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Spinning Ward v1.0

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  • Description
    Spinning%20Ward%20Description%20%28v1.0%29.jpg
  • Code
    • Spinning Ward Init
      • Events
        • Map initialization
      • Conditions
      • Actions
        • -------- --------------------------- --------
        • -------- Configuration --------
        • -------- --------------------------- --------
        • -------- Determines the ability --------
        • Set SW_Ability = Spinning Ward
        • -------- Determines the dummy unit-type --------
        • Set SW_DummyType = Spinning Ward Dummy
        • -------- Determines the Area of Effect where the ward will spread the ball missiles --------
        • Set SW_AoE[1] = 600.00
        • Set SW_AoE[2] = 600.00
        • Set SW_AoE[3] = 600.00
        • -------- Determines the first missile model --------
        • Set SW_MissileModel = Abilities\Weapons\AncestralGuardianMissile\AncestralGuardianMissile.mdl
        • -------- Determines the missile scale size --------
        • Set SW_MissileScale = 0.80
        • -------- Determines the missile flying arc height --------
        • Set SW_MissileArcHeight = 0.40
        • -------- Determines the missile travel time --------
        • Set SW_MissileTravelTime[1] = 1.00
        • Set SW_MissileTravelTime[2] = 1.00
        • Set SW_MissileTravelTime[3] = 1.00
        • -------- Determines the ward model --------
        • Set SW_WardModel = units\orc\SerpentWard\SerpentWard.mdl
        • -------- Determines the ward scale size --------
        • Set SW_WardScale = 1.00
        • -------- Determines the ward flying height --------
        • Set SW_WardHeight = -10.00
        • -------- Determines the ward duration --------
        • Set SW_WardDuration[1] = 8.00
        • Set SW_WardDuration[2] = 8.00
        • Set SW_WardDuration[3] = 8.00
        • -------- Determines spinning speed --------
        • Set SW_WardSpinSpeed[1] = 15.00
        • Set SW_WardSpinSpeed[2] = 15.00
        • Set SW_WardSpinSpeed[3] = 15.00
        • -------- Spin clockwise? --------
        • Set SW_WardSpinClockwise = False
        • -------- Determines the effect when the ward explode. Note: Can be more than one --------
        • Set SW_WardExEffect[1] = Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
        • Set SW_WardExEffect[2] = Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
        • Set SW_WardExEffect[3] = Units\NightElf\Wisp\WispExplode.mdl
        • Set SW_WardExEffect[4] = Abilities\Spells\Other\Volcano\VolcanoDeath.mdl
        • -------- Determines how many effects will be created --------
        • Set SW_WardExNumber = 4
        • -------- Determines the ward explosion damage --------
        • Set SW_WardExDamage[1] = 100.00
        • Set SW_WardExDamage[2] = 150.00
        • Set SW_WardExDamage[3] = 200.00
        • -------- Determines the ward explosion radius --------
        • Set SW_WardExRadius[1] = 300.00
        • Set SW_WardExRadius[2] = 300.00
        • Set SW_WardExRadius[3] = 300.00
        • -------- Determines the number of ball missiles will be spreaded when the ward explode --------
        • Set SW_WardExBallNumber[1] = 20
        • Set SW_WardExBallNumber[2] = 20
        • Set SW_WardExBallNumber[3] = 20
        • -------- Determines the orb missiles model used as the spinning effect that spins around the ward --------
        • Set SW_OrbModel = Abilities\Weapons\PhoenixMissile\Phoenix_Missile_mini.mdl
        • -------- Determines the orb missiles scale size --------
        • Set SW_OrbScale = 1.00
        • -------- Determines the orb missiles minimum flying height --------
        • Set SW_OrbMinHeight = 10.00
        • -------- Determines the orb missiles maximum flying height --------
        • Set SW_OrbMaxHeight = 100.00
        • -------- Determines the orb missiles spinning offset from the ward position --------
        • Set SW_OrbOffset = 30.00
        • -------- Determines the number of the orb missiles spinning around the ward --------
        • Set SW_OrbNumber[1] = 8
        • Set SW_OrbNumber[2] = 8
        • Set SW_OrbNumber[3] = 8
        • -------- Determines the ball missiles model --------
        • Set SW_BallModel = Abilities\Weapons\SerpentWardMissile\SerpentWardMissile.mdl
        • -------- Determines the ball missiles scale size --------
        • Set SW_BallScale = 1.00
        • -------- Determines the ball missiles flying arc height --------
        • Set SW_BallArcHeight = 0.50
        • -------- Determines the ball missiles minimum spread distance --------
        • Set SW_BallMinDistance = 100.00
        • -------- Determines the ball missiles spawn interval --------
        • Set SW_BallSpawnInterval = 0.06
        • -------- Determines the ball missiles move speed --------
        • Set SW_BallSpeed[1] = 20.00
        • Set SW_BallSpeed[2] = 20.00
        • Set SW_BallSpeed[3] = 20.00
        • -------- Determines the ball missiles explosion effect. Note: Can be more than one --------
        • Set SW_BallExEffect[1] = Abilities\Spells\Human\Feedback\SpellBreakerAttack.mdl
        • Set SW_BallExEffect[2] = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
        • Set SW_BallExEffect[3] = Abilities\Weapons\AncestralGuardianMissile\AncestralGuardianMissile.mdl
        • Set SW_BallExEffect[4] = Abilities\Weapons\VengeanceMissile\VengeanceMissile.mdl
        • -------- Determines how many ball missiles explosion effects will be created --------
        • Set SW_BallExNumber = 4
        • -------- Determines the ball missiles explosion damage --------
        • Set SW_BallExDamage[1] = 50.00
        • Set SW_BallExDamage[2] = 70.00
        • Set SW_BallExDamage[3] = 90.00
