[Prototype Spell] Water Blast

Well, I have made an old spell back a few months ago, but haven't really gotten around it to do some tweaking and making it better.

  • Water Blast Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- WARNING --------
      • -------- If there's too many knocked unit at once. --------
      • -------- the knock might get a bit messy and also will lead to unwanted lags. --------
      • -------- use it wisely. --------
      • -------- NOTES --------
      • -------- Knockback will automatically stop once it hits a tree [if DestroyTree is false] --------
      • -------- CONFIGURABLES --------
      • -------- Ability (set this to the correct one) --------
      • Set WB_Ability = Water Blast
      • -------- Special Effect (effect that appears on target point) --------
      • Set WB_Effect = Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • -------- Blast Radius (how big is the radius of the blast take effects) --------
      • Set WB_Radius[1] = 500.00
      • Set WB_Radius[2] = 500.00
      • Set WB_Radius[3] = 500.00
      • -------- Damage Amount (Amount of damage dealt upon explosion) --------
      • Set WB_Damage[1] = 100.00
      • Set WB_Damage[2] = 200.00
      • Set WB_Damage[3] = 350.00
      • -------- Knockback Range (the range of the knockback) --------
      • Set WB_Knock[1] = 500.00
      • Set WB_Knock[2] = 500.00
      • Set WB_Knock[3] = 500.00
      • -------- Knockback Time (the time of knockback in seconds) --------
      • Set WB_KnockTime[1] = 1.00
      • Set WB_KnockTime[2] = 1.00
      • Set WB_KnockTime[3] = 1.00
      • -------- Knock Formula : Range X Time --------
      • -------- In this sample it's 500 X 2 = 1000 Range --------
      • -------- Set this if you want trees to be destroyed or not. --------
      • Set WB_DestroyTrees = True
      • -------- set this to True if you want trees to gain a Special Effect at it's position upon destroyed, only set the other variable to an effect if the first one set to true, leave this be if you don't destroy trees --------
      • Set WB_DestroyTreesEffect = True
      • Set WB_DestEffect = Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • -------- You may try configurating this, but do it at risk! --------
      • Set WB_DurDecreaser = 0.04
      • -------- END CONFIGURABLES --------
      • Hashtable - Create a hashtable
      • Set WB_Hash = (Last created hashtable)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WB_DestroyTrees Equal to (==) True
          • Then - Actions
            • Custom script: set udg_WB_DestKiller = CreateUnit(Player(15), 'hpea', 0, 0, 0)
            • Unit - Hide WB_DestKiller
          • Else - Actions
      • Trigger - Add to Water Blast Knock <gen> the event (Time - Every WB_DurDecreaser seconds of game time)
  • Water Blast Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to (==) WB_Ability
    • Actions
      • -------- You know what? skip this --------
      • Set WB_GroupAmount = (Number of units in WB_Knocked)
      • Set WB_CastUnit = (Triggering unit)
      • Set WB_Loc = (Target point of ability being cast)
      • Set WB_Level = (Level of WB_Ability for WB_CastUnit)
      • Special Effect - Create a special effect at WB_Loc using WB_Effect
      • Special Effect - Destroy (Last created special effect)
      • -------- Blast them all!! --------
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WB_GroupAmount Equal to (==) 0
          • Then - Actions
            • Trigger - Turn on Water Blast Knock <gen>
          • Else - Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within WB_Radius[WB_Level] of WB_Loc) and do (Actions)
        • Loop - Actions
          • Set WB_TempUnit = (Picked unit)
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (WB_TempUnit is A structure) Equal to (==) False
                • (WB_TempUnit belongs to an enemy of (Triggering player)) Equal to (==) True
                • (WB_TempUnit is A flying unit) Equal to (==) False
              • Then - Actions
                • Set WB_Loc2 = (Position of WB_TempUnit)
                • Unit - Cause WB_CastUnit to damage WB_TempUnit, dealing WB_Damage[WB_Level] damage of attack type Spells and damage type Normal
                • Set WB_KAngle = (Angle from WB_Loc to WB_Loc2)
                • Set WB_KRange = (WB_Knock[WB_Level] x 0.04)
                • Set WB_KTime = WB_KnockTime[WB_Level]
                • Custom script: set udg_WB_KeyID = GetHandleId(udg_WB_TempUnit)
                • Hashtable - Save WB_KAngle as 0 of WB_KeyID in WB_Hash
                • Hashtable - Save WB_KRange as 1 of WB_KeyID in WB_Hash
                • Hashtable - Save WB_KTime as 2 of WB_KeyID in WB_Hash
                • Unit Group - Add (Picked unit) to WB_Knocked
                • Custom script: call RemoveLocation(udg_WB_Loc2)
              • Else - Actions
      • -------- how bout we just destroy those trees to ashes? DestroyTrees = True is needed --------
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • WB_DestroyTrees Equal to (==) True
          • Then - Actions
            • Destructible - Pick every destructible within WB_Radius[WB_Level] of WB_Loc and do (Actions)
              • Loop - Actions
                • Set WB_TempDest = (Picked destructible)
                • Unit - Order WB_DestKiller to Harvest WB_TempDest
                  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Current order of WB_DestKiller) Equal to (==) (Order(harvest))
                    • Then - Actions
                      • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (WB_TempDest is alive) Equal to (==) True
                          • WB_DestroyTreesEffect Equal to (==) True
                        • Then - Actions
                          • Set WB_DestPos = (Position of WB_TempDest)
                          • Special Effect - Create a special effect at WB_DestPos using WB_DestEffect
                          • Special Effect - Destroy (Last created special effect)
                          • Custom script: call RemoveLocation(udg_WB_DestPos)
                        • Else - Actions
                      • Destructible - Kill WB_TempDest
                    • Else - Actions
                • Unit - Order WB_DestKiller to Stop
          • Else - Actions
      • Custom script: call RemoveLocation(udg_WB_Loc)
  • Water Blast Knock
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in WB_Knocked and do (Actions)
        • Loop - Actions
          • Set WB_GroupAmount = (Number of units in WB_Knocked)
          • Set WB_TempUnit = (Picked unit)
          • Custom script: set udg_WB_KeyID = GetHandleId(udg_WB_TempUnit)
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (WB_TempUnit is alive) Equal to (==) True
              • Then - Actions
                • Set WB_KAngle = (Load 0 of WB_KeyID from WB_Hash)
                • Set WB_KRange = (Load 1 of WB_KeyID from WB_Hash)
                • Set WB_KTime = (Load 2 of WB_KeyID from WB_Hash)
                • Set WB_Loc = (Position of WB_TempUnit)
                  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • WB_KTime Greater than (>) 0.00
                    • Then - Actions
                      • Set WB_Loc2 = (WB_Loc offset by WB_KRange towards WB_KAngle degrees)
                        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • WB_DestroyTrees Equal to (==) True
                          • Then - Actions
                            • Destructible - Pick every destructible within 256.00 of WB_Loc2 and do (Actions)
                              • Loop - Actions
                                • Unit - Order WB_DestKiller to Harvest WB_TempDest
                                  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Current order of WB_DestKiller) Equal to (==) (Order(harvest))
                                    • Then - Actions
                                      • Set WB_TempDest = (Picked destructible)
                                      • Destructible - Kill WB_TempDest
                                    • Else - Actions
                                • Unit - Order WB_DestKiller to Stop
                          • Else - Actions
                      • Unit - Move WB_TempUnit instantly to WB_Loc2
                      • Custom script: call RemoveLocation(udg_WB_Loc2)
                      • Hashtable - Save (WB_KTime - WB_DurDecreaser) as 2 of WB_KeyID in WB_Hash
                    • Else - Actions
                      • Hashtable - Clear all child hashtables of child WB_KeyID in WB_Hash
                      • Unit Group - Remove WB_TempUnit from WB_Knocked
                        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • WB_GroupAmount Equal to (==) 0
                          • Then - Actions
                            • Trigger - Turn off (This trigger)
                          • Else - Actions
                • Custom script: call RemoveLocation(udg_WB_Loc)
              • Else - Actions
                • Hashtable - Clear all child hashtables of child WB_KeyID in WB_Hash
                • Unit Group - Remove WB_TempUnit from WB_Knocked
                  • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • WB_GroupAmount Equal to (==) 0
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
I also attached the map, feel free to leave a feedback for me to improve it before I upload it to Spell Section.

