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Poison Ritual

Poison Ritual
Hero summons dark magic around, damaging enemies, decreasing their armor and damage. Last 10 seconds. Damage type is physical.
Level 1 - 75 damage, -20% damage and -4 armor.
Level 2 - 150 damage, -30% damage and -7 armor.
Level 3 - 225 damage, -40% damage and -10 armor.
  • PoisonRitualA
    • События
      • Боевая единица - A unit РџСЂРёРІРѕРґРёС‚ способность РІ действие
    • Условия
      • (Ability being cast) равно Poison Ritual
    • Действия
      • -------- turning on trigger B if it not used --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Если - Условия
          • PR_Switch равно 0
        • РўРѕ - Действия
          • Триггер - Turn on PoisonRitualB <gen>
        • Р&#152;наче - Действия
      • -------- increasing indexes, making spell mui --------
      • Set PR_CastNumber = (PR_CastNumber + 1)
      • Set PR_Switch = (PR_Switch + 1)
      • -------- true/false displays is used ability or not by specific unit --------
      • Set PR_Off[PR_CastNumber] = Да
      • -------- establishing caster --------
      • -------- reset time/angle/distance for index of PR_CastNumber --------
      • Set PR_Height[PR_CastNumber] = 50.00
      • Set PR_Angle[PR_CastNumber] = 0.00
      • Set PR_Distance[PR_CastNumber] = 50.00
      • Set PR_Damage[PR_CastNumber] = (75.00 x (Real((Level of Poison Ritual for (Triggering unit)))))
      • -------- establish position of Caster --------
      • Set PR_Point[4] = (Position of (Triggering unit))
      • -------- creating effects of ability --------
      • Боевая единица - Create 1 Effect: Caster for (Owner of (Triggering unit)) at PR_Point[4] facing Стандартная ориентация зданий degrees
      • Боевая единица - Add Poison Ritual Effect (враг) to (Last created unit)
      • Боевая единица - Set level of Poison Ritual Effect (враг) for (Last created unit) to (Level of Poison Ritual for (Triggering unit))
      • Боевая единица - Order (Last created unit) to Разрушитель (Нейтральные) - Леденящий РєСЂРёРє
      • Set PR_Dummie[PR_CastNumber] = (Last created unit)
      • Боевая единица - Create 1 Effect: Missile for (Owner of (Triggering unit)) at PR_Point[4] facing Стандартная ориентация зданий degrees
      • Set PR_Effect1[PR_CastNumber] = (Last created unit)
      • Боевая единица - Add Превратиться РІ РІРѕСЂРѕРЅР° to (Last created unit)
      • Боевая единица - Create 1 Effect: Missile for (Owner of (Triggering unit)) at PR_Point[4] facing Стандартная ориентация зданий degrees
      • Set PR_Effect2[PR_CastNumber] = (Last created unit)
      • Боевая единица - Add Превратиться РІ РІРѕСЂРѕРЅР° to (Last created unit)
      • Боевая единица - Create 1 Effect: Missile for (Owner of (Triggering unit)) at PR_Point[4] facing Стандартная ориентация зданий degrees
      • Set PR_Effect3[PR_CastNumber] = (Last created unit)
      • Боевая единица - Add Превратиться РІ РІРѕСЂРѕРЅР° to (Last created unit)
      • Анимация - Change PR_Effect1[PR_CastNumber]'s animation speed to 1.00% of its original speed
      • Анимация - Change PR_Effect2[PR_CastNumber]'s animation speed to 1.00% of its original speed
      • Анимация - Change PR_Effect3[PR_CastNumber]'s animation speed to 1.00% of its original speed
      • Спецэффект - Create a special effect at PR_Point[4] using Abilities\Spells\Undead\Unsummon\UnsummonTarget.mdl
      • Спецэффект - Destroy (Last created special effect)
      • -------- establish unit groups and if they are not empty damages enemies in it --------
      • Set PR_Group[0] = (Units within 450.00 of PR_Point[4] matching ((((((Matching unit) is Здание) равно Нет) and (((Matching unit) is Невосприимчивость Рє магии) равно Нет)) and (((Matching unit) is dead) равно Нет)) and (((Matc
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Если - Условия
          • (PR_Group[0] is empty) равно Нет
        • РўРѕ - Действия
          • Отряд - Pick every unit in PR_Group[0] and do (Actions)
            • Цикл - Действия