        • -------- Determines the ball missiles explosion radius --------
        • Set SW_BallExRadius[1] = 100.00
        • Set SW_BallExRadius[2] = 100.00
        • Set SW_BallExRadius[3] = 100.00
        • -------- Allow damaging flying units? --------
        • Set SW_DamageFlying = False
        • -------- Allow damaging ally units? --------
        • Set SW_DamageAlly = False
        • -------- Allow damaging magic immune units? --------
        • Set SW_DamageMagicImmnune = False
        • -------- Allow destroying trees? --------
        • Set SW_DestroyTrees = True
        • -------- Determines the spell update interval. Note: The lower the value, the lagger will be --------
        • Set SW_Interval = 0.03
        • -------- --------------------------- --------
        • -------- End of Configuration --------
        • -------- --------------------------- --------
        • Trigger - Turn off Spinning Ward Loop <gen>
        • Trigger - Add to Spinning Ward Loop <gen> the event (Time - Every SW_Interval seconds of game time)
        • Custom script: set udg_SW_X[101] = GetRectMinX(bj_mapInitialPlayableArea)
        • Custom script: set udg_SW_Y[101] = GetRectMinY(bj_mapInitialPlayableArea)
        • Custom script: set udg_SW_X[102] = GetRectMaxX(bj_mapInitialPlayableArea)
        • Custom script: set udg_SW_Y[102] = GetRectMaxY(bj_mapInitialPlayableArea)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SW_WardSpinClockwise Equal to True
          • Then - Actions
            • Set SW_Rotator = -90.00
            • For each (Integer SW_Index) from 1 to 3, do (Actions)
              • Loop - Actions
                • Custom script: set udg_SW_OrbSpinSpeed[udg_SW_Index] = -(udg_SW_WardSpinSpeed[udg_SW_Index] * 0.01747)
          • Else - Actions
            • Set SW_Rotator = 90.00
            • For each (Integer SW_Index) from 1 to 3, do (Actions)
              • Loop - Actions
                • Custom script: set udg_SW_OrbSpinSpeed[udg_SW_Index] = udg_SW_WardSpinSpeed[udg_SW_Index] * 0.01747
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SW_DestroyTrees Equal to True
          • Then - Actions
            • Custom script: set udg_SW_HarvestOrder = OrderId("harvest")
            • Custom script: set udg_SW_Harvester = CreateUnit(Player(15), 'hpea', 0, 0, 0)
            • Custom script: call UnitAddAbility(udg_SW_Harvester, 'Aloc')
            • Unit - Hide SW_Harvester
          • Else - Actions
        • Game - Preload SW_MissileModel
        • Game - Preload SW_MissileModel
        • Game - Preload SW_WardModel
        • Game - Preload SW_OrbModel
        • Game - Preload SW_BallModel
        • For each (Integer SW_Index) from 1 to SW_WardExNumber, do (Actions)
          • Loop - Actions
            • Game - Preload SW_WardExEffect[SW_Index]
        • For each (Integer SW_Index) from 1 to SW_BallExNumber, do (Actions)
          • Loop - Actions
            • Game - Preload SW_BallExEffect[SW_Index]
    • Spinning Ward Cast
      • Events
        • Unit - A unit Starts the effect of an ability
      • Conditions
        • (Ability being cast) Equal to SW_Ability
      • Actions
        • Set SW_MaxIndex = (SW_MaxIndex + 1)
        • Set SW_Caster[SW_MaxIndex] = (Triggering unit)
        • Set SW_Owner[SW_MaxIndex] = (Triggering player)
        • Set SW_Level[SW_MaxIndex] = (Level of SW_Ability for SW_Caster[SW_MaxIndex])
        • Custom script: set udg_SW_X[1] = GetUnitX(udg_SW_Caster[udg_SW_MaxIndex])
        • Custom script: set udg_SW_Y[1] = GetUnitY(udg_SW_Caster[udg_SW_MaxIndex])
        • Custom script: set udg_SW_X[2] = GetSpellTargetX() - udg_SW_X[1]
        • Custom script: set udg_SW_Y[2] = GetSpellTargetY() - udg_SW_Y[1]
        • Custom script: set udg_SW_Angle[udg_SW_MaxIndex] = Atan2(udg_SW_Y[2], udg_SW_X[2])
        • Custom script: set udg_SW_Dummy[udg_SW_MaxIndex] = CreateUnit(udg_SW_Owner[udg_SW_MaxIndex], udg_SW_DummyType, udg_SW_X[1], udg_SW_Y[1], udg_SW_Angle[udg_SW_MaxIndex] * 57.29582)
        • Special Effect - Create a special effect attached to the origin of SW_Dummy[SW_MaxIndex] using SW_MissileModel
        • Set SW_AttachedModel[SW_MaxIndex] = (Last created special effect)
        • Custom script: call SetUnitScale(udg_SW_Dummy[udg_SW_MaxIndex], udg_SW_MissileScale, 0, 0)
        • Custom script: set udg_SW_MaxDistance[udg_SW_MaxIndex] = SquareRoot(udg_SW_X[2] * udg_SW_X[2] + udg_SW_Y[2] * udg_SW_Y[2])
        • Set SW_Distance[SW_MaxIndex] = 0.00
        • Set SW_MaxHeight[SW_MaxIndex] = (SW_MaxDistance[SW_MaxIndex] x SW_MissileArcHeight)
        • Set SW_Speed[SW_MaxIndex] = (SW_MaxDistance[SW_MaxIndex] / (SW_MissileTravelTime[SW_Level[SW_MaxIndex]] / SW_Interval))
        • Set SW_Stage[SW_MaxIndex] = 4
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • SW_MaxIndex Equal to 1
          • Then - Actions
            • Trigger - Turn on Spinning Ward Loop <gen>
          • Else - Actions
    • Spinning Ward Loop
      • Events
      • Conditions
      • Actions
        • For each (Integer SW_Index) from 1 to SW_MaxIndex, do (Actions)
          • Loop - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • SW_Stage[SW_Index] Equal to 1
              • Then - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • SW_Distance[SW_Index] Less than SW_MaxDistance[SW_Index]
                  • Then - Actions
                    • Set SW_Distance[SW_Index] = (SW_Distance[SW_Index] + SW_BallSpeed[SW_Level[SW_Index]])
                    • Custom script: set udg_SW_X[1] = udg_SW_SourceX[udg_SW_Index] + udg_SW_Distance[udg_SW_Index] * Cos(udg_SW_Angle[udg_SW_Index])
                    • Custom script: set udg_SW_Y[1] = udg_SW_SourceY[udg_SW_Index] + udg_SW_Distance[udg_SW_Index] * Sin(udg_SW_Angle[udg_SW_Index])
