Plasma Dome 1.01

Hello everybody !

I was training with the lightning effects when I decided to improve the test-spell to make a real spell, so here it is: Plasma Dome

(The spell doesn't really look like a dome, but I wasn't having any name idea except "Green orb", which wasn't that great )

Features:
-Eye-candy
-GUI
-Highly customizable
-Lagless
-Leakless (?)

The triggers:

  • PD Configuration
    • Events
      • Timer - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • -------- Creating the Hashtable --------
      • Custom script: set udg_PD_Hashtable = InitHashtable( )
      • -------- Setting the ability --------
      • Set PD_Ability = Plasma dome
      • -------- Setting the lightningtype --------
      • Set PD_Lightning_Type = DRAL
      • -------- Setting the little orbs type --------
      • Set PD_Orbs_Type = Dummy (Plasma dome)
      • -------- Setting the big orb type --------
      • Set PD_Big_Orb_Type = Dummy 2 (Plasma dome)
      • -------- Setting the handle type --------
      • Set PD_Handle_Type = Handle (Plasma dome)
      • -------- Setting the starting height --------
      • Set PD_Starting_Height = 0.00
      • -------- Setting the max height --------
      • Set PD_Max_Height_Base = 200.00
      • Set PD_Max_Height_Level = 200.00
      • -------- Setting the how fast the height decrease --------
      • Set PD_Height_Decrease_Base = 10.00
      • Set PD_Height_Decrease_Level = 5.00
      • -------- Setting the how fast the dummies rotates --------
      • Set PD_Rotation_Base = 1.00
      • Set PD_Rotation_Level = 1.00
      • -------- Setting the how much the big orb grow --------
      • Set PD_Orb_Grow_Base = 1.00
      • Set PD_Orb_Grow_Level = 0.50
      • -------- Setting the distance between each little orb and the big one --------
      • Set PD_Distance_Base = 500.00
      • Set PD_Distance_Level = 250.00
      • -------- Setting effect of the increasing size of the big orb --------
      • Set PD_Grow_Effect = Abilities\Spells\NightElf\ManaBurn\ManaBurnTarget.mdl
      • -------- Setting how fast the orbs get closer to the big one --------
      • Set PD_Speed_Base = 5.00
      • Set PD_Speed_Level = 5.00
      • -------- Setting how much orbs there is --------
      • Set PD_Orbs_Amount_Base = 4
      • Set PD_Orbs_Amount_Level = 4
      • -------- Setting how much damages the orb does --------
      • Set PD_Damage_Base = 250.00
      • Set PD_Damage_Level = 100.00
      • -------- Setting how close of the orb an unit must be to get damaged --------
      • Set PD_Area_of_Effect_Base = 300.00
      • Set PD_Area_of_Effect_Level = 100.00
      • -------- Setting the attack-type of the spell --------
      • Set PD_Attack_Type = Sorts
      • -------- Setting the damage-type of the spell --------
      • Set PD_Damage_Type = Acide
      • -------- Setting the effect on the damaged units --------
      • Set PD_Damage_Effect = Abilities\Spells\Other\AcidBomb\BottleMissile.mdl
      • -------- Setting where the effect is attached to the units --------
      • Set PD_Damage_Attachement = overhead
      • -------- Setting the effect when the big one disappears --------
      • Set PD_End_Effect = Units\NightElf\Wisp\WispExplode.mdl
      • -------- Setting how often the growing effect appears --------
      • Set PD_Grow_Timer = 0.09
      • -------- Setting where it is located to the big one --------
      • Set PD_Grow_Attachement = chest
  • PD Cast
    • Events
      • Unit - A unit Initiate the effect of an ability
    • Conditions
      • (Ability being cast) Equal to  PD_Ability
    • Actions
      • Set PD_TmpCaster = (Triggering unit)
      • Set PD_TmpPlayer = (Triggering player)
      • Set PD_TmpInteger = (Level of PD_Ability for PD_TmpCaster)
      • Set PD_TmpPoint = (Position of PD_TmpCaster)
      • Unit - Create 1 PD_Handle_Type for PD_TmpPlayer at PD_TmpPoint facing default building facing degrees
      • Set PD_TmpHandle = (Last created unit)
      • Unitgroup - Add (Last created unit) to PD_Group
      • Hashtable - Save Handle OfPD_TmpCaster as (Key Caster) of (Key PD_TmpHandle) in PD_Hashtable
      • Hashtable - Save Handle OfPD_TmpPlayer as (Key Owner) of (Key PD_TmpHandle) in PD_Hashtable
      • Hashtable - Save PD_TmpInteger as (Key Level) of (Key PD_TmpHandle) in PD_Hashtable
      • Custom script: call RemoveLocation( udg_PD_TmpPoint )
      • Set PD_TmpPoint = (Target point of ability being cast)