              • Боевая единица - Cause PR_Dummie[PR_CastNumber] to damage (Picked unit), dealing PR_Damage[PR_CastNumber] damage of attack type Сила РўСЊРјС‹ and damage type Обычный
              • Спецэффект - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Undead\Possession\PossessionMissile.mdl
              • Спецэффект - Destroy (Last created special effect)
        • Р&#152;наче - Действия
      • -------- removing location and group to avoid leak --------
      • Custom script: call DestroyGroup (udg_PR_Group[0])
      • Custom script: call RemoveLocation (udg_PR_Point[4])
  • PoisonRitualB
    • События
      • Время - Every 0.02 seconds of game time
    • Условия
    • Действия
      • For each (Integer PR) from 1 to PR_CastNumber, do (Actions)
        • Цикл - Действия
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • Если - Условия
              • PR_Off[PR] равно Да
            • РўРѕ - Действия
              • -------- periodic increasing angle gives effect of ratation around point --------
              • Set PR_Angle[PR] = (PR_Angle[PR] + 10.00)
              • -------- do not use high value of distance, it will make spell less usefull --------
              • Set PR_Distance[PR] = (PR_Distance[PR] + 2.50)
              • -------- time uses as Timer of spell --------
              • Set PR_Height[PR] = (PR_Height[PR] + 10.00)
              • -------- establish points of caster and for each Missile --------
              • Set PR_Point[0] = (Position of PR_Dummie[PR])
              • Set PR_Point[1] = (PR_Point[0] offset by (PR_Distance[PR] + 50.00) towards PR_Angle[PR] degrees)
              • Set PR_Point[2] = (PR_Point[0] offset by (PR_Distance[PR] + 100.00) towards (PR_Angle[PR] + 120.00) degrees)
              • Set PR_Point[3] = (PR_Point[0] offset by (PR_Distance[PR] + 150.00) towards (PR_Angle[PR] + 240.00) degrees)
              • -------- moves effects to their point --------
              • Боевая единица - Move PR_Effect1[PR] instantly to PR_Point[1], facing ((Angle from PR_Point[0] to PR_Point[1]) + 200.00) degrees
              • Боевая единица - Move PR_Effect2[PR] instantly to PR_Point[2], facing ((Angle from PR_Point[0] to PR_Point[2]) + 200.00) degrees
              • Боевая единица - Move PR_Effect3[PR] instantly to PR_Point[3], facing ((Angle from PR_Point[0] to PR_Point[3]) + 200.00) degrees
              • Анимация - Change PR_Effect1[PR] flying height to (PR_Height[PR] + 25.00) at 0.00
              • Анимация - Change PR_Effect2[PR] flying height to (PR_Height[PR] + 100.00) at 0.00
              • Анимация - Change PR_Effect3[PR] flying height to (PR_Height[PR] + 175.00) at 0.00
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • Если - Условия
                  • PR_Height[PR] больше 1000.00
                • РўРѕ - Действия
                  • -------- disables ability for index PR if height equals to value we needs --------
                  • Set PR_Off[PR] = Нет
                  • Set PR_Switch = (PR_Switch - 1)
                  • -------- removing Missiles --------
                  • Боевая единица - Explode PR_Effect1[PR]
                  • Боевая единица - Explode PR_Effect2[PR]
                  • Боевая единица - Explode PR_Effect3[PR]
                  • Боевая единица - Kill PR_Dummie[PR]
                  • -------- if ability is not used we can reset index CastNumber and turn off trigger B --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • Если - Условия
                      • PR_Switch равно 0
                    • РўРѕ - Действия
                      • Set PR_CastNumber = 0
                      • Триггер - Turn off PoisonRitualB <gen>
                    • Р&#152;наче - Действия
                • Р&#152;наче - Действия
              • -------- removing location to avoid leaks --------
              • Custom script: call RemoveLocation (udg_PR_Point[0])
              • Custom script: call RemoveLocation (udg_PR_Point[1])
              • Custom script: call RemoveLocation (udg_PR_Point[2])
              • Custom script: call RemoveLocation (udg_PR_Point[3])
            • Р&#152;наче - Действия
Keywords:
Poison, Venom
Contents