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • SW_X[1] Greater than SW_X[101]
                        • SW_Y[1] Greater than SW_Y[101]
                        • SW_X[1] Less than SW_X[102]
                        • SW_Y[1] Less than SW_Y[102]
                      • Then - Actions
                        • Custom script: call SetUnitX(udg_SW_Dummy[udg_SW_Index], udg_SW_X[1])
                        • Custom script: call SetUnitY(udg_SW_Dummy[udg_SW_Index], udg_SW_Y[1])
                      • Else - Actions
                    • Custom script: set udg_SW_MaxHeight[0] = (((4.00 * udg_SW_MaxHeight[udg_SW_Index]) / udg_SW_MaxDistance[udg_SW_Index]) * ((udg_SW_MaxDistance[udg_SW_Index] - udg_SW_Distance[udg_SW_Index]) * (udg_SW_Distance[udg_SW_Index] / udg_SW_MaxDistance[udg_SW_Index])))
                    • Animation - Change SW_Dummy[SW_Index] flying height to SW_MaxHeight[0] at 0.00
                  • Else - Actions
                    • Custom script: set udg_SW_X[1] = GetUnitX(udg_SW_Dummy[udg_SW_Index])
                    • Custom script: set udg_SW_Y[1] = GetUnitY(udg_SW_Dummy[udg_SW_Index])
                    • For each (Integer SW_Loop) from 1 to SW_BallExNumber, do (Actions)
                      • Loop - Actions
                        • Custom script: call DestroyEffect(AddSpecialEffect(udg_SW_BallExEffect[udg_SW_Loop], udg_SW_X[1], udg_SW_Y[1]))
                    • Set SW_TempLoc = (Point(SW_X[1], SW_Y[1]))
                    • Custom script: set bj_wantDestroyGroup = true
                    • Unit Group - Pick every unit in (Units within SW_BallExRadius[SW_Level[SW_Index]] of SW_TempLoc) and do (Actions)
                      • Loop - Actions
                        • Set SW_PickedUnit = (Picked unit)
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • (SW_PickedUnit is A flying unit) Equal to SW_DamageFlying
                            • (SW_PickedUnit is Magic Immune) Equal to SW_DamageMagicImmnune
                            • (SW_PickedUnit belongs to an ally of SW_Owner[SW_Index]) Equal to SW_DamageAlly
                            • (SW_PickedUnit is dead) Equal to False
                          • Then - Actions
                            • Unit - Cause SW_Caster[SW_Index] to damage SW_PickedUnit, dealing SW_BallExDamage[SW_Level[SW_Index]] damage of attack type SW_AttackType and damage type SW_DamageType
                          • Else - Actions
                    • Custom script: call RemoveLocation(udg_SW_TempLoc)
                    • Special Effect - Destroy SW_AttachedModel[SW_Index]
                    • Unit - Kill SW_Dummy[SW_Index]
                    • Set SW_Stage[SW_Index] = 5
              • Else - Actions
                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  • If - Conditions
                    • SW_Stage[SW_Index] Equal to 2
                  • Then - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • SW_RealTimer[SW_Index] Greater than 0.00
                      • Then - Actions
                        • Set SW_Angle[SW_Index] = (SW_Angle[SW_Index] + SW_OrbSpinSpeed[SW_Level[SW_Index]])
                        • Custom script: set udg_SW_X[1] = udg_SW_SourceX[udg_SW_Index] + udg_SW_OrbOffset * Cos(udg_SW_Angle[udg_SW_Index])
                        • Custom script: set udg_SW_Y[1] = udg_SW_SourceY[udg_SW_Index] + udg_SW_OrbOffset * Sin(udg_SW_Angle[udg_SW_Index])
                        • Custom script: call SetUnitX(udg_SW_Dummy[udg_SW_Index], udg_SW_X[1])
                        • Custom script: call SetUnitY(udg_SW_Dummy[udg_SW_Index], udg_SW_Y[1])
                        • Set SW_RealTimer[SW_Index] = (SW_RealTimer[SW_Index] - SW_Interval)
                      • Else - Actions
                        • Special Effect - Destroy SW_AttachedModel[SW_Index]
                        • Unit - Kill SW_Dummy[SW_Index]
                        • Set SW_Stage[SW_Index] = 5
                  • Else - Actions
                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      • If - Conditions
                        • SW_Stage[SW_Index] Equal to 3
                      • Then - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • SW_RealTimer[SW_Index] Greater than 0.00
                          • Then - Actions
                            • Set SW_Angle[SW_Index] = (SW_Angle[SW_Index] + SW_Rotator)
                            • Special Effect - Destroy SW_AttachedModel[SW_Index]
                            • Unit - Kill SW_Dummy[SW_Index]
                            • Custom script: set udg_SW_Dummy[udg_SW_Index] = CreateUnit(udg_SW_Owner[udg_SW_Index], udg_SW_DummyType, udg_SW_SourceX[udg_SW_Index], udg_SW_SourceY[udg_SW_Index], udg_SW_Angle[udg_SW_Index])
                            • Special Effect - Create a special effect attached to the origin of SW_Dummy[SW_Index] using SW_WardModel
                            • Set SW_AttachedModel[SW_Index] = (Last created special effect)
                            • Custom script: call SetUnitScale(udg_SW_Dummy[udg_SW_Index], udg_SW_WardScale, 0, 0)
                            • Animation - Change SW_Dummy[SW_Index] flying height to SW_WardHeight at 0.00
                            • Set SW_RealTimer2[SW_Index] = (SW_RealTimer2[SW_Index] - SW_Interval)
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • SW_RealTimer2[SW_Index] Less than or equal to 0.00
                              • Then - Actions
                                • Set SW_MaxIndex = (SW_MaxIndex + 1)
                                • Custom script: set udg_SW_Dummy[udg_SW_MaxIndex] = CreateUnit(udg_SW_Owner[udg_SW_Index], udg_SW_DummyType, udg_SW_SourceX[udg_SW_Index], udg_SW_SourceY[udg_SW_Index], udg_SW_Angle[udg_SW_Index] * 57.29582)