      • Unit - Create 1 PD_Big_Orb_Type for PD_TmpPlayer at PD_TmpPoint facing default building facing degrees
      • Hashtable - Save Handle Of(Last created unit) as (Key Big one) of (Key PD_TmpHandle) in PD_Hashtable
      • Set PD_TmpReal = (PD_Max_Height_Base + (PD_Max_Height_Level x (Real(PD_TmpInteger))))
      • Hashtable - Save PD_TmpReal as (Key Big one height) of (Key PD_TmpHandle) in PD_Hashtable
      • Animation - Change (Last created unit) flying height to PD_TmpReal at 0.00
      • Set PD_TmpReal = (PD_Distance_Base + (PD_Distance_Level x (Real(PD_TmpInteger))))
      • Hashtable - Save PD_TmpReal as (Key Distance) of (Key PD_TmpHandle) in PD_Hashtable
      • Set PD_TmpInteger2 = (PD_Orbs_Amount_Base + (PD_Orbs_Amount_Level x PD_TmpInteger))
      • Hashtable - Save PD_TmpInteger2 as (Key Amount) of (Key PD_TmpHandle) in PD_Hashtable
      • Set PD_TmpReal = (360.00 / (Real(PD_TmpInteger2)))
      • Set PD_TmpX = (X of PD_TmpPoint)
      • Set PD_TmpY = (Y of PD_TmpPoint)
      • Set PD_TmpReal2 = (Load (Key Big one height) of (Key PD_TmpHandle) from PD_Hashtable)
      • For each (Integer PD_Loop) from 1 to PD_TmpInteger2, do (Actions)
        • Loop - Actions
          • Set PD_TmpPoint2 = (PD_TmpPoint offset by (Load (Key Distance) of (Key PD_TmpHandle) from PD_Hashtable) towards PD_TmpReal degrees)
          • Set PD_TmpX2 = (X of PD_TmpPoint2)
          • Set PD_TmpY2 = (Y of PD_TmpPoint2)
          • Custom script: call SaveMyLightning( udg_PD_TmpX2, udg_PD_TmpY2, udg_PD_Starting_Height, udg_PD_TmpX, udg_PD_TmpY, udg_PD_TmpReal2 )
          • Hashtable - Save PD_TmpReal as PD_Loop of (Key PD_TmpHandle) in PD_Hashtable
          • Unit - Create 1 PD_Orbs_Type for PD_TmpPlayer at PD_TmpPoint2 facing default building facing degrees
          • Hashtable - Save Handle Of(Last created unit) as ((PD_Loop + PD_TmpInteger2) + 1) of (Key PD_TmpHandle) in PD_Hashtable
          • Custom script: call RemoveLocation( udg_PD_TmpPoint2 )
          • Set PD_TmpReal = (PD_TmpReal + (360.00 / (Real(PD_TmpInteger2))))
      • Custom script: call RemoveLocation( udg_PD_TmpPoint )
      • Set PD_TmpReal = (PD_Damage_Base + (PD_Damage_Level x (Real(PD_TmpInteger))))
      • Hashtable - Save PD_TmpReal as (Key Damage) of (Key PD_TmpHandle) in PD_Hashtable
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Load (Key Big one height) of (Key PD_TmpHandle) from PD_Hashtable) Greater than  0.00
        • Then - Actions
          • Set PD_TmpReal = ((Load (Key Distance) of (Key PD_TmpHandle) from PD_Hashtable) / (Load (Key Big one height) of (Key PD_TmpHandle) from PD_Hashtable))
          • Hashtable - Save PD_TmpReal as (Key Relation) of (Key PD_TmpHandle) in PD_Hashtable
          • Hashtable - Save TRUE as (Key Rise) of (Key PD_TmpHandle) in PD_Hashtable
        • Else - Actions
          • Hashtable - Save 1.00 as (Key Relation) of (Key PD_TmpHandle) in PD_Hashtable
          • Hashtable - Save FALSE as (Key Rise) of (Key PD_TmpHandle) in PD_Hashtable
      • Set PD_TmpReal = (PD_Height_Decrease_Base + (PD_Height_Decrease_Level x (Real(PD_TmpInteger))))
      • Hashtable - Save PD_TmpReal as (Key Decrease) of (Key PD_TmpHandle) in PD_Hashtable
      • Hashtable = (PD_Orb_Grow_Base + (PD_Orb_Grow_Level x (Real(PD_TmpInteger))))
      • Hashtable - Save PD_TmpReal as (Key Grow) of (Key PD_TmpHandle) in PD_Hashtable
      • Set PD_TmpReal = (PD_Speed_Base + (PD_Speed_Level x (Real(PD_TmpInteger))))
      • Hashtable - Save PD_TmpReal as (Key Speed) of (Key PD_TmpHandle) in PD_Hashtable
      • Set PD_TmpReal = (PD_Rotation_Base + (PD_Rotation_Level x (Real(PD_TmpInteger))))
      • Hashtable - Save PD_TmpReal as (Key Rotation) of (Key PD_TmpHandle) in PD_Hashtable
      • Hashtable - Save 100.00 as (Key Size) of (Key PD_TmpHandle) in PD_Hashtable
      • Hashtable - Save PD_Starting_Height as (Key Height) of (Key PD_TmpHandle) in PD_Hashtable
      • Hashtable - Save FALSE as (Key Destroy) of (Key PD_TmpHandle) in PD_Hashtable
      • Hashtable - Save PD_Grow_Timer as (Key Timer) of (Key PD_TmpHandle) in PD_Hashtable
      • Set PD_TmpReal = (PD_Area_of_Effect_Base + (PD_Area_of_Effect_Level x (Real(PD_TmpInteger))))
      • Hashtable - Save PD_TmpReal as (Key Area of effect) of (Key PD_TmpHandle) in PD_Hashtable
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (PD Loop <gen> is on) Equal to  FALSE
        • Then - Actions
          • Trigger - Turn on PD Loop <gen>
