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After 2 second channeling summon 6/8/10 pulse that dealing 110 damage each pulse.The AoE will increase each pulse.Slow all unit that hit by the pulse by 40% for 4 second.
Set EPC_Group = (Units within EPC_Number of EPC_Point[1] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of EPC_Units[1])) Equal to True))))
Unit - Create 1 Epc_Effect for (Owner of EPC_Units[1]) at EPC_Point[1] facing EPC_Point[1]
Unit - Turn collision for (Last created unit) Off
-------- The size of dummy increacer here --------
Animation - Change (Last created unit)'s size to ((50.00 + (20.00 x (Real(Max_Pulse))))%, (50.00 + (20.00 x (Real(Max_Pulse))))%, (50.00 + (20.00 x (Real(Max_Pulse))))%) of its original size
Environment - Create a 0.10 second Normal ripple deformation at EPC_Point[1] with starting radius EPC_Number, ending radius EPC_Number, and depth (3.50 x (Real(Max_Pulse))), using 0.10 second ripples spaced 5.00 apart
Unit Group - Pick every unit in EPC_Group and do (Actions)
Loop - Actions
Set EPC_Units[2] = (Picked unit)
Set EPC_Point[2] = (Position of EPC_Units[2])
-------- Damage each Pulse --------
Unit - Cause EPC_Units[1] to damage EPC_Units[2], dealing 110.00 damage of attack type Spells and damage type Normal
-------- ----------------------- --------
Unit - Create 1 Epc_Caster for (Owner of EPC_Units[1]) at EPC_Point[2] facing EPC_Point[2]
Set EPC_Units[3] = (Last created unit)
Unit - Add EpiSlow to EPC_Units[3]
Unit - Order EPC_Units[3] to Human Sorceress - Slow EPC_Units[2]
Unit - Add a 0.45 second Generic expiration timer to EPC_Units[3]
Actually, we were expecting you to post all the triggers and to post them in the description
edit
Oh.
Don't multipost bro, use the Edit button.
Also, you can use [hidden=Title][/hidden] tags to hide your trigger like this:
lol
edit
The only thing that's wrong with it is that it's not MUI.
Another bad thing is the terrain ripples. Those effects leak permanently and can't be destroyed,
causing Warcraft III to use more and more memory. Thus, they pretty much aren't worth it.
Animation - Change (Last created unit)'s size to ((50.00 + (20.00 x (Real(Max_Pulse))))%, (50.00 + (20.00 x (Real(Max_Pulse))))%, (50.00 + (20.00 x (Real(Max_Pulse))))%) of its original size
->
Animation - Change (Last created unit)'s size to ((50.00 + (20.00 x (Real(Max_Pulse))))%, 0%, 0%) of its original size
The above two will do the same thing. It would be better if you were to use the second method.
Also, instead of creating one dummy unit for each you have to slow, you could set the
animation times and backswings of the dummy unit in the Object Editor to 0, create it
outside of the "Pick every units.." block, give it the slow ability in the object editor, and
order it to slow the unit in the trigger. Then, you would remove that unit AFTER the
"Pick every units.." block.
This method is more effective because it uses less dummies, thus less overhead.
edit
Oh and instead of using a MaxPulse variable, why don't you just subtract 1 from Pulse
every time and see when it hits 0. That would be a more efficient method.
Have you try my spell?? tell me if anything wrong ^^ thanks. Edit
Ok Edit
Oh you are the one who post the map Epicenter v2.1.0.0 the epicenter model i copy from your map :">.But why there is no slow effect and AoE increase in your map?
because it was based on DotA's epicenter, not copied from it... haha... the AOE increases (the special effect doesn't) and its pretty easy to add the slow in Maggy's epicenter...
anyway, we already some some epicenters here, no need for another one I guess...
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