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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Sparkwave v1.0 Gui and Jass

Submitted by Squiggy
This bundle is marked as approved. It works and satisfies the submission rules.
Spawns lightnings from heaven, dealing shocking damage in an area of effect and leaving a charge-field which slows every unit passing it
Level 1: 60 damage, Field stays 5s

Level 2: 90 damage, Field stays 10s

Level 3: 120 damage, Field stays 15s
---
Hint: Type -lvlmax to get the char to lv10
Type -cd to reset the cooldown
Spell doesn't attack mechanical units
Spell is MUI/MPI/epic
--
Spell is made by me and therefore credit me if you're gonna use it, thanks.

UPDATE:
As a 'lesson' of my ongoing jasslearning, I redid this spell in (v)jass - just enable the respective trgger.

Jasscode
Code (vJASS):
//=====================================================\\
//                   Sparkwave                         \\
//                                                     \\
//                 Credits go to:                      \\
//              HINDYhat, PurplePoot                   \\
//=====================================================\\
scope MeinScope initializer Sparkwave
    //=================================================\\
    //=Now, first we do the usual check which ability  \\
    //=is being cast                                   \\
    //=================================================\\
    private function Conditions takes nothing returns boolean
        return GetSpellAbilityId() == 'A003'
    endfunction

    private function Actions takes nothing returns nothing
    //=================================================\\
    //=Here we define the locals                       \\
    //=================================================\\
        local unit caster = GetTriggerUnit()
        local unit target = GetSpellTargetUnit()
        local unit u
        local integer i = GetUnitAbilityLevel(caster, 'A003')
        local integer i2 = 0
        local real x = GetUnitX(target)
        local real y = GetUnitY(target)
        local player p = GetOwningPlayer(caster)
    //=================================================\\
    //=Finally, we create the first and the second     \\
    //=dummy                                           \\
    //=================================================\\
        set u = CreateUnit(p, 'n000', x, y, 90)
        call UnitApplyTimedLife(u, 'BLTF' , .2)
        set u = CreateUnit(p, 'n001', x, y, 90)
        call UnitApplyTimedLife(u, 'BLTF' , i*5)
        call SetUnitAbilityLevel(u, 'A001', i)
    //=========================================================\\
    //=As we need six of the third dummy we create one each 60°\\
    //=========================================================\\
        loop
            exitwhen i2 > 5
    //=================================================\\
    //=We order it to cast 'chainlightning'           =\\
    //=================================================\\
            set u =  CreateUnit(p, 'n002', (x + 700.00*Cos((i2*60.00)*bj_DEGTORAD)), y + 700.00*Sin((i2*60)*bj_DEGTORAD), 90.00)
            call SetUnitAbilityLevel(u, 'A001', i)
            call IssueTargetOrder(u, "chainlightning", target)
            call UnitApplyTimedLife(u, 'BLTF' , .2)
    //=======================================================\\
    //=And increase the loopcount by one and the angle by 60=\\
    //=======================================================\\
            set i2 = (i2 + 1)
        endloop
    //=================================================\\
    //=To prevent leaks, we null the needed locals    =\\
    //=================================================\\
        set u = null
        set target = null
        set caster = null
    endfunction
   
    private function Sparkwave takes nothing returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
        call TriggerAddCondition(t, Condition(function Conditions))
        call TriggerAddAction(t, function Actions)
    endfunction
endscope


Keywords:
sparkwave spark lightning spell volt slow
Contents

Sparkwave (Map)

Reviews
Moderator
21:42, 3rd Feb 2009 Dr Super Good: Recommended An impressive spell for its simplicity. It seems reliable and next to initial cast lag, it also does not reduce fram rate too much. Unfortunatly it is GUI thou, so can not achieve the...
  1. 21:42, 3rd Feb 2009
    Dr Super Good:
    Evaluation

    Rating

    Recommended

    Rating Comment

    An impressive spell for its simplicity. It seems reliable and next to initial cast lag, it also does not reduce fram rate too much. Unfortunatly it is GUI thou, so can not achieve the efficency that JASS can. However it does seem leakless and MUI which is what really maters for a spell. However the method used for multi level support in this spell is multiple selection which is discouraged as formula tend to be faster and more efficent for spells with a lot of levels. I can only recommend the use of this spell as it is not too different from normal WC3 spells as far as effect and also it is only one trigger that should be easy to import.

    Suggestions . . .
    - Improve documentation.
    - Improve multi level support efficiency.
    - Posiably optimize code further by using JASS.


    Advice: If you do not understand why this spell was given the rating it received or if you would like to ask questions about how to improve this spell. Feel free to send a private message to spell moderator Dr Super Good.
     
  2. Cihparg

    Cihparg

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    Squiggy, im testing your spell.


    Code (Text):
    [COLOR="Green"]Review[/COLOR][CODE]Well, it was very well made, but the spell name doesn't match with the spell.
    You should maybe rename it to something like, Sparkylanding, or such.
    Cuz wave, well... You know what is wave. [COLOR="Lime"]3.4/5 = 4 [+rep][/COLOR]
    [/CODE]



    I Accept with this. [PS: I sayd it first!]

