Raging Slam v1.10

This bundle is marked as approved. It works and satisfies the submission rules.
Raging Slam


Description:
Strikes the unit with such force that it gets shot up into the air, upon landing dealling damage to enemy units and slowing their attack and move speed by 50%.


Level 1 - Deals 50 damage to the target, another 50 damage when it lands.
Level 2 - Deals 100 damage to the target, another 75 damage when it lands.
Level 3 - Deals 150 damage to the target, another 100 damage when it lands.


Cooldown: 15


Spell made for practice using Parabola


Update:
-> Nerved down the damage of the spell
-> Removed the airborne effects, it actually looks pretty cool and a lot more authentic.

Keywords:
Slam, tauren, chief, hit, strike, lift, fly, f0rsak3n, holy, fire, dark, water, air.
Contents

Raging Slam v1.10 (Map)

Reviews
23:43, 16th Jun 2010 Hanky: The only thing I dislike is the way you are indexing. Everything else is just fine. Your spell is leakless and MUI. Also the spell effects look pretty nice. So I see no reason why I shouldn't approve this spell.

Moderator

M

Moderator

23:43, 16th Jun 2010
Hanky:
The only thing I dislike is the way you are indexing. Everything else is just fine. Your spell is leakless and MUI. Also the spell effects look pretty nice. So I see no reason why I shouldn't approve this spell.
 
Level 14
Joined
Nov 2, 2008
Messages
579
/Subscribezzz

  • Start
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Raging Slam
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • RS_Index[1] Equal to 0
        • Then - Actions
          • -------- If no instances are running we turn on the Loop --------
          • Trigger - Turn on Loop <gen>
        • Else - Actions
      • -------- Here we increase the indexes +1 --------
      • Set RS_Index[1] = (RS_Index[1] + 1)
      • Set RS_Index[2] = (RS_Index[2] + 1)
      • -------- The MUI Boolean = True --------
      • Set RS_Boolean[RS_Index[2]] = True
      • -------- Stores the caster unit into a variable for later use --------
      • Set RS_Caster[RS_Index[2]] = (Triggering unit)
      • -------- Stores the target unit into a variable for later use --------
      • Set RS_Target[RS_Index[2]] = (Target unit of ability being cast)
      • -------- Stores the caster unit position into a variable for later use --------
      • Set RS_Loc[1] = (Position of (Triggering unit))
      • -------- Stores the target unit position into a variable for later use --------
      • Set RS_Loc[2] = (Position of (Target unit of ability being cast))
      • -------- Stores the ability Level --------
      • Set RS_LevelA[RS_Index[2]] = (Level of Raging Slam for (Triggering unit))
      • -------- ************************************************************************************************** --------
      • -------- The Max Distance in which the unit flies --------
      • Set RS_MaxD[RS_Index[2]] = (Random real number between 250.00 and 350.00)
      • -------- The Max Height in which the unit flies --------
      • Set RS_MaxH[RS_Index[2]] = (Random real number between 150.00 and 250.00)
      • -------- The speed in which the unit flies --------
      • Set RS_Speed[RS_Index[2]] = 9.00
      • -------- The innitial damage dealt to the target --------
      • Set RS_Damage[RS_Index[2]] = (50.00 x (Real(RS_LevelA[RS_Index[2]])))
      • -------- The eye candy that appears when the unit gets hit --------
      • Special Effect - Create a special effect at RS_Loc[2] using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
      • Special Effect - Destroy (Last created special effect)
      • -------- ************************************************************************************************** --------
      • -------- Sets the owner of the caster unit --------
      • Set RS_Player[RS_Index[2]] = (Owner of (Triggering unit))
      • -------- THe angle which the unit will move --------
      • Set RS_Angle[RS_Index[2]] = (Angle from RS_Loc[1] to RS_Loc[2])
      • -------- The current distance will be used in the Loop trigger --------
      • Set RS_CurDis[RS_Index[2]] = 0.00
      • -------- Dealling the actual damage --------
      • Unit - Cause RS_Caster[RS_Index[2]] to damage RS_Target[RS_Index[2]], dealing RS_Damage[RS_Index[2]] damage of attack type Chaos and damage type Normal
      • -------- Turning Collision for the target 0FF --------
      • Unit - Turn collision for RS_Target[RS_Index[2]] Off
      • -------- Adding + Removing the storm grow ability in which we'll use for parabola --------
      • Unit - Add Storm Crow Form to (Target unit of ability being cast)
      • Unit - Remove Storm Crow Form from (Target unit of ability being cast)
      • -------- Removing all the point leaks --------
      • Custom script: call RemoveLocation( udg_RS_Loc[1] )
      • Custom script: call RemoveLocation( udg_RS_Loc[2] )
  • Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer RS_Index[3]) from 1 to RS_Index[2], do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RS_Boolean[RS_Index[3]] Equal to True
            • Then - Actions
              • -------- Again sets the location of the target --------
              • Set RS_Loc[3] = (Position of RS_Target[RS_Index[3]])
              • -------- The point where the caster will be moved every 0.03 seconds --------
              • Set RS_Loc[4] = (RS_Loc[3] offset by RS_Speed[RS_Index[3]] towards RS_Angle[RS_Index[3]] degrees)
              • -------- Moving the target --------
              • Unit - Move RS_Target[RS_Index[3]] instantly to RS_Loc[4]
              • -------- Increasing the current distance --------
              • Set RS_CurDis[RS_Index[3]] = (RS_CurDis[RS_Index[3]] + RS_Speed[RS_Index[3]])
              • -------- Storing the variables in seperate Reals --------
              • Set RS_Real[1] = RS_MaxH[RS_Index[3]]
              • Set RS_Real[2] = RS_MaxD[RS_Index[3]]
              • Set RS_Real[3] = RS_CurDis[RS_Index[3]]
              • -------- The almighty parabola --------
              • Custom script: set udg_RS_Real[4] = ( 4 * udg_RS_Real[1] / udg_RS_Real[2]) * ( udg_RS_Real[2] - udg_RS_Real[3]) * ( udg_RS_Real[3] / udg_RS_Real[2] )
              • -------- Applying the effect --------
              • Animation - Change RS_Target[RS_Index[3]] flying height to RS_Real[4] at 0.00
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RS_CurDis[RS_Index[3]] Greater than RS_MaxD[RS_Index[3]]
                • Then - Actions
                  • -------- Turning Collision for the target 0N --------
                  • Unit - Turn collision for RS_Target[RS_Index[3]] On
                  • -------- Creating the dummy unit --------
                  • Unit - Create 1 Dummy for RS_Player[RS_Index[3]] at RS_Loc[3] facing Default building facing degrees
                  • -------- Adding the dummy ability --------
                  • Unit - Add Raging Slam Dummy to (Last created unit)
                  • -------- Adding an expiration timer --------
                  • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                  • -------- Setting the ability level for the dummy --------
                  • Unit - Set level of Raging Slam Dummy for (Last created unit) to RS_LevelA[RS_Index[3]]
                  • -------- Ordering the dummy to use the dummy ability --------
                  • Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
                  • -------- Some eye candy that appears when the unit hits the ground --------
                  • Special Effect - Create a special effect at RS_Loc[3] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
                  • Special Effect - Destroy (Last created special effect)
                  • -------- Setting how many instances are running -1 --------
                  • Set RS_Index[1] = (RS_Index[1] - 1)
                  • -------- Resetting the MUI Boolean --------
                  • Set RS_Boolean[RS_Index[3]] = False
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • RS_Index[1] Equal to 0
                    • Then - Actions
                      • -------- Resetting all indexes --------
                      • Set RS_Index[2] = 0
                      • -------- Turning of this trigger for efficiency --------
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
                • Else - Actions
              • -------- Resetting the Reals we used earlier --------
              • Custom script: set udg_RS_Real[1] = 0
              • Custom script: set udg_RS_Real[2] = 0
              • Custom script: set udg_RS_Real[3] = 0
              • Custom script: set udg_RS_Real[4] = 0
              • -------- Removing Point leakies. --------
              • Custom script: call RemoveLocation( udg_RS_Loc[3] )
              • Custom script: call RemoveLocation( udg_RS_Loc[4] )
            • Else - Actions[/HIDDEN]
 