        • Else - Actions
  • PD Loop
    • Events
      • Timer - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unitgroup - Pick every unit in PD_Group and do (Actions)
        • Loop - Actions
          • Set PD_TmpHandle2 = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Load (Key Distance) of (Key PD_TmpHandle2) from PD_Hashtable) Greater than  0.00
            • Then - Actions
              • Set PD_TmpReal = ((Load (Key Distance) of (Key PD_TmpHandle2) from PD_Hashtable) - (Load (Key Speed) of (Key PD_TmpHandle2) from PD_Hashtable))
              • Hashtable - Save PD_TmpReal as (Key Distance) of (Key PD_TmpHandle2) in PD_Hashtable
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Load (Key Height) of (Key PD_TmpHandle2) from PD_Hashtable) Lesser than  (Load (Key Big one height) of (Key PD_TmpHandle2) from PD_Hashtable)
                • Then - Actions
                  • Set PD_TmpReal = ((Load (Key Height) of (Key PD_TmpHandle2) from PD_Hashtable) + ((Load (Key Speed) of (Key PD_TmpHandle2) from PD_Hashtable) / (Load (Key Relation) of (Key PD_TmpHandle2) from PD_Hashtable)))
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Load (Key Height) of (Key PD_TmpHandle2) from PD_Hashtable) Greater than  (Load (Key Big one height) of (Key PD_TmpHandle2) from PD_Hashtable)
                    • Then - Actions
                      • Set PD_TmpReal = ((Load (Key Height) of (Key PD_TmpHandle2) from PD_Hashtable) - ((Load (Key Speed) of (Key PD_TmpHandle2) from PD_Hashtable) / (Load (Key Relation) of (Key PD_TmpHandle2) from PD_Hashtable)))
                    • Else - Actions
              • Hashtable - Save PD_TmpReal as (Key Height) of (Key PD_TmpHandle2) in PD_Hashtable
              • Set PD_TmpPoint = (Position of (Load (Key Big one) of (Key PD_TmpHandle2) in PD_Hashtable))
              • Set PD_TmpX2 = (X of PD_TmpPoint)
              • Set PD_TmpY2 = (Y of PD_TmpPoint)
              • Set PD_TmpInteger = (Load (Key Amount) of (Key PD_TmpHandle2) from PD_Hashtable)
              • For each (Integer PD_Loop) from 1 to PD_TmpInteger, do (Actions)
                • Loop - Actions
                  • Set PD_TmpReal = ((Load PD_Loop of (Key PD_TmpHandle2) from PD_Hashtable) + (Load (Key Rotation) of (Key PD_TmpHandle2) from PD_Hashtable))
                  • Hashtable - Save PD_TmpReal as PD_Loop of (Key PD_TmpHandle2) in PD_Hashtable
                  • Set PD_TmpPoint2 = (PD_TmpPoint offset by (Load (Key Distance) of (Key PD_TmpHandle2) from PD_Hashtable) towards PD_TmpReal degrees)
                  • Set PD_TmpX = (X of PD_TmpPoint2)
                  • Set PD_TmpY = (Y of PD_TmpPoint2)
                  • Set PD_TmpReal2 = (Load (Key Height) of (Key PD_TmpHandle2) from PD_Hashtable)
                  • Set PD_TmpReal = (Load (Key Big one height) of (Key PD_TmpHandle2) from PD_Hashtable)
                  • Set PD_TmpUnit = (Load ((PD_Loop + PD_TmpInteger) + 1) of (Key PD_TmpHandle2) in PD_Hashtable)
                  • Custom script: call MoveMyLightning( udg_PD_TmpX, udg_PD_TmpY, udg_PD_TmpReal2, udg_PD_TmpX2, udg_PD_TmpY2, udg_PD_TmpReal )
                  • Custom script: call SetUnitX( udg_PD_TmpUnit, udg_PD_TmpX )
                  • Custom script: call SetUnitY( udg_PD_TmpUnit, udg_PD_TmpY )
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Load (Key Rise) of (Key PD_TmpHandle2) from PD_Hashtable) Equal to  TRUE
                    • Then - Actions
                      • Animation - Change PD_TmpUnit flying height to (Load (Key Height) of (Key PD_TmpHandle2) from PD_Hashtable) at 0.00
                    • Else - Actions
              • Set PD_TmpReal = ((Load (Key Size) of (Key PD_TmpHandle2) from PD_Hashtable) + (Load (Key Grow) of (Key PD_TmpHandle2) from PD_Hashtable))
              • Hashtable - Save PD_TmpReal as (Key Size) of (Key PD_TmpHandle2) in PD_Hashtable
              • Set PD_TmpUnit = (Load (Key Big one) of (Key PD_TmpHandle2) in PD_Hashtable)
              • Animation - Change PD_TmpUnit's size to (PD_TmpReal%, PD_TmpReal%, PD_TmpReal%) of its original size
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Load (Key Timer) of (Key PD_TmpHandle2) from PD_Hashtable) Greater than  0.00
                • Then - Actions
                  • Hashtable - Save ((Load (Key Timer) of (Key PD_TmpHandle2) from PD_Hashtable) - 0.03) as (Key Timer) of (Key PD_TmpHandle2) in PD_Hashtable
                • Else - Actions