                                • Special Effect - Create a special effect attached to the origin of SW_Dummy[SW_MaxIndex] using SW_BallModel
                                • Set SW_AttachedModel[SW_MaxIndex] = (Last created special effect)
                                • Custom script: call SetUnitScale(udg_SW_Dummy[udg_SW_MaxIndex], udg_SW_BallScale, 0, 0)
                                • Set SW_Caster[SW_MaxIndex] = SW_Caster[SW_Index]
                                • Set SW_Owner[SW_MaxIndex] = SW_Owner[SW_Index]
                                • Set SW_Level[SW_MaxIndex] = SW_Level[SW_Index]
                                • Set SW_MaxDistance[SW_MaxIndex] = (Random real number between SW_BallMinDistance and SW_AoE[SW_Level[SW_MaxIndex]])
                                • Set SW_Distance[SW_MaxIndex] = 0.00
                                • Set SW_MaxHeight[SW_MaxIndex] = (SW_MaxDistance[SW_MaxIndex] x SW_BallArcHeight)
                                • Set SW_Angle[SW_MaxIndex] = SW_Angle[SW_Index]
                                • Set SW_SourceX[SW_MaxIndex] = SW_SourceX[SW_Index]
                                • Set SW_SourceY[SW_MaxIndex] = SW_SourceY[SW_Index]
                                • Set SW_Stage[SW_MaxIndex] = 1
                                • Set SW_RealTimer2[SW_Index] = SW_BallSpawnInterval
                              • Else - Actions
                            • Set SW_RealTimer[SW_Index] = (SW_RealTimer[SW_Index] - SW_Interval)
                          • Else - Actions
                            • For each (Integer SW_Loop) from 1 to SW_WardExNumber, do (Actions)
                              • Loop - Actions
                                • Custom script: call DestroyEffect(AddSpecialEffect(udg_SW_WardExEffect[udg_SW_Loop], udg_SW_SourceX[udg_SW_Index], udg_SW_SourceY[udg_SW_Index]))
                            • Set SW_TempLoc = (Point(SW_SourceX[SW_Index], SW_SourceY[SW_Index]))
                            • Custom script: set bj_wantDestroyGroup = true
                            • Unit Group - Pick every unit in (Units within SW_WardExRadius[SW_Level[SW_Index]] of SW_TempLoc) and do (Actions)
                              • Loop - Actions
                                • Set SW_PickedUnit = (Picked unit)
                                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  • If - Conditions
                                    • (SW_PickedUnit is A flying unit) Equal to SW_DamageFlying
                                    • (SW_PickedUnit is Magic Immune) Equal to SW_DamageMagicImmnune
                                    • (SW_PickedUnit belongs to an ally of SW_Owner[SW_Index]) Equal to SW_DamageAlly
                                    • (SW_PickedUnit is dead) Equal to False
                                  • Then - Actions
                                    • Unit - Cause SW_Caster[SW_Index] to damage SW_PickedUnit, dealing SW_WardExDamage[SW_Level[SW_Index]] damage of attack type SW_AttackType and damage type SW_DamageType
                                  • Else - Actions
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • SW_DestroyTrees Equal to True
                              • Then - Actions
                                • Destructible - Pick every destructible within SW_WardExRadius[SW_Level[SW_Index]] of SW_TempLoc and do (Actions)
                                  • Loop - Actions
                                    • Set SW_PickedDest = (Picked destructible)
                                    • Custom script: call IssueTargetOrderById(udg_SW_Harvester, udg_SW_HarvestOrder, udg_SW_PickedDest)
                                    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      • If - Conditions
                                        • (SW_PickedDest is dead) Equal to False
                                        • (Current order of SW_Harvester) Equal to SW_HarvestOrder
                                      • Then - Actions
                                        • Destructible - Kill SW_PickedDest
                                      • Else - Actions
                                • Unit - Order SW_Harvester to Stop
                              • Else - Actions
                            • Custom script: call RemoveLocation(udg_SW_TempLoc)
                            • Set SW_Angle[0] = (Random real number between 0.00 and 360.00)
                            • Set SW_Gap = (360.00 / (Real(SW_WardExBallNumber[SW_Level[SW_Index]])))
                            • For each (Integer SW_Loop) from 1 to SW_WardExBallNumber[SW_Level[SW_Index]], do (Actions)
                              • Loop - Actions
                                • Set SW_MaxIndex = (SW_MaxIndex + 1)
                                • Set SW_Angle[0] = (SW_Angle[0] + SW_Gap)
                                • Custom script: set udg_SW_Angle[udg_SW_MaxIndex] = udg_SW_Angle[0] * 0.01747
                                • Custom script: set udg_SW_Dummy[udg_SW_MaxIndex] = CreateUnit(udg_SW_Owner[udg_SW_Index], udg_SW_DummyType, udg_SW_SourceX[udg_SW_Index], udg_SW_SourceY[udg_SW_Index], udg_SW_Angle[0])
                                • Special Effect - Create a special effect attached to the origin of SW_Dummy[SW_MaxIndex] using SW_BallModel
                                • Set SW_AttachedModel[SW_MaxIndex] = (Last created special effect)
                                • Custom script: call SetUnitScale(udg_SW_Dummy[udg_SW_MaxIndex], udg_SW_BallScale, 0, 0)
                                • Set SW_Caster[SW_MaxIndex] = SW_Caster[SW_Index]
                                • Set SW_Owner[SW_MaxIndex] = SW_Owner[SW_Index]
                                • Set SW_Level[SW_MaxIndex] = SW_Level[SW_Index]
                                • Set SW_MaxDistance[SW_MaxIndex] = (Random real number between SW_BallMinDistance and SW_AoE[SW_Level[SW_MaxIndex]])
