 of WP_Key from WP_Hashtable)
  • Set WP_Point_Whirlpool = (Load 4 of WP_Key in WP_Hashtable)
  • Set WP_Int_Counter = (Load 5 of WP_Key from WP_Hashtable)
  • Set WP_Int_Counter = (WP_Int_Counter + 1)
  • Hashtable - Save WP_Int_Counter as 5 of WP_Key in WP_Hashtable
  • Set WP_Pull_Intensity_Total = (Load 6 of WP_Key from WP_Hashtable)
  • Set WP_Int_Counter_2 = (Load 7 of WP_Key from WP_Hashtable)
  • Set WP_Int_Counter_2 = (WP_Int_Counter_2 + 1)
All variables that are only temporary should use temp variables. This way you don't create unnecessary variables.
 
Level 9
Joined
Dec 12, 2007
Messages
489
  • Set WP_Damage_Base = 3.00
  • Set WP_Damage_Bonus = 2.00
  • Set WP_Damage_Scaling = 0.25
since you already add multilevel support to all parameter, add multilevel support to the WP_Damage_Scaling.

  • Special Effect - Create a special effect at WP_Point_Whirlpool using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
better store that sfx string in variable at init trigger so user can change that easily.

  • Unit - Order WP_Dummy_Loop to Human Sorceress - Slow WP_PickedUnit
store that orderstring into variable at init in case need to change dummy ability.
 
Last edited:
Level 22
Joined
Aug 27, 2013
Messages
3,973
| Rheiko | 01/10/2013

Rheiko's Review:

Cons:
  • ((Picked unit) is dead) Equal to True

Overall: [4/5]
No Comments

Suggestions:
  • Use WP_Key_PickedUnit instead of Picked unit
  • Store your special effect at your init trigger, so user can easily configure it
  • Store anything that you use twice or more to a variable for efficiency
 
Level 7
Joined
Apr 12, 2011
Messages
124
@Losam
That is not necessary as it is GUI although it is better to use the custom script as it is more efficient.

@TO
This does not accurately show if a unit is dead.
  • ((Picked unit) is dead) Equal to True
If a unit is removed from game it shows as if it is alive. There is also some other cases.
You should use an or condition with
unit type of unit not equal to 0
((Picked unit) is dead) Equal to True

All of these variables should simply be temp variables.
  • Set WP_Key_PickedUnit = (Picked unit)
  • Set WP_Key = (Key WP_Key_PickedUnit)
  • Set WP_Caster = (Load 1 of WP_Key in WP_Hashtable)
  • Set WP_Damage_Total = (Load 2 of WP_Key from WP_Hashtable)
  • Set WP_Range_Total = (Load 3 of WP_Key from WP_Hashtable)
  • Set WP_Point_Whirlpool = (Load 4 of WP_Key in WP_Hashtable)
  • Set WP_Int_Counter = (Load 5 of WP_Key from WP_Hashtable)
  • Set WP_Int_Counter = (WP_Int_Counter + 1)
  • Hashtable - Save WP_Int_Counter as 5 of WP_Key in WP_Hashtable
  • Set WP_Pull_Intensity_Total = (Load 6 of WP_Key from WP_Hashtable)
  • Set WP_Int_Counter_2 = (Load 7 of WP_Key from WP_Hashtable)
  • Set WP_Int_Counter_2 = (WP_Int_Counter_2 + 1)
All variables that are only temporary should use temp variables. This way you don't create unnecessary variables.
I had no idea about the checker picking units removed from the game xD
I'll fix next update.

Also, what do you mean by temp variables? I'm not sure I understand.

  • Set WP_Damage_Base = 3.00
  • Set WP_Damage_Bonus = 2.00
  • Set WP_Damage_Scaling = 0.25
since you already add multilevel support to all parameter, add multilevel support to the WP_Damage_Scaling.

  • Special Effect - Create a special effect at WP_Point_Whirlpool using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
better store that sfx string in variable at init trigger so user can change that easily.

  • Unit - Order WP_Dummy_Loop to Human Sorceress - Slow WP_PickedUnit
store that orderstring into variable at init in case need to change dummy ability.
Will do, the more customization the better. Well up to a certain point where it's just a blank trigger.

| Rheiko | 01/10/2013

Rheiko's Review:

Cons:
  • ((Picked unit) is dead) Equal to True

Overall: [4/5]
No Comments

Suggestions:
  • Use WP_Key_PickedUnit instead of Picked unit
  • Store your special effect at your init trigger, so user can easily configure it
  • Store anything that you use twice or more to a variable for efficiency
I'll be fixing that condition for the next update.

- "Use WP_Key_PickedUnit instead of Picked unit". Not sure if that works if I'm thinking what I think you mean. Could try it.