                  • Hashtable - Save PD_Grow_Timer as (Key Timer) of (Key PD_TmpHandle2) in PD_Hashtable
                  • Special effect - Create a special effect attached to the PD_Grow_Attachement of PD_TmpUnit using PD_Grow_Effect
                  • Special effect- Destroy (Last created special effect)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Load (Key Destroy) of (Key PD_TmpHandle2) from PD_Hashtable) Equal to  FALSE
                • Then - Actions
                  • Hashtable - Save TRUE as (Key Destroy) of (Key PD_TmpHandle2) in PD_Hashtable
                  • Set PD_TmpInteger2 = (Load (Key Amount) of (Key PD_TmpHandle2) from PD_Hashtable)
                  • For each (Integer PD_Loop) from 1 to PD_TmpInteger2, do (Actions)
                    • Loop - Actions
                      • Unit - Remove (Load ((PD_Loop + PD_TmpInteger2) + 1) of (Key PD_TmpHandle2) in PD_Hashtable) from the game
                      • Custom script: call DestroyLightning( LoadLightningHandle( udg_PD_Hashtable, GetHandleId( udg_PD_TmpHandle2 ), ( ( udg_PD_Loop + udg_PD_TmpInteger ) * 2 ) ) )
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Load (Key Big one height) of (Key PD_TmpHandle2) from PD_Hashtable) Greater than  20.00
                • Then - Actions
                  • Set PD_TmpReal = ((Load (Key Big one height) of (Key PD_TmpHandle2) from PD_Hashtable) - (Load (Key Decrease) of (Key PD_TmpHandle2) from PD_Hashtable))
                  • Hashtable - Save PD_TmpReal as (Key Big one height) of (Key PD_TmpHandle2) in PD_Hashtable
                  • Set PD_TmpUnit = (Load (Key Big one) of (Key PD_TmpHandle2) in PD_Hashtable)
                  • Animation - Change PD_TmpUnit flying height to (Load (Key Big one height) of (Key PD_TmpHandle2) from PD_Hashtable) at 0.00
                • Else - Actions
                  • Set PD_TmpPoint = (Position of (Load (Key Big one) of (Key PD_TmpHandle2) in PD_Hashtable))
                  • Custom script: set bj_wantDestroyGroup = true
                  • Unitgroup - Pick every unit in (Units within (Load (Key Area of effect) of (Key PD_TmpHandle2) from PD_Hashtable) of PD_TmpPoint) and do (Actions)
                    • Boucle - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) is a Ground unit) Equal to  TRUE
                          • ((Picked unit) is Magic immune) Equal to  FALSE
                          • ((Picked unit) is a Building) Equal to  FALSE
                          • ((Picked unit) belongs to an enemy of (Load (Key Owner) of (Key PD_TmpHandle2) in PD_Hashtable)) Equal to  TRUE
                          • ((Picked unit) is alive) Equal to  TRUE
                        • Then - Actions
                          • Special effect - Create a special effect attached to the PD_Damage_Attachement of (Picked unit) using PD_Damage_Effect
                          • Special effect - Destroy (Last created special effect)
                          • Unit - Cause (Load (Key Caster) of (Key PD_TmpHandle2) in PD_Hashtable) to damage (Picked unit), dealing (Load (Key Damage) of (Key PD_TmpHandle2) from PD_Hashtable) damage of attack type PD_Attack_Type and damage type PD_Damage_Type
                        • Else - Actions
                  • Set PD_TmpX = (X of PD_TmpPoint)
                  • Set PD_TmpY = (Y of PD_TmpPoint)
                  • Custom script: call DestroyEffect( AddSpecialEffect( udg_PD_End_Effect, udg_PD_TmpX, udg_PD_TmpY ) )
                  • Custom script: call RemoveLocation( udg_PD_TmpPoint )
                  • Unit - Remove (Load (Key Big one) of (Key PD_TmpHandle2) in PD_Hashtable) from the game
                  • Set PD_TmpUnit = (Picked unit)
                  • Unitgroup - Remove PD_TmpUnit from PD_Group
                  • Hashtable - Clear all child hashtables of child (Key PD_TmpHandle2) in PD_Hashtable
                  • Unit - Remove PD_TmpUnit from the game
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Number of units in PD_Group) Equal to  0
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
JASS:
function SaveMyLightning takes real x1, real y1, real z1, real x2, real y2, real z2 returns nothing //x1 = dummy's x, y1 = dummy's y, z1 = starting height, x2 = Center's x, y2 = Center's y, z2 = maxheight
   call SaveLightningHandle( udg_PD_Hashtable, GetHandleId(udg_PD_TmpHandle), ( ( udg_PD_Loop + udg_PD_TmpInteger2 ) * 2 ), AddLightningEx( udg_PD_Lightning_Type, true, x1, y1, z1, x2, y2, z2 )  )
endfunction