                                • Set SW_Distance[SW_MaxIndex] = 0.00
                                • Set SW_MaxHeight[SW_MaxIndex] = (SW_MaxDistance[SW_MaxIndex] x SW_BallArcHeight)
                                • Set SW_SourceX[SW_MaxIndex] = SW_SourceX[SW_Index]
                                • Set SW_SourceY[SW_MaxIndex] = SW_SourceY[SW_Index]
                                • Set SW_Stage[SW_MaxIndex] = 1
                            • Special Effect - Destroy SW_AttachedModel[SW_Index]
                            • Unit - Kill SW_Dummy[SW_Index]
                            • Set SW_Stage[SW_Index] = 5
                      • Else - Actions
                        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          • If - Conditions
                            • SW_Stage[SW_Index] Equal to 4
                          • Then - Actions
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • SW_Distance[SW_Index] Less than SW_MaxDistance[SW_Index]
                              • Then - Actions
                                • Custom script: set udg_SW_X[1] = GetUnitX(udg_SW_Dummy[udg_SW_Index]) + udg_SW_Speed[udg_SW_Index] * Cos(udg_SW_Angle[udg_SW_Index])
                                • Custom script: set udg_SW_Y[1] = GetUnitY(udg_SW_Dummy[udg_SW_Index]) + udg_SW_Speed[udg_SW_Index] * Sin(udg_SW_Angle[udg_SW_Index])
                                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  • If - Conditions
                                    • SW_X[1] Greater than SW_X[101]
                                    • SW_Y[1] Greater than SW_Y[101]
                                    • SW_X[1] Less than SW_X[102]
                                    • SW_Y[1] Less than SW_Y[102]
                                  • Then - Actions
                                    • Custom script: call SetUnitX(udg_SW_Dummy[udg_SW_Index], udg_SW_X[1])
                                    • Custom script: call SetUnitY(udg_SW_Dummy[udg_SW_Index], udg_SW_Y[1])
                                  • Else - Actions
                                • Set SW_Distance[SW_Index] = (SW_Distance[SW_Index] + SW_Speed[SW_Index])
                                • Custom script: set udg_SW_MaxHeight[0] = (((4.00 * udg_SW_MaxHeight[udg_SW_Index]) / udg_SW_MaxDistance[udg_SW_Index]) * ((udg_SW_MaxDistance[udg_SW_Index] - udg_SW_Distance[udg_SW_Index]) * (udg_SW_Distance[udg_SW_Index] / udg_SW_MaxDistance[udg_SW_Index])))
                                • Animation - Change SW_Dummy[SW_Index] flying height to SW_MaxHeight[0] at 0.00
                              • Else - Actions
                                • Special Effect - Destroy SW_AttachedModel[SW_Index]
                                • Special Effect - Create a special effect attached to the origin of SW_Dummy[SW_Index] using SW_WardModel
                                • Set SW_AttachedModel[SW_Index] = (Last created special effect)
                                • Custom script: call SetUnitScale(udg_SW_Dummy[udg_SW_Index], udg_SW_WardScale, 0, 0)
                                • Animation - Change SW_Dummy[SW_Index] flying height to SW_WardHeight at 0.00
                                • Custom script: set udg_SW_Angle[udg_SW_Index] = udg_SW_Angle[udg_SW_Index] * 57.29582
                                • Custom script: set udg_SW_SourceX[udg_SW_Index] = GetUnitX(udg_SW_Dummy[udg_SW_Index])
                                • Custom script: set udg_SW_SourceY[udg_SW_Index] = GetUnitY(udg_SW_Dummy[udg_SW_Index])
                                • Set SW_RealTimer[SW_Index] = SW_WardDuration[SW_Level[SW_Index]]
                                • Set SW_RealTimer2[SW_Index] = SW_BallSpawnInterval
                                • Set SW_Stage[SW_Index] = 3
                                • Set SW_Angle[0] = (Random real number between 0.00 and 360.00)
                                • Set SW_Gap = (360.00 / (Real(SW_OrbNumber[SW_Level[SW_Index]])))
                                • For each (Integer SW_Loop) from 1 to SW_OrbNumber[SW_Level[SW_Index]], do (Actions)
                                  • Loop - Actions
                                    • Set SW_MaxIndex = (SW_MaxIndex + 1)
                                    • Set SW_Angle[0] = (SW_Angle[0] + SW_Gap)
                                    • Custom script: set udg_SW_Angle[udg_SW_MaxIndex] = udg_SW_Angle[0] * 0.01747
                                    • Custom script: set udg_SW_X[1] = udg_SW_SourceX[udg_SW_Index] + udg_SW_OrbOffset * Cos(udg_SW_Angle[udg_SW_MaxIndex])
                                    • Custom script: set udg_SW_Y[1] = udg_SW_SourceY[udg_SW_Index] + udg_SW_OrbOffset * Sin(udg_SW_Angle[udg_SW_MaxIndex])
                                    • Custom script: set udg_SW_Dummy[udg_SW_MaxIndex] = CreateUnit(udg_SW_Owner[udg_SW_Index], udg_SW_DummyType, udg_SW_X[1], udg_SW_Y[1], udg_SW_Angle[0])
                                    • Special Effect - Create a special effect attached to the origin of SW_Dummy[SW_MaxIndex] using SW_OrbModel
                                    • Set SW_AttachedModel[SW_MaxIndex] = (Last created special effect)
                                    • Custom script: call SetUnitScale(udg_SW_Dummy[udg_SW_MaxIndex], udg_SW_OrbScale, 0, 0)
                                    • Animation - Change SW_Dummy[SW_MaxIndex] flying height to (Random real number between SW_OrbMinHeight and SW_OrbMaxHeight) at 0.00
                                    • Set SW_Level[SW_MaxIndex] = SW_Level[SW_Index]
                                    • Set SW_RealTimer[SW_MaxIndex] = SW_RealTimer[SW_Index]
                                    • Set SW_SourceX[SW_MaxIndex] = SW_SourceX[SW_Index]
