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The caster fires up lasers at the targeted location. The lasers will spin in a circle and then fire outwards, stunning and harming all those near the lasers.
SpinInt
Events
Map initialization
Conditions
Actions
-------- DONUT TUCH --------
Hashtable - Create a hashtable
Set Hash_Spin = (Last created hashtable)
-------- TOUCHABLE --------
-------- THIS IS YOUR DUMMY UNIT'S ID. --------
-------- IT WILL HAVE TO BE CHANGED. --------
Custom script: set udg_SpinDummyId = 'h000'
-------- THE LONG STUN ABILITY --------
Custom script: set udg_Spin_LongStun = 'A002'
-------- THE SHORT STUN ABILITY --------
Custom script: set udg_Spin_LongStun = 'A001'
-------- THIS IS THE DISTANCE BETWEEN THE LIGHTNING AND THE CIRCLE'S CENTER. --------
Set Spin_Lighting_Distance = 45.00
-------- THIS IS THE LIGHTNING TYPE. --------
Set SLT = Chain Lightning - Primary
-------- THIS IS THE LIGHTNING'S HEIGHT. --------
Set SPH = 120.00
-------- THIS IS WHAT THE AoE STARTS AT --------
Set Spin_StartingAoE = 10.00
-------- THIS IS WHAT THE AoE GROWS TO --------
Set Spin_MaxAoE = 175.00
-------- DAMAGE PER ROTATION (THIS IS MULTIPLIED BY EACH LEVEL) --------
Set Spin_RotationDamage = 10.00
-------- DAMAGE TO UNITS WHEN THE LASER FIRES (THIS IS MULTIPLIED BY EACH LEVEL) --------
-------- UNDERSTAND THAT THE DAMAGE CAN CRITICAL HIT --------
-------- THE CHANCE OF IT HAPPENING IS QUITE FREAKWENT. --------
Set Spin_FireDamage = 60.00
-------- THE ORDER STRING OF THE LONG STUN ABILITY SO IT WILL CAST IT --------
Set SpinAbilityString = thunderbolt
-------- THE ORDER STRING OF THE SHORT STUN ABILITY SO IT WILL CAST IT --------
-------- WE USE TWO FOR THOSE THAT WANT A SUPER COOL SPELL --------
Set SpinAbilityString2 = thunderbolt
-------- THIS IS WHERE WE MAKE THE LIGHTNING BEAUTIFUL --------
-------- LIKE A BEAUTIFUL BUTTERFLY --------
-------- IT GOES RED = 1/5/6 GREEN = 2/10/12 BLUE = 3/15/18 --------
Set SLB[1] = 1.00
Set SLB[2] = 0.00
Set SLB[3] = 1.00
Set SLB[5] = 0.00
Set SLB[10] = 1.00
Set SLB[15] = 1.00
Set SLB[6] = 1.00
Set SLB[12] = 1.00
Set SLB[18] = 0.00
SpinCastdurr
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Spin
Actions
-------- --------
-------- --------
-------- --------
-------- --------
-------- --------
-------- THIS IS YOUR CASTER. --------
Set SPU = (Triggering unit)
-------- THIS IS THE TARGETING POINT --------
Set SP1 = (Target point of ability being cast)
-------- THIS IS YOUR DUMMY --------
Custom script: set udg_SPU2 = CreateUnitAtLoc(GetTriggerPlayer(), udg_SpinDummyId, udg_SP1, 270)
-------- THIS IS YOUR HANDLE --------
Custom script: set udg_Handle_Spin = GetHandleId(udg_SPU2)
-------- THESE ARE YOUR LIGHTNINGS --------
Set SPI3 = (Random integer number between 1 and 3)
For each (Integer SPI2) from 1 to 8, do (Actions)
Loop - Actions
Set SP2 = (SP1 offset by Spin_Lighting_Distance towards ((Real(SPI2)) x 45.00) degrees)
Set Spin_EffeciencyReal = (SR2 + (45.00 x (Real(SPI))))
Custom script: set udg_SL = LoadLightningHandle(udg_Hash_Spin, udg_Handle_Spin, udg_SPI)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SPI4 Equal to 1
Then - Actions
Lightning - Destroy SL
Set SP3 = (SP1 offset by (SR1 + Spin_StartingAoE) towards Spin_EffeciencyReal degrees)
Special Effect - Create a special effect at SP3 using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Spin_LaunchBool Equal to False
Then - Actions
Set SP2 = (SP1 offset by Spin_Lighting_Distance towards Spin_EffeciencyReal degrees)
Set SP3 = (SP2 offset by SR1 towards Spin_EffeciencyReal degrees)
Else - Actions
Set SP2 = (SP1 offset by (((SR1 x 1.20) + Spin_StartingAoE) - Spin_MaxAoE) towards Spin_EffeciencyReal degrees)
Set SP3 = (SP1 offset by (SR1 + Spin_StartingAoE) towards Spin_EffeciencyReal degrees)
-------- JIMMY MATHS. --------
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within (Spin_MaxAoE x (0.01 x (60.00 - (Real(SPI4))))) of SP2 matching (((Owner of (Matching unit)) Not equal to Spin_Player) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit and do (Actions)
Custom script: set udg_SPU4 = LoadUnitHandle(udg_Hash_Spin, udg_Handle_Spin, 15)
Custom script: set udg_Spin_EffeciencyReal = LoadReal(udg_Hash_Spin, udg_Handle_Spin, 9)
Set Spin_Player = (Owner of SPU)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within (Spin_StartingAoE + SR1) of SP1 matching (((Owner of (Matching unit)) Not equal to Spin_Player) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit) is Magic Immune) Equa and do (Actions)
Custom script: if udg_Spin_LaunchBool == false and LoadBoolean(udg_Hash_Spin, udg_Handle_Spin, 19) and LoadBoolean(udg_Hash_Spin, udg_Handle_Spin, 20) then
Keywords:
Spin, Lightning, Spiral, Comments, Herp, THE SPELL SPINS LIKE A CHAIR, SPIN IT TO WIN IT, SPIN ME BABY ONE MORE TIME, DERP, -, GUI, JASS, Capslock
07:53, 22nd Jul 2012
Magtheridon96: Approved.
THIS IS YOUR REVIEW
http://www.hiveworkshop.com/forums/2187672-post3.html
This spell is very well-written and readable :>
It just needs a few minor enhancements.
edit
Since I know you're an exceptional GUIer and decent JASS-scripter, I'm going to be a bit stricter here ;D
Since you're using custom scripts, you might as well use coordinates instead of locations
Instead of the target point, use GetSpellTargetX() and GetSpellTargetY().
edit
This also means that CreateUnitAtLoc has got to go. Use CreateUnit.
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