function MoveMyLightning takes real x1, real y1, real z1, real x2, real y2, real z2 returns nothing //x1 = dummies' x, y1 = dummies' y, z1 = dummies' height, x2 = Center's x, y2 = Center's y, z2 = maxheight
   if LoadBoolean( udg_PD_Hashtable, GetHandleId( udg_PD_TmpHandle ), StringHash( "Rise" ) ) == true then 
      call MoveLightningEx( LoadLightningHandle( udg_PD_Hashtable, GetHandleId( udg_PD_TmpHandle2 ), ( ( udg_PD_Loop + udg_PD_TmpInteger ) * 2 ) ), true, x1, y1, (z1 + GetLocationZ( udg_PD_TmpPoint2 ) + 40.00 ), x2, y2, z2 )
   else
      call MoveLightningEx( LoadLightningHandle( udg_PD_Hashtable, GetHandleId( udg_PD_TmpHandle2 ), ( ( udg_PD_Loop + udg_PD_TmpInteger ) * 2 ) ), true, x1, y1, 0.00, x2, y2, z2 )
   endif
endfunction

I tried to translate the events/conditions/actions to english but it couldn't be equal to the english version in the english editor.

Credits: JetFangoInferno for the awesome EarthNova model
jakeZinc for his Importing Instruction that I used as a template.