                                    • Set SW_SourceY[SW_MaxIndex] = SW_SourceY[SW_Index]
                                    • Set SW_Stage[SW_MaxIndex] = 2
                          • Else - Actions
                            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              • If - Conditions
                                • SW_Stage[SW_Index] Equal to 5
                              • Then - Actions
                                • Set SW_Angle[SW_Index] = SW_Angle[SW_MaxIndex]
                                • Set SW_AttachedModel[SW_Index] = SW_AttachedModel[SW_MaxIndex]
                                • Set SW_Caster[SW_Index] = SW_Caster[SW_MaxIndex]
                                • Set SW_Distance[SW_Index] = SW_Distance[SW_MaxIndex]
                                • Set SW_Dummy[SW_Index] = SW_Dummy[SW_MaxIndex]
                                • Set SW_Level[SW_Index] = SW_Level[SW_MaxIndex]
                                • Set SW_MaxDistance[SW_Index] = SW_MaxDistance[SW_MaxIndex]
                                • Set SW_MaxHeight[SW_Index] = SW_MaxHeight[SW_MaxIndex]
                                • Set SW_Owner[SW_Index] = SW_Owner[SW_MaxIndex]
                                • Set SW_RealTimer[SW_Index] = SW_RealTimer[SW_MaxIndex]
                                • Set SW_RealTimer2[SW_Index] = SW_RealTimer2[SW_MaxIndex]
                                • Set SW_SourceX[SW_Index] = SW_SourceX[SW_MaxIndex]
                                • Set SW_SourceY[SW_Index] = SW_SourceY[SW_MaxIndex]
                                • Set SW_Speed[SW_Index] = SW_Speed[SW_MaxIndex]
                                • Set SW_Stage[SW_Index] = SW_Stage[SW_MaxIndex]
                                • Set SW_Index = (SW_Index - 1)
                                • Set SW_MaxIndex = (SW_MaxIndex - 1)
                                • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  • If - Conditions
                                    • SW_MaxIndex Equal to 0
                                  • Then - Actions
                                    • Trigger - Turn off (This trigger)
                                  • Else - Actions
                              • Else - Actions
  • Information
    JASS:
    /****************************************************************************
    *                                                                           *
    *                            Spinning Ward v1.0                             *
    *                                 by Ofel                                   *
    *                                                                           *
    *****************************************************************************
    *                                                                           *
    *  + Requirements:                                                          *
    *    - None.                                                                *
    *                                                                           *
    *  + How to import?                                                         *
    *    - Open File --> Preferences... Enable the "Automatically create        *
    *      unknown variables while pasting trigger data".                       *
    *    - Export dummy.mdx from Import Manager (F12) and import it to your     *
    *      map.                                                                 *
    *    - Copy Spinning Ward ability in Object Editor (F6).                    *
    *    - Copy Spinning Ward Dummy unit in Object Editor (F6).                 *
    *    - Copy all Spinning Ward triggers. Tips: Just copy the category.       *
    *                                                                           *
    *  When pasting the triggers, some trigger actions will may be disabled,    *
    *  so make sure to enable it. Also, don't forget to configure SW_Ability    *
    *  and SW_DummyType in the Spinning Ward Init trigger.                      *
    *                                                                           *
    *  If you any question or suggestion about this spell, contact me by        *
    *  sending Private Message (PM) or leave Visitor Message (VM), but you'll   *
    *  need to register on The Hive Workshop first.                             *
    *                                                                           *
    *****************************************************************************
    *                                                                           *
    *  + Requested by:                                                          *
    *    - None.                                                                *
    *                                                                           *
    *  + Inspired by:                                                           *
    *    - Serpent Ward spell.                                                  *
    *    - Volcano spell.                                                       *
    *                                                                           *
    *  + Credits:                                                               *
    *    - Vexorian: dummy.mdx model.                                           *
    *                                                                           *
    *  + Changelog:                                                             *
    *    - v1.0: Initial version.                                               *
    *                                                                           *
    ****************************************************************************/