Level 4
Joined
Nov 8, 2009
Messages
25
I quickly checked the code and it seems that everything is alright, no leaks and MUI, gj with the parabola ;)

But there is no need that you set the global reals = 0 , then they will simply have the value 0 and they will get overwritten anyway, the next time the trigger fires.

The only thing I dislike is that surrounding units are damaged via the object editor, but thats just me.

Other than that this is a very handy spell, +rep from me

~Blackhawk
 
Level 9
Joined
Mar 30, 2009
Messages
256
the spell works ingame and the triggering is very good (MUI, leakless)
i will vote it a 4/5 (due to the fact it isnt really anything creative 4/5 is a very good rating)

you are learning JASS? i also tried but i just dont really get it...
i always think to much GUI (Event, Condition, Action) and not (init function, function)

i read through like 4 tutorials... maybe i need just a little bit more practice ..

(btw i would love to be able to script in JASS)
 
Level 14
Joined
Nov 2, 2008
Messages
579
I quickly checked the code and it seems that everything is alright, no leaks and MUI, gj with the parabola ;)

But there is no need that you set the global reals = 0 , then they will simply have the value 0 and they will get overwritten anyway, the next time the trigger fires.

The only thing I dislike is that surrounding units are damaged via the object editor, but thats just me.

Other than that this is a very handy spell, +rep from me

~Blackhawk

Thanks for the feedback ill remove the custom scripts.

the spell works ingame and the triggering is very good (MUI, leakless)
i will vote it a 4/5 (due to the fact it isnt really anything creative 4/5 is a very good rating)

you are learning JASS? i also tried but i just dont really get it...
i always think to much GUI (Event, Condition, Action) and not (init function, function)

i read through like 4 tutorials... maybe i need just a little bit more practice ..

(btw i would love to be able to script in JASS)

Thank you for rating, and yes I'm learning JASS. I find that the best way of learning is by doing. This tutorial is particularly helpful.
 
Level 9
Joined
May 27, 2009
Messages
494
Here's My rating..

MUI - Yes
Efficiency - 3/5
Triggering - 4/5
Description - 4/5

Overall 12 / 15

Its quite really good and works well ingame. No leaks and useful and easy to understand in beginner mappers because of Trigger Comments.

4/5 rating from me :D

vote for approval
 
Level 3
Joined
Apr 3, 2014
Messages
53
Umm i have a problem i imported everything as it should be but it doesnt do damage, im a noob with all these things, so can you help me out :/ ?
 
Level 10
Joined
Jul 17, 2013
Messages
457
deepstrasz hey could you update this spell? i have added an trigger that doesnt not allow knockbacked unit to go throught cliffs or inside tress,

v1.11 (20.10.2020)
-added walkablity check now units shouldnt be able to go inside tress or blocked areas
 

Attachments

  • Raging Slam v1.11.w3x
    33.8 KB · Views: 13
Top