     
    Last edited: Feb 1, 2009
  3. TheBlooddancer

    TheBlooddancer

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    PIIIIIIKACHUUUUUUUUUUUUUUUUUUUUUUUUUUUUU!

    Haha, nice one Squiggy.

    Could need a lightning in the middle, perhaps.
     
  4. Squiggy

    Squiggy

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    There is.. thunderclap, eh ^^
     
  5. Kingz

    Kingz

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    Try using torando's slow aura cuz it gives a negative buff contrary to the positive endurance aura buff.
    Besides that i will give it a 4 though it has a lot of potential improvements...
    Also +rep.
    EDIT:
    The name is nice but you should consider something like Thunderclash or Stormcrack cuz it doesn't really has anything to do with any kind of wave...
     
  6. ProfessorZmurge

    ProfessorZmurge

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    Good spell.
     
  7. Joe-black-5

    Joe-black-5

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    ill try to get it while it's still hot :D
     
  8. Dynasti

    Dynasti

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    Yay :3 i like it
     
  9. Dark_Dragon

    Dark_Dragon

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    nice spell! its great that it has jass and gui but the problem with jass one is that its not easy editable... u know what i mean many people dont know jass to well so they will not know how to change rawcodes and such! add more documentation on how to install it and constants for spell setup... ofc u made GUI for people who dont know jass but there are people who want to use jass coz of efficiency and jass-ers will still like to simply edit constants rather then editing the code...

    anyway its still great as Dr. SG said its 4/5 from my side to!
    Greets and keep the good work!
    ~Dark Dragon
     
  10. Squiggy

    Squiggy

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    I don't know that much about constants and stuff.
    All I was taught, lies within the code :p
     
  11. Reaper2008

    Reaper2008

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    Nice, lookin' good, but I can't really see the vJASS in there.
     
  12. Squiggy

    Squiggy

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    Did I say, there's vJass in it? o_O
     
  13. Dark_Dragon

    Dark_Dragon

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    i see! well its quite simple so ill just teach u here:

    for example one of constants should be spells rawcode!

    Code (vJASS):

    scope MeinScope initializer Sparkwave

        //=================================================\\
        //=Defines user changeable values \\
        //=================================================\\
        globals
             // Spells raw code goes here. The Sparkwave's rawcode from object editor
             private constant integer    SPARKWAVE_RAWCODE         = 'A003'
        endglobals

        //=================================================\\
        //=Now, first we do the usual check which ability \\
        //=is being cast \\
        //=================================================\\
        private function Conditions takes nothing returns boolean
            return GetSpellAbilityId() == SPARKWAVE_RAWCODE
        endfunction
     


    so as you can see just what u need to do is now replace all ur 'A003' values to SPARKWAVE_RAWCODE constant!

    you can ofc make some more to make spell even more editable but its your choice.

    Best Regards!
    ~Dark Dragon
     
  14. Squiggy

    Squiggy

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    Umm thanks for the explanation.. but I think I'll leave that to my teacher
     
  15. Kingz

    Kingz

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    I tried to explain that to him :p

    @Squiggy
    You should really do that, feel free to ask your teacher about that.
     
  16. Dark_Dragon

    Dark_Dragon

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    ahh well k and i think as Kingz said that adding constants would be nice but if you dont want or i bad explained it then feel free to ask people who explain things better then me, well its like i said just wanted to help but its a nice spell already and i belive that GUI-ers will pick GUI and jass-ers jass so yeah ill say its already good enough!

    Regards!
    ~Dark Dragon
     
  17. ShrEad-ER

    ShrEad-ER

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    i've made something simmilair to this... except it was a war stomp (without stun) and an Eartqauke spell (it was not mui and if it was cast while another effect was already active it would FAIL xD)
     
  18. -JonNny

    -JonNny

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    Looks quite nice ingame
    i like your ideas, most times the script / Trigger is quite simple but the outcome it great

    - I would suggest, as mentioned to create a global block for the constants

    - You forgot to null the local player p

    - You could rename the scope, "MeinScope" does not really fit to a spell, sounds like a german example (My Scope)

    - The GUI and Jass version does not work properly due you never set bthe level of the chainlightning spell => it will always deals 10 (60) damage

    - With adding the ability and adjusting its fly height or whatever you need you do not have to create multiple dummies, one unit would be enough

    - Because you are setting your "y" real (GUI) to 45 each time before using your reset of it at the end is senseless - you do not have to "null" reals

    Atall i really liked it and its code is simple but not bad [4/5]
     
  19. togera90

    togera90

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    How to you download/import spells

    please contact me at baseball12@epix.net please
    and tell me what spell this was posted on not ur username
    i wont have any idea who you are if you tell me ur username

    P.S. my problem is theres no tutorial like the model idk how to get it into a map