Keywords:
Ward, Serpent, Spin, Missile, AoE, MUI, GUI.
Contents

Test Map (Map)

Reviews
Spinning Ward v1.0 | Reviewed by Maker | 9th November 2013 Concept[/COLOR]] The concept is pretty simple, a ward that hurls projectiles everywhere It works and I can see this used in a Warcraft map Triggers[/COLOR]] Good triggering...

Moderator

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Moderator


Spinning Ward v1.0 | Reviewed by Maker | 9th November 2013

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Concept[/COLOR]]
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The concept is pretty simple, a ward that hurls projectiles everywhere
It works and I can see this used in a Warcraft map
Triggers[/COLOR]]
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  • Good triggering and quite efficient also
126248-albums6177-picture66523.png
  • Your custom value of bj_DEGTORAD is inaccurate
  • Your custom value of bj_RADTODEG is inaccurate
  • You don't have to check if the stage is 5
  • There is a slight performance issue with simultaneouts multiple casts,
    but luckily it can be configured
Objects[/COLOR]]
126248-albums6177-picture66521.png
  • The tooltip is nice though it has a few grammar issues
  • The dummy unit is properly configured
126248-albums6177-picture66523.png
  • There is no follow through time so the casting animation is aborted
    abruptly
Effects[/COLOR]]
126248-albums6177-picture66521.png

The sounds and visual effects are enjoable and not too massive
Rating[/COLOR]]
CONCEPTTRIGGERSOBJECTSEFFECTSRATINGSTATUS
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126248-albums6177-picture75359.jpg
APPROVED
 
Level 16
Joined
Jul 31, 2012
Messages
2,217
1.0 Review

Personal Words

Review

Suggestions

Rating

Judgement

Note

Before even looking at the code, just by testing, i first thought you used KB3D, because it has similar effects :3
This Spell is not JASS, but only GUI, though it SHOULD be coded in JASS, almost all the lines are Custom Scripts, i strongly suggest you to convert it to JASS and keep the GUI Init Trigger, like Infernal Cyclone or other

Well, There is nothing wrong here it seems, good spell :)
Change the Wisp Explosion Fx into something more fitting

You asked if you could have the User's Cut 6/5... See the rating, then continue:

Surprise me with Eye-Candyness Add fitting Fxs, features, whatsoever can make this spell extraordinary! By then, maybe, you can get 6/5
225233-albums6523-picture74072.jpg
225233-albums6523-picture74103.jpg
If You want me to review an Update of This Spell, Please Notify me this by VM or PM
 
Level 16
Joined
Jul 31, 2012
Messages
2,217
Surprise me by combining fitting Fxs, whatsoever they are, or where they come
for instance, Wisp Explosion is not fitting at all with all the orange and red Fxs, a more color fitting thing (at least) will be better, even maybe the same Fx but recolored like this one
You'll start understanding me.. a little later like JakeZinc
 
Level 20
Joined
Aug 13, 2013
Messages
1,696
Off-Topic: Ofel Is BACK xD!!!!!!!!!!!

Hmm.. nice spell, may I review it tomorrow :p xD.

EDIT: Review

Review


Spinning Ward v1.0
This spell had been reviewed by jakeZinc.


