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Splitting Rock Boulders v1.0

