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Pristimatic Shift v1.4

Submitted by Pr0blemBro
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

Prestimatic Shift


Your chaotic energy teleports and stuns enemies away when they strike you.


Level 1 - 15% chance.
Level 2 - 20% chance
Level 3 - 25% chance
Level 4 - 30% chance

Trigger:
Triggers
  • PR
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- CONFIGURING --------
      • Set PR_Ability = PristmaticRift
      • Set PR_Buff = Prismatic Rift
      • Set PR_SFX = Abilities\Spells\Human\StormBolt\StormBoltMissile.mdl
      • Set PR_Percentage[1] = 15.00
      • Set PR_Percentage[2] = 20.00
      • Set PR_Percentage[3] = 25.00
      • Set PR_Percentage[4] = 30.00
      • -------- CORE --------
      • Custom script: set udg_PR_Loop = 0.03125
      • Trigger - Add to Prismatic Rift Loop <gen> the event (Time - Every PR_Loop seconds of game time)
      • -------- REDUCE MEMORY LEAK --------
      • Custom script: call DestroyTrigger( GetTriggeringTrigger())


  • Prismatic Rift Cast
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Triggering unit) has buff PR_Buff) Equal to True
      • ((Triggering unit) is an illusion) Equal to False
      • ((Unit-type of (Attacking unit)) is A ranged attacker) Equal to False
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random percentage) Less than or equal to PR_Percentage[(Level of PR_Ability for (Triggering unit))]
        • Then - Actions
          • Set maxIndexKnockback = (maxIndexKnockback + 1)
          • Set tempPoint1 = (Position of (Triggering unit))
          • Set tempPoint2 = (Position of (Attacking unit))
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at tempPoint1 facing Default building facing degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Attacking unit)
          • Set Knockback_Angle[maxIndexKnockback] = (Angle from tempPoint1 to tempPoint2)
          • Set Knockback_Distance[maxIndexKnockback] = 25
          • Set Knockback_UnitTarget[maxIndexKnockback] = (Attacking unit)
          • Special Effect - Create a special effect at tempPoint1 using PR_SFX
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation( udg_tempPoint1)
          • Custom script: call RemoveLocation( udg_tempPoint2)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • maxIndexKnockback Equal to 1
            • Then - Actions
              • Trigger - Turn on Prismatic Rift Loop <gen>
            • Else - Actions
        • Else - Actions


  • Prismatic Rift Loop
    • Events
    • Conditions
    • Actions
      • For each (Integer tempInt) from 1 to maxIndexKnockback, do (Actions)
        • Loop - Actions
          • Set tempPoint1 = (Position of Knockback_UnitTarget[tempInt])
          • Set tempPoint2 = (tempPoint1 offset by (Real(Knockback_Distance[tempInt])) towards Knockback_Angle[tempInt] degrees)
          • Unit - Move Knockback_UnitTarget[tempInt] instantly to tempPoint2
          • Custom script: call RemoveLocation( udg_tempPoint1)
          • Custom script: call RemoveLocation( udg_tempPoint2)
          • Set Knockback_Distance[tempInt] = (Knockback_Distance[tempInt] - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Knockback_Distance[tempInt] Equal to 0
            • Then - Actions
              • Set Knockback_Angle[tempInt] = Knockback_Angle[maxIndexKnockback]
              • Set Knockback_Distance[tempInt] = Knockback_Distance[maxIndexKnockback]
              • Set Knockback_UnitTarget[tempInt] = Knockback_UnitTarget[maxIndexKnockback]
              • Set Knockback_UnitTarget[maxIndexKnockback] = No unit
              • Set maxIndexKnockback = (maxIndexKnockback - 1)
              • Set tempInt = (tempInt - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • maxIndexKnockback Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions




