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Melee spell request....

Discussion in 'Requests' started by cheesdude, Nov 2, 2006.

  1. cheesdude


    Apr 2, 2005
    Well i'm looking for a simple melee spell and since i'm terrible at spell making i guess i'll put in a request.

    Caled great strike or something where the hero attacks and charges forward slashing everything in an area and moving....

    Please reply or PM me if you thinking of doing this favor. Also if you need further explanations.
  2. LordZsar1


    May 22, 2006
    This is a prerelease. ^^
    The burning after being hit is not yet implemented, but will follow.
    (additionally damaging the target would be not much more work, so you may rethink this...)
    Just in case you want something to be changed:

    Code (vJASS):
    function Trig_Foescythe_Unitfilter takes nothing returns boolean
      return GetUnitState(GetFilterUnit(),UNIT_STATE_LIFE) > 0 and IsPlayerEnemy(GetOwningPlayer(GetTriggerUnit()),GetOwningPlayer(GetFilterUnit()))

    function Trig_Foescythe_Actions takes nothing returns nothing
      local effect fireStart
      local effect fireHit1
      local effect fireHit2
      local group targets
      local filterfunc unitfilter
      local integer strikes
      local integer strikesMax
      local lightning bolt
      local real modificator
      local real scytherX
      local real scytherY
      local real targetX
      local real targetY
      local timer iLoopOverride
      local unit scyther
      local unit target
      if GetSpellAbilityId() == <Name of Ability> then
        set targets = CreateGroup()
        set unitfilter = Filter(function Trig_Foescythe_Unitfilter)
        set scyther = GetTriggerUnit()
        set strikes = 0
        set strikesMax = GetUnitAbilityLevel(scyther, <Name of Ability> )
        set iLoopOverride = CreateTimer()
        set target = null
          set scytherX = GetUnitX(scyther)
          set scytherY = GetUnitY(scyther)
          call GroupEnumUnitsInRange(targets,scytherX,scytherY,600,unitfilter)
          call TimerStart(iLoopOverride,1,false,null)
            call TriggerSleepAction(0.003)
            exitwhen FirstOfGroup(targets) != null or TimerGetRemaining(iLoopOverride) <= 0
          call GroupRemoveUnit(targets,target)
          if FirstOfGroup(targets) != null then
            set bj_groupRandomConsidered = 0
            set target = bj_groupRandomCurrentPick
            call ForGroup(targets,function GroupPickRandomUnitEnum)
            call TimerStart(iLoopOverride,0.5,false,null)
              call TriggerSleepAction(0.003)
              exitwhen bj_groupRandomCurrentPick != target or TimerGetRemaining(iLoopOverride) <= 0
            set target = bj_groupRandomCurrentPick
            call GroupClear(targets)
            set targetX = GetUnitX(target)
            set targetY = GetUnitY(target)
            set fireStart = AddSpecialEffect("Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl",scytherX,scytherY)
            set bolt = AddLightning("AFOD",true,scytherX,scytherY,targetX,targetY)
            set modificator = (targetX + targetY - 50) / (targetX + targetY)
            call SetUnitFacing(scyther,180 * Atan2(targetY - scytherY,targetX - scytherX) / 3.14159)
            call SetUnitPosition(scyther,targetX * modificator,targetY * modificator)
            call SetUnitAnimation(scyther,"attack")
            call UnitDamageTarget(scyther,target,GetHeroAgi(scyther,true) + 0.5 * GetHeroAgi(scyther,true) * GetUnitAbilityLevel(scyther,'A002'),true,false,ATTACK_TYPE_HERO,DAMAGE_TYPE_FIRE,WEAPON_TYPE_METAL_HEAVY_SLICE)
            set fireHit1 = AddSpecialEffect("Objects\\Spawnmodels\\Other\\NeutralBuildingExplosion\\NeutralBuildingExplosion.mdl",targetX,targetY)
            set fireHit2 = AddSpecialEffect("Objects\\Spawnmodels\\Human\\SmallFlameSpawn\\SmallFlameSpawn.mdl",targetX,targetY)
            set strikes = strikes + 1
            call TriggerSleepAction(0.01)
            call DestroyEffect(fireStart)
            call DestroyEffect(fireHit1)
            call DestroyEffect(fireHit2)
            call DestroyLightning(bolt)
            set strikes = strikesMax
          exitwhen strikes >= strikesMax
        call DestroyGroup(targets)
        call DestroyFilter(unitfilter)
        call DestroyTimer(iLoopOverride)
      set targets = null
      set unitfilter = null
      set iLoopOverride = null
      set scyther = null
      set target = null

    function InitTrig_Foescythe takes nothing returns nothing
      set gg_trg_Foescythe = CreateTrigger()
      call TriggerRegisterPlayerUnitEvent(gg_trg_Foescythe,Player(0),EVENT_PLAYER_UNIT_SPELL_CAST,null)
      call TriggerAddAction(gg_trg_Foescythe,function Trig_Foescythe_Actions)

    Just create a new trigger, call it "Foescythe", convert it into custom script and copy this stuff into.
    Then you need a hero ability, which does not need a specified target (I used a modified 'Aroa') and a hero to cast it of course.