Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
oh ok :/
Black Arrow Check

Events


Unit - A unit Begins casting an ability

Conditions


(Ability being cast) Equal to Black Arrow

Actions


-------- Setting the casting and targeted unit --------


Set Unit[1] = (Triggering unit)


Set Unit[2] = (Target unit of ability being cast)


-------- - --------


-------- Checking if the unit have enough life to cast this spell --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Life of Unit[1]) Less than or equal to (90.00 x (Real((Level of Black Arrow for Unit[1]))))



Then - Actions




-------- Creating a message that you don't have enough life to cast the spell --------




Game - Display to (Player group((Owner of Unit[1]))) for 2.00 seconds the text: ...




-------- - --------




-------- Ordering caster to stop --------




Unit - Order Unit[1] to Stop



Else - Actions
Black Arrow Run

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Black Arrow

Actions


-------- Setting the casting and targeted unit --------


Set Unit[1] = (Triggering unit)


Set Unit[2] = (Target unit of ability being cast)


-------- - --------


-------- Checking if the unit have enough life to cast this spell --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Life of Unit[1]) Greater than or equal to (90.00 x (Real((Level of Black Arrow for Unit[1]))))



Then - Actions




-------- Setting the life of casting unit to life of casting unit - 90 x Level of ability, simple math formula --------




Unit - Set life of Unit[1] to ((Life of Unit[1]) - (90.00 x (Real((Level of Black Arrow for Unit[1])))))




-------- - --------




-------- This "wait" waits untill the arrow hits the targeted unit cehcking every 0.10 secodnds as it is minimum --------




Wait until ((Unit[2] has buff Black Arrow(custom) ) Equal to True), checking every 0.10 seconds




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 (6 x (Level of Black Arrow for Unit[1]))





Then - Actions






-------- Damaging the targeted unit --------






Unit - Cause Unit[1] to damage Unit[2], dealing (2.00 x (90.00 x (Real((Level of Black Arrow for Unit[1]))))) damage of attack type Spells and damage type Normal






-------- - --------






-------- Creating a floating text --------






Floating Text - Create floating text that reads ((String((2 x (90 x (Level of Black Arrow for Unit[1]))))) + !) above Unit[2] with Z offset 0.00, using font size 10.00, color (40.00%, 0.00%, 60.00%), and 0.00% transparency






Floating Text - Change (Last created floating text): Disable permanence






Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees






Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds






Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds






-------- - --------






-------- Creating a nice special effect on the targeted unit --------






Special Effect - Create a special effect attached to the origin of Unit[2] using Abilities\Spells\Undead\OrbOfDeath\OrbOfDeathMissile.mdl






Special Effect - Destroy (Last created special effect)





Else - Actions






-------- Damaging the targeted unit --------






Unit - Cause Unit[1] to damage Unit[2], dealing (90.00 x (Real((Level of Black Arrow for Unit[1])))) damage of attack type Spells and damage type Normal






-------- - --------






-------- Creating a floating text --------






Floating Text - Create floating text that reads ((String((90 x (Level of Black Arrow for Unit[1])))) + !) above Unit[2] with Z offset 0.00, using font size 10.00, color (40.00%, 0.00%, 60.00%), and 0.00% transparency






Floating Text - Change (Last created floating text): Disable permanence






Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees






Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds






Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds




-------- Creating a nice special effect on the targeted unit --------




Special Effect - Create a special effect attached to the origin of Unit[2] using Abilities\Weapons\AvengerMissile\AvengerMissile.mdl




Special Effect - Destroy (Last created special effect)




-------- - --------




-------- Condition checks if the unit is still "alive" --------




-------- I left it that it checks if life is less than 5, it doesnt matter, it can go up to 15 but 5 is enough --------




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Life of Unit[2]) Less than 5.00





Then - Actions






-------- Setting the location of targeted unit --------






Set Point[1] = (Position of Unit[2])






-------- - --------






-------- Damaging the unit kills the unit since its life is less than 5 and mekes you the killer --------






Unit - Cause Unit[1] to damage Unit[2], dealing 500.00 damage of attack type Spells and damage type Normal






-------- - --------






-------- "Healing" heals caster for 120 x Level of ability, a little of math :P --------






Unit - Set life of Unit[1] to ((Life of Unit[1]) + (120.00 x (Real((Level of Black Arrow for Unit[1])))))






-------- - --------






-------- Creating the dummy at the given location --------






-------- Giving and setting the ability --------






-------- Ordering Dummy to cast the given spell --------






-------- - --------






Unit - Create 1 Dummy for (Owner of Unit[1]) at Point[1] facing Default building facing degrees






Unit - Add a 1.50 second Generic expiration timer to (Last created unit)






Unit - Add Black Arrow(dummy) to (Last created unit)






Unit - Set level of Black Arrow(dummy) for (Last created unit) to (Level of Black Arrow for Unit[1])






Unit - Order (Last created unit) to Neutral Pit Lord - Howl Of Terror






-------- - --------






-------- Creating a nice special effect on the targeted and casting unit --------






Special Effect - Create a special effect attached to the origin of Unit[1] using Abilities\Spells\Items\AIil\AIilTarget.mdl






Special Effect - Destroy (Last created special effect)






Special Effect - Create a special effect at Point[1] using Abilities\Spells\Other\HowlOfTerror\HowlCaster.mdl