Changelog:
v1.1 :
Dummy - Hide Mini map Display has been set to true
Dummy - Has been set to Cant Raise, Does not Decay
Removed "And from the main condition"
v1.2
-De-Index Fixed
v1.2b
Changed Attacked unit to Triggering unit
v1.3
-100% Fixed De-Index by deathismyfriend
v1.4
-Dummy fixed,
-Added comments for triggering
-Remade special effects
-Improved triggering by AKA.GywGod133
Old Trigger:
Triggers
  • Prismatic Rift Cast
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Triggering unit) has buff Prismatic Rift ) Equal to True
      • ((Triggering unit) is an illusion) Equal to False
      • ((Unit-type of (Attacking unit)) is A ranged attacker) Equal to False
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 100) Less than or equal to (10 + (5 x (Level of PristmaticRift for (Triggering unit))))
        • Then - Actions
          • Set maxIndexKnockback = (maxIndexKnockback + 1)
          • Set tempPoint1 = (Position of (Triggering unit))
          • Set tempPoint2 = (Position of (Attacking unit))
          • Unit - Create 1 Dummy for (Owner of (Triggering unit)) at tempPoint1 facing Default building facing degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Attacking unit)
          • Set Knockback_Angle[maxIndexKnockback] = (Angle from tempPoint1 to tempPoint2)
          • Custom script: call RemoveLocation( udg_tempPoint1)
          • Custom script: call RemoveLocation( udg_tempPoint2)
          • Set Knockback_Distance[maxIndexKnockback] = 25
          • Set Knockback_UnitTarget[maxIndexKnockback] = (Attacking unit)
          • Set effectKnockback = Abilities\Weapons\Bolt\BoltImpact.mdl
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • maxIndexKnockback Equal to 1
            • Then - Actions
              • Trigger - Turn on Prismatic Rift Loop <gen>
            • Else - Actions
        • Else - Actions


  • Prismatic Rift Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer tempInt) from 1 to maxIndexKnockback, do (Actions)
        • Loop - Actions
          • Set tempPoint1 = (Position of Knockback_UnitTarget[tempInt])
          • Set tempPoint2 = (tempPoint1 offset by (Real(Knockback_Distance[tempInt])) towards Knockback_Angle[tempInt] degrees)
          • Unit - Move Knockback_UnitTarget[tempInt] instantly to tempPoint2
          • Special Effect - Create a special effect at tempPoint2 using effectKnockback
          • Special Effect - Destroy (Last created special effect)
          • Custom script: call RemoveLocation( udg_tempPoint1)
          • Custom script: call RemoveLocation( udg_tempPoint2)
          • Set Knockback_Distance[tempInt] = (Knockback_Distance[tempInt] - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Knockback_Distance[tempInt] Equal to 0
            • Then - Actions
              • Set Knockback_Angle[tempInt] = Knockback_Angle[maxIndexKnockback]
              • Set Knockback_Distance[tempInt] = Knockback_Distance[maxIndexKnockback]
              • Set Knockback_UnitTarget[tempInt] = Knockback_UnitTarget[maxIndexKnockback]
              • Set Knockback_UnitTarget[maxIndexKnockback] = No unit
              • Set maxIndexKnockback = (maxIndexKnockback - 1)
              • Set tempInt = (tempInt - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • maxIndexKnockback Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions




Credits:
Special Thanks to :

-AKA.GywGod133 for improving the triggers!
-deathismyfriend for fixing the de-index!
-xorkatoss for teaching me MUI!
-Torchlight II Idea



Keywords:
Counter,Anti Melee Hitter, Soft Armor Wizards,
Contents

Prismatic Shift (Map)

Reviews
Moderator
Pristimatic Shift v1.3 | Reviewed by Maker | 28th May 2013 APPROVED [IMG] The ability is MUI and leakless with good tooltip [tr] [IMG] The dummy has build ability, uses upgrades and gives vision Use a knockback system...
  1. GywGod133

    GywGod133

    Joined:
    Jul 16, 2012
    Messages:
    646
    Resources:
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    Maps:
    1
    Spells:
    1
    Tutorials:
    1
    Resources:
    3
    ahaha UPDATED