Poison Ritual (Map)

Reviews
14:37, 20th Mar 2010 The_Reborn_Devil: The triggering looks ok, but a bit simple though. Also, please use intervals of 0.04 or above. Status: Approved Rating: Useful

Moderator

M

Moderator

14:37, 20th Mar 2010
The_Reborn_Devil:

The triggering looks ok, but a bit simple though. Also, please use intervals of 0.04 or above.


Status: Approved
Rating: Useful
 
Level 5
Joined
Nov 16, 2009
Messages
160
  • PoisonRitualA
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Poison Ritual
    • Actions
      • -------- turning on trigger B if it not used --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • PR_Switch Equal to 0
        • Then - Actions
          • Trigger - Turn on PoisonRitualB <gen>
        • Else - Actions
      • -------- increasing indexes, making spell mui --------
      • Set PR_CastNumber = (PR_CastNumber + 1)
      • Set PR_Switch = (PR_Switch + 1)
      • -------- true/false displays is used ability or not by specific unit --------
      • Set PR_Off[PR_CastNumber] = True
      • -------- establishing caster --------
      • -------- reset time/angle/distance for index of PR_CastNumber --------
      • Set PR_Height[PR_CastNumber] = 50.00
      • Set PR_Angle[PR_CastNumber] = 0.00
      • Set PR_Distance[PR_CastNumber] = 50.00
      • Set PR_Damage[PR_CastNumber] = (75.00 x (Real((Level of Poison Ritual for (Triggering unit)))))
      • -------- establish position of Caster --------
      • Set PR_Point[4] = (Position of (Triggering unit))
      • -------- creating effects of ability --------
      • Unit - Create 1 Effect: Caster for (Owner of (Triggering unit)) at PR_Point[4] facing Default building facing degrees
      • Unit - Add Poison Ritual Effect (Neutral Hostile) to (Last created unit)
      • Unit - Set level of Poison Ritual Effect (Neutral Hostile) for (Last created unit) to (Level of Poison Ritual for (Triggering unit))
      • Unit - Order (Last created unit) to Neutral Pit Lord - Howl Of Terror
      • Set PR_Dummie[PR_CastNumber] = (Last created unit)
      • Unit - Create 1 Effect: Missile for (Owner of (Triggering unit)) at PR_Point[4] facing Default building facing degrees
      • Set PR_Effect1[PR_CastNumber] = (Last created unit)
      • Unit - Add Storm Crow Form to (Last created unit)
      • Unit - Create 1 Effect: Missile for (Owner of (Triggering unit)) at PR_Point[4] facing Default building facing degrees
      • Set PR_Effect2[PR_CastNumber] = (Last created unit)
      • Unit - Add Storm Crow Form to (Last created unit)
      • Unit - Create 1 Effect: Missile for (Owner of (Triggering unit)) at PR_Point[4] facing Default building facing degrees
      • Set PR_Effect3[PR_CastNumber] = (Last created unit)
      • Unit - Add Storm Crow Form to (Last created unit)
      • Animation - Change PR_Effect1[PR_CastNumber]'s animation speed to 1.00% of its original speed
      • Animation - Change PR_Effect2[PR_CastNumber]'s animation speed to 1.00% of its original speed
      • Animation - Change PR_Effect3[PR_CastNumber]'s animation speed to 1.00% of its original speed
      • Special Effect - Create a special effect at PR_Point[4] using Abilities\Spells\Undead\Unsummon\UnsummonTarget.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- establish unit groups and if they are not empty damages enemies in it --------
      • Set PR_Group[0] = (Units within 450.00 of PR_Point[4] matching ((((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Magic Immune) Equal to False)) and (((Matching unit) is dead) Equal to False)) and (((Matching unit) belongs to an enemy of (Owner of (T
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (PR_Group[0] is empty) Equal to False
        • Then - Actions
          • Unit Group - Pick every unit in PR_Group[0] and do (Actions)
            • Loop - Actions
              • Unit - Cause PR_Dummie[PR_CastNumber] to damage (Picked unit), dealing PR_Damage[PR_CastNumber] damage of attack type Chaos and damage type Normal
              • Special Effect - Create a special effect attached to the chest of (Picked unit) using Abilities\Spells\Undead\Possession\PossessionMissile.mdl
              • Special Effect - Destroy (Last created special effect)
        • Else - Actions
      • -------- removing location and group to avoid leak --------
      • Custom script: call DestroyGroup (udg_PR_Group[0])
      • Custom script: call RemoveLocation (udg_PR_Point[4])
  • PoisonRitualB
    • Events
      • Time - Every 0.02 seconds of game time
    • Conditions
    • Actions
      • For each (Integer PR) from 1 to PR_CastNumber, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • PR_Off[PR] Equal to True
            • Then - Actions
              • -------- periodic increasing angle gives effect of ratation around point --------
              • Set PR_Angle[PR] = (PR_Angle[PR] + 10.00)
              • -------- do not use high value of distance, it will make spell less usefull --------
              • Set PR_Distance[PR] = (PR_Distance[PR] + 2.50)
              • -------- time uses as Timer of spell --------
              • Set PR_Height[PR] = (PR_Height[PR] + 10.00)
              • -------- establish points of caster and for each Missile --------
              • Set PR_Point[0] = (Position of PR_Dummie[PR])
              • Set PR_Point[1] = (PR_Point[0] offset by (PR_Distance[PR] + 50.00) towards PR_Angle[PR] degrees)
              • Set PR_Point[2] = (PR_Point[0] offset by (PR_Distance[PR] + 100.00) towards (PR_Angle[PR] + 120.00) degrees)
              • Set PR_Point[3] = (PR_Point[0] offset by (PR_Distance[PR] + 150.00) towards (PR_Angle[PR] + 240.00) degrees)
              • -------- moves effects to their point --------
              • Unit - Move PR_Effect1[PR] instantly to PR_Point[1], facing ((Angle from PR_Point[0] to PR_Point[1]) + 200.00) degrees
              • Unit - Move PR_Effect2[PR] instantly to PR_Point[2], facing ((Angle from PR_Point[0] to PR_Point[2]) + 200.00) degrees
              • Unit - Move PR_Effect3[PR] instantly to PR_Point[3], facing ((Angle from PR_Point[0] to PR_Point[3]) + 200.00) degrees
              • Animation - Change PR_Effect1[PR] flying height to (PR_Height[PR] + 25.00) at 0.00
              • Animation - Change PR_Effect2[PR] flying height to (PR_Height[PR] + 100.00) at 0.00
              • Animation - Change PR_Effect3[PR] flying height to (PR_Height[PR] + 175.00) at 0.00
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PR_Height[PR] Greater than 1000.00
                • Then - Actions
                  • -------- disables ability for index PR if height equals to value we needs --------
                  • Set PR_Off[PR] = False
                  • Set PR_Switch = (PR_Switch - 1)
                  • -------- removing Missiles --------
                  • Unit - Explode PR_Effect1[PR]
                  • Unit - Explode PR_Effect2[PR]
                  • Unit - Explode PR_Effect3[PR]
                  • Unit - Kill PR_Dummie[PR]
                  • -------- if ability is not used we can reset index CastNumber and turn off trigger B --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • PR_Switch Equal to 0
                    • Then - Actions
                      • Set PR_CastNumber = 0
                      • Trigger - Turn off PoisonRitualB <gen>
                    • Else - Actions
                • Else - Actions
              • -------- removing location to avoid leaks --------
              • Custom script: call RemoveLocation (udg_PR_Point[0])
              • Custom script: call RemoveLocation (udg_PR_Point[1])
              • Custom script: call RemoveLocation (udg_PR_Point[2])
              • Custom script: call RemoveLocation (udg_PR_Point[3])
            • Else - Actions