Special Effect - Destroy (Last created special effect)






-------- - --------






-------- Claring leaks --------






Custom script: call RemoveLocation(udg_Point[1])






-------- - --------






-------- Setting a 75% chance and if the hunt is a hero --------






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 75) and ((Unit[2] is A Hero) Equal to True)







Then - Actions








-------- Setting the life of caster to 100% --------








Unit - Set life of Unit[1] to 100.00%








-------- - --------








-------- Creating a nice special effect on the casting unit --------








Special Effect - Create a special effect attached to the origin of Unit[1] using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl








Special Effect - Destroy (Last created special effect)







Else - Actions





Else - Actions



Else - Actions
Wait until ((Unit[2] has buff Black Arrow(custom) ) Equal to True), checking every 0.10 seconds
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 (6 x (Level of Black Arrow for Unit[1]))

Then - Actions


-------- Damaging the targeted unit --------


Unit - Cause Unit[1] to damage Unit[2], dealing (2.00 x (90.00 x (Real((Level of Black Arrow for Unit[1]))))) damage of attack type Spells and damage type Normal


-------- - --------


-------- Creating a floating text --------


Floating Text - Create floating text that reads ((String((2 x (90 x (Level of Black Arrow for Unit[1]))))) + !) above Unit[2] with Z offset 0.00, using font size 10.00, color (40.00%, 0.00%, 60.00%), and 0.00% transparency


-------- - --------


-------- Creating a nice special effect on the targeted unit --------


Special Effect - Create a special effect attached to the origin of Unit[2] using Abilities\Spells\Undead\OrbOfDeath\OrbOfDeathMissile.mdl


Special Effect - Destroy (Last created special effect)

Else - Actions


-------- Damaging the targeted unit --------


Unit - Cause Unit[1] to damage Unit[2], dealing (90.00 x (Real((Level of Black Arrow for Unit[1])))) damage of attack type Spells and damage type Normal


-------- - --------


-------- Creating a floating text --------


Floating Text - Create floating text that reads ((String((90 x (Level of Black Arrow for Unit[1])))) + !) above Unit[2] with Z offset 0.00, using font size 10.00, color (40.00%, 0.00%, 60.00%), and 0.00% transparency


-------- - --------

Floating Text - Change (Last created floating text): Disable permanence

Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees

Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds

Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
((Unit[2] has buff Black Arrow(custom) ) Equal to False) and ((Unit[2] is alive) Equal to False)
This condition should work right?
((Unit[2] has buff Black Arrow(custom) ) Equal to False) and ((Unit[2] is alive) Equal to False)
Something is wrong... I cant open in since it kicks me back to the main menu.
Opening it in jngp doesnt work either, as JassHelper is refusing to save it.
I tried other maps... this is the only one troubling ._:
Oh wow, that looks amazing! I love the randomness, and it looks so smooth and doesnt lag at all. I couldnt find any leaks so far either.
But the tooltip needs to be better in my opinion (must find something to complain about^^?)
not that random, I meant random in a good way![]()
Yay, pretty nice spellEccho is right, the randomness looks awesome
![]()
| THE DESERT ANT |
| A quite random spell, if you cast it on a point there will come spikes up in a preset interval, quite long range, each spike deals initial damage and causes a stackable bleeding on the enemy hit, so the damage is quite random. Interval of Spikes is 2 seconds and Number of Spikes per Interval is 25. Each spike deals to all enemies in 50 range around 25 damage and causes the bleeding to him. The Bleeding deals 5 damage per second and lasts 10 seconds. |
Well, the user can easily make it multi-level instanceable, not really a problem, just add a formula or add if then else for different input.
The Spell is easy to change if you look at the variable names, I think it is self explaining, and this is just a spell, you can change damage, duration, dotdamage, dot duration and some other things, this is NOT a system, and for a spell you can change quite much.
Yeah me too XD.
huh? where? I found no spell which is familiar on the whole side under "spike" or "desert ant".
Black Arrow
Shoots a powerful dark arrow at the targeted unit.
Casting harms the caster.
Targeted unit suffers some damage.
There is a chance, that targeted unit suffers critical damage, that is 2x primary damage.
The arrow consists of pure fear, so the armor of targeted unit is reduced.
If targeted unit dies, it releases Howl of Pain, that reduces the armor of nearby enemy units.
As targeted unit dies by the arrow, the caster gains hit points, but if targeted unit is a hero, there is a chance that caster fully recovers its life.
Yay! I have my done! =)
It just needs a few game triggers
And btw. Is this good enough that people could understand?
Dark Rift[Target]: Point/Area
[Casting Time]: Instant
[Duration]: 10 Seconds
[Description]: The Voidwalker evokes a dark invisible rift.
The rift will suck out the energy of all enemys that try to leave it, applying several effects depending on the time they stayed in it.
[1-1.9 Seconds]: The dark energy aims on the legs of his victim, slowing him by 30%.
[2-4.9 Seconds]: Realising a painfull power, the rift catches the the enemy and stuns him.
[5-9.9 Seconds]: The rift hungers for blood, stunning his victim to stay next to him and dealing damage.
[10 Seconds]: Torturing his victim isn't enough anymore and the rift tries to kill it, stunning him a long time and dealing a lot of damage.