- Will do.

- Will do.

Update v1.0.2 coming later today. :ogre_haosis:
 
Level 7
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Messages
124
@Losam
That is not necessary as it is GUI although it is better to use the custom script as it is more efficient.

@TO
This does not accurately show if a unit is dead.
  • ((Picked unit) is dead) Equal to True
If a unit is removed from game it shows as if it is alive. There is also some other cases.
You should use an or condition with
unit type of unit not equal to 0
((Picked unit) is dead) Equal to True

All of these variables should simply be temp variables.
  • Set WP_Key_PickedUnit = (Picked unit)
  • Set WP_Key = (Key WP_Key_PickedUnit)
  • Set WP_Caster = (Load 1 of WP_Key in WP_Hashtable)
  • Set WP_Damage_Total = (Load 2 of WP_Key from WP_Hashtable)
  • Set WP_Range_Total = (Load 3 of WP_Key from WP_Hashtable)
  • Set WP_Point_Whirlpool = (Load 4 of WP_Key in WP_Hashtable)
  • Set WP_Int_Counter = (Load 5 of WP_Key from WP_Hashtable)
  • Set WP_Int_Counter = (WP_Int_Counter + 1)
  • Hashtable - Save WP_Int_Counter as 5 of WP_Key in WP_Hashtable
  • Set WP_Pull_Intensity_Total = (Load 6 of WP_Key from WP_Hashtable)
  • Set WP_Int_Counter_2 = (Load 7 of WP_Key from WP_Hashtable)
  • Set WP_Int_Counter_2 = (WP_Int_Counter_2 + 1)
All variables that are only temporary should use temp variables. This way you don't create unnecessary variables.

Any variable only used for the length of a function with no waits is a temp variable.

Simply change WB_PickedUnit to tempPickedUnit or tempUnit. This way if someone has those variables which it is very likely that they do it will save them from creating extra unnecessary variables.
Fixed all of that, I think.
If what you mean by the unit checker is this:

  • Or - Any (Conditions) are true
    • Conditions
      • ((Picked unit) is dead) Equal to True
      • (Unit-type of (Picked unit)) Equal to No unit-type
I found no option with 0. Although I saw it in someone elses jass code. Might be it doesn't exist in gui.
 
Level 7
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Messages
124
more suggestion
make the condition configurable at init trigger
Nah. I've seen your spell and the condition config isn't working right. I couldn't figure out a easy way to do it and so it's not worth the trouble.

If you change magic immune condition to true it'll only hit magic immune units that are also matching the other conditions and not just include magic immune.

:goblin_boom:
 
Level 7
Joined
Apr 12, 2011
Messages
124
Make a prefixes not temps xD!
why? It's fine as it is when it's temporary variables. I'm naming them tempName so that if you're using the spell in your map you can also use those variables outside of the spell if you'd want.

Also, I'm leaking a unit group in the second part of the loop, I'm fixing that for the update I'm doing after I finish my damage calculations.


For some reason it deals a tiny tiny bit of damage too much and I'm trying to figure out why. It's less than 1 point of damage but it's not 100% right and that's bothering me.
 
Level 20
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Aug 13, 2013
Messages
1,696
Downloading....

EDIT:

No, It will collide to others variables that user has.

EDIT2:

Nice! Heavy Documentation of the Spell.
Hmm,, seems you really effort this very hard XD.

+Rep for your effort and in your spell pack xD.
 
Level 7
Joined
Apr 12, 2011
Messages
124
Downloading....

EDIT:

No, It will collide to others variables that user has.

EDIT2:

Nice! Heavy Documentation of the Spell.
Hmm,, seems you really effort this very hard XD.

+Rep for your effort and in your spell pack xD.

Unless the user is using variables named tempName as globals there would be no conflicting variables.

I don't feel like changing it but I will if mods tell me to. :ogre_frown:
 
Level 7
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Apr 12, 2011
Messages
124
I don't know if this was intentional but this spell doesn't hurt ethreal units. I used banish on a unit in one of the groups and it was the only one that was unaffected by whirlpool.
Indeed you are right! A small oversight on my part.
While the attack type was Spells the damage type was Normal and Ethereal units only take damage from Magic. Now that's been fixed they also take the extra 66% damage as ethereal units should from the Whirlpool.


Update v1.0.4
- Fixed an issue where the spell did not damage ethereal units. Attack type and damage type in now configurable.
- Moved hashtable loading to after the spell was confirmed to still be running.
- Now creates only 1 unit dummy per loop to cast slow.
- Now creates only 1 item for pathing checker.

Basically everything Maker said has been fixed. :goblin_good_job:
 
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