Hmm its like a simple nova spell but will the awesome effects i like it.
GJ
 
Level 9
Joined
Apr 25, 2009
Messages
468
Spell Review :spell_breaker:
By HaniBon


Read Me First!

Hello dear spell creator!
My name is HaniBon and I am here to review your spell.
I will first check your triggers and object data to make sure everything is as it should. If not, I will tell you what to do to fix the problems. Once we are done with that part, I will tell you what I like and did not like with your spell. Don't worry, I am not a moderator of HiveWorkshop. I cannot approve or reject your spell, I can only give you my personal thought.

If you did not like my review, send a PM to me and explain what you think I did wrong. I only make this review to help you in further spells and give you feedback. Now, let's go on with the review shall we?
:wink:

Well, I remember when I first tried this spell, I loved it!
I really have nothing else to say other than Good Job to this!

The spell effects are really nice!


----------------------- IMPORTANT ----------------------------
-------------------------------------------------------------------
So as I allready said, I love this spell. The spell effects are really nice. They run smoothly and beautifully. I find this spell really usefull and great! Thumbs up mate!

Spell(s) Language: GUI (Triggering).
Spell(s) MUI: Yes
Spell(s) Leakless: Yes

The Negative:

1: I can only find ONE single flaw in this spell.
I think the caster should use some more animations, maybe add a special effect to hes hands or to the weapon? Not really a negative thing, just something you can improve :wink:
Ohh and you could add a bit more documentation :razz:

The Posetive:

1: The spell works to 100% without any errors what so ever!
2: The effects are really well made, good job!
3: It is MUI and Leakless. I just love this spell!

So, should this be approved?
- YES!
I find the spell really usefull and well made!
Keep up the good work!
 
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