JASS:
                                    Credits: EarthNova model made by JetFangoInferno

Important: All Modifications should be done in the Configuration Trigger, each configuration is explained and elaborated.

How to Import/Install:
=Preparing for import=
Go to: File => Preferences => General => Check the box labelled ''Automatically create unknown variables while pasting trigger data''

=Speeding up import of object data-
Go to: Window => make sure the 'brush list' is unchecked =>
You can swap between the spell and your map.

=Main importing=
    
    In order of importing: Copy --> Paste to your Map.
    
    Object Data (OE) - Spell - Plasma Dome
    Object Data (OE) - Unit -  Handle( Plasma Dome ).
    Object Data (OE) - Unit -  Handle( Plasma Dome ).
    Object Data (OE) - Unit -  Handle( Plasma Dome ).
    Map Header (MH) - Script - SaveMyLightning
    Map Header (MH) - Script - MoveMyLightning
    Trigger Data (TE) - Folder - Plasma Dome
    
* Notes:
    
    Note #1: Make sure to Configure the " PD Configuration " trigger in the PD_Ability, PD_Handle_Type, PD_Orbs_Type, PD_Big_Orb_Type.
    
    Note #5: ~~Enjoy!!!  


=Modifying the spell=

All Modifications should be done in the Configuration Trigger, each configuration is explained and elaborated.


-1.00: Uploaded the spell
-1.01: Changed the explosion effect and modified a bit the MoveMyLightning function.


Notes: Seems that the lightnings don't "land" at the position of the dummies, will try to solve this little problem ASAP.