Planned Modifications :
Use X/Y Reals instead of Locations
Find a better way for enumeration check to stop trigger execution if no unit in group
Add New Features and stuff

Updates :
15 October 2013 : Major Trigger Tweaking & Rebalance Damage - Update Test Map
14 October 2013 : Minor Trigger Tweaking - Update Test Map
 

Attachments

  • Water Blast.w3x
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Last edited:
Level 12
Joined
Mar 24, 2013
Messages
1,105
Hm, if I remember correctly the creategroup native doesnt work in vanilla, you might want to double check because I'm sure it works in jngp but if you upload as gui the thought is the spell works in regular WE.
 
Level 22
Joined
Sep 24, 2005
Messages
4,820
I think you could use a single tree detector unit for this.
  • Actions
    • Custom script: set udg_WB_DestKiller = CreateUnit(Player(15), 'hpea', 0, 0, 0)
    • Unit - Hide WB_DestKiller
  • Events
    • Map Init
  • Actions
    • Custom script: set udg_WB_DestKiller = CreateUnit(Player(15), 'hpea', 0, 0, 0)
    • Unit - Hide WB_DestKiller
 
Level 12
Joined
Mar 24, 2013
Messages
1,105
In the Loop trigger, only pick every destructible if the WB_DestroyTrees is true, don't check for each destructible.

Could reduce the lag by not creating a special effect on the trees, but might take away from the spell...idk

P.S. I was wrong about CreateGroup() not working in regular WE.
 
pOke said:
In the Loop trigger, only pick every destructible if the WB_DestroyTrees is true, don't check for each destructible.

I shall consider that

pOke said:
Could reduce the lag by not creating a special effect on the trees, but might take away from the spell...idk

That's why it's configurable, I might add the same to unit as well, it's a user preference.

pOke said:
P.S. I was wrong about CreateGroup() not working in regular WE.

It's not a VJASS native, so we can use it in normal WE
 
It should deal a little less damage so I can actually see the knockback applied. They all die. :p

Or give the hero only the lvl 1 spell in the test map (but allow him to skill-it-up).
:xxd:
Okay, will tone it down

No such thing exists (vJASS native) :) You can use all the natives that you see in (v)JASS scripts, vJASS only extends the language with syntax elements, but it doesn't (cannot) implement new natives, or anything similar.

Thanks for correcting me!
+4 Rep
 
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