Trigger Code
The triggering does not have an error, and it is leakless, fully MUI Spell.
Documentation
The documentation in configuration is really nice but below the "end of configuration" must be documented because what if the users touch that and made the spell cause some errors, you must put a documentation like "Don't touch below these lines"
Configuration
  • -------- Determines the missile scale size --------
  • Set SW_MissileScale = 0.80
  • -------- Determines the missile flying arc height --------
  • Set SW_MissileArcHeight = 0.40
These stuffs can be supported every level because what if the user wants a HUGE ward in the 3rd level of the ability
Other than that the configuration values is pretty well fine and it is complete.
Pros
Beautiful spell and it is fun to cast!
Cons
It can drops a huge FPS below and it does lag when you casted it two times so maybe reducing some effects
Importing Instruction
JASS:
/****************************************************************************
*                                                                           *
*                            Spinning Ward v1.0                             *
*                                 by Ofel                                   *
*                                                                           *
*****************************************************************************
*                                                                           *
*  + Requirements:                                                          *
*    - None.                                                                *
*                                                                           *
*  + How to import?                                                         *
*    - Open File --> Preferences... Enable the "Automatically create        *
*      unknown variables while pasting trigger data".                       *
*    - Export dummy.mdx from Import Manager (F12) and import it to your     *
*      map.                                                                 *
*    - Copy Spinning Ward ability in Object Editor (F6).                    *
*    - Copy Spinning Ward Dummy unit in Object Editor (F6).                 *
*    - Copy all Spinning Ward triggers. Tips: Just copy the category.       *
*                                                                           *
*  When pasting the triggers, some trigger actions will may be disabled,    *
*  so make sure to enable it. Also, don't forget to configure SW_Ability    *
*  and SW_DummyType in the Spinning Ward Init trigger.                      *
*                                                                           *
*  If you any question or suggestion about this spell, contact me by        *
*  sending Private Message (PM) or leave Visitor Message (VM), but you'll   *
*  need to register on The Hive Workshop first.                             *
*                                                                           *
*****************************************************************************
*                                                                           *
*  + Requested by:                                                          *
*    - None.                                                                *
*                                                                           *
*  + Inspired by:                                                           *
*    - Serpent Ward spell.                                                  *
*    - Volcano spell.                                                       *
*                                                                           *
*  + Credits:                                                               *
*    - Vexorian: dummy.mdx model.                                           *
*                                                                           *
*  + Changelog:                                                             *
*    - v1.0: Initial version.                                               *
*                                                                           *
****************************************************************************/
It has a requirement instruction, It has credits, It has changelog, It has contact to the author, Nice importing instruction and you add a borders to make it really nice.
Special Effects
The special effects are fitting the concept of the spell and the spinning ward is swag and beautiful, but like Jad said, the wisp explode model does not fit the spell
Usefulness
Useful from the great clashes and AoS maps!.
Suggestions
  • Custom script: set udg_SW_Angle[udg_SW_MaxIndex] = udg_SW_Angle[0] * 0.01747
why don't use bj_DEGTORAD? seems it is calculated by bj_PI/180.00 = 0.0174532925199444, so it is considering that you must use bj_DEGTORAD but I think it is not harm in the code.
  • Special Effect - Create a special effect attached to the origin of SW_Dummy[SW_MaxIndex] using SW_OrbModel
  • Set SW_AttachedModel[SW_MaxIndex] = (Last created special effect)
can be merged into 1 line like you did from the others but I think it is depends from you ^^.
  • Custom script: call SetUnitScale(udg_SW_Dummy[udg_SW_MaxIndex], udg_SW_BallScale, 0, 0)
Why don't use GUI Script in this stuff?.
  • Custom script: set udg_SW_HarvestOrder = OrderId("harvest")
  • Custom script: set udg_SW_Harvester = CreateUnit(Player(15), 'hpea', 0, 0, 0)
  • Custom script: call UnitAddAbility(udg_SW_Harvester, 'Aloc')
  • Unit - Hide SW_Harvester
you must add harvester ability to the unit because may the users edit the peasant with no harvest ability.
Description Tooltip
Decent and Beautiful Tooltip!!!!!!! and supported from every levels!

jakeZinc Score Board
Rejected: 1-10
Unacceptable : 11-30
Lacking : 31-49
Useful : 50-69
Recommended : 70-90
Highly Recommended : 91-100
Director Cut : 101-105
Scores
1) Triggering - 18/20
2) Documentation - 9/10
3) Importing Instruction - 10/10
4) Special Effects - 15/15
5) Usefulness - 12/20
6) Tooltip - 10/10
7) Configuration - 8/10
Ratings
Total Score - 82/105
jakeZinc Rating - 4.3/5
Status - Recommended and expecting vote for Approval
 
Last edited:
Level 13
Joined
Mar 29, 2012
Messages
542
What a perfect review, jack!
Can you do this on every pending spells? :p

Ok, here's some answer of your questions... :)
+ Why don't use bj_DEGTORAD?
- It's suggested by nhocklanhox6
+ Why don't use GUI Script in setting the dummy scale?
- It will set the percentage scale. I prefer to set it like setting in Object Editor
 
Level 20
Joined
Aug 13, 2013
Messages
1,696
What a perfect review, jack!
Can you do this on every pending spells? :p

Ok, here's some answer of your questions... :)
+ Why don't use bj_DEGTORAD?
- It's suggested by nhocklanhox6
+ Why don't use GUI Script in setting the dummy scale?
- It will set the percentage scale. I prefer to set it like setting in Object Editor

I guess your right ^^ but we don't know what is the right value for that and maybe from that value "0.01747" may let it slide in bugs because it is calculated by bj_PI/180.00 = 0.0174532925199444 but I think there's no wrong with that :D.
 
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