Keywords:
Lord, Lord_Demon, Lord Demon, Lord_Demon_X, unicorns, plasma, dome, popcorn, peopleswillnevertypethisinsidetheresearchbar.
Contents

Plasma Dome 1.00 (Map)

Reviews
Plasma Dome | Reviewed by Maker | 5th November 2013 Concept[/COLOR]] A powerful AoE spell that forces the enemy to move, reminds of Flame Strike in that sense Triggers[/COLOR]] Good configuration options Leakless, MUI I do not...

Moderator

M

Moderator


Plasma Dome | Reviewed by Maker | 5th November 2013

[COLOR="gray"

[COLOR="gray"

[COLOR="gray"

[COLOR="gray"

[COLOR="gray"

Concept[/COLOR]]
126248-albums6177-picture66521.png
  • A powerful AoE spell that forces the enemy to move, reminds of Flame Strike
    in that sense
Triggers[/COLOR]]
126248-albums6177-picture66521.png
  • Good configuration options
  • Leakless, MUI
126248-albums6177-picture66523.png
  • I do not recommend using the map header
  • The relative height between the lightnings and the dummies changes
    based on terrain height
Objects[/COLOR]]
126248-albums6177-picture66521.png
  • No critical flaws
126248-albums6177-picture66523.png
  • You might not need three dummy unit types
Effects[/COLOR]]
126248-albums6177-picture66521.png
  • The green plasma looks fine, good effects
Rating[/COLOR]]
CONCEPTTRIGGERSOBJECTSEFFECTSRATINGSTATUS
126248-albums6177-picture75358.jpg
126248-albums6177-picture75359.jpg
126248-albums6177-picture75359.jpg
126248-albums6177-picture75359.jpg
126248-albums6177-picture75359.jpg
APPROVED




Plasma Dome | Reviewed by Maker | 1st November 2013

[COLOR="gray"

[COLOR="gray"

[COLOR="gray"

[COLOR="gray"

[COLOR="gray"

Concept[/COLOR]]
126248-albums6177-picture66521.png
  • A powerful AoE spell that forces the enemy to move, reminds of Flame Strike
    in that sense
Triggers[/COLOR]]
126248-albums6177-picture66521.png
  • Good configuration options
  • Leakless, MUI
126248-albums6177-picture66522.png
  • Add importing instructions
  • The lightning height offset does not match the dummy unit height
    offset on uneven ground
126248-albums6177-picture66523.png
  • I do not recommend using the map header
Objects[/COLOR]]
126248-albums6177-picture66521.png
  • No critical flaws
126248-albums6177-picture66523.png
  • One of the dummies has an unknown ability
  • You might not need three dummy unit types
  • The ability uses an animation that the caster does not have
Effects[/COLOR]]
126248-albums6177-picture66521.png
  • The green plasma looks fine
126248-albums6177-picture66523.png
  • The wisp explosion model doesn't fit the spell
  • If there are no targets, the green effects disappear abruptly and nothing
    is seen for a while until the explosion appears
Rating[/COLOR]]
CONCEPTTRIGGERSOBJECTSEFFECTSRATINGSTATUS
126248-albums6177-picture75358.jpg
126248-albums6177-picture75358.jpg
126248-albums6177-picture75358.jpg
126248-albums6177-picture75358.jpg
126248-albums6177-picture75358.jpg
NEEDS FIX
 
Level 16
Joined
Jul 31, 2012
Messages
2,217
well, i didn't give a real look at the triggers, so i'll tell you a quick review about the effects:
the lightning effects are here for nothing, they give a weird green look to the spell, maybe adding some functionality to those rays will be better :)
Wisp Explosion does not really fit the spell, or even the spell name :/
the acid bombs effect on unit is good :)
 
Level 4
Joined
Nov 13, 2012
Messages
28
@Jad: The lightnings have only a graphical purpose (and a training one), but I think that they add a style, showing how the big orb drain the energy from the small ones getting bigger and bigger and at the same time attracting them to it.

I think that replacing the wisp explosion with the Nature's nova would be better but I didn't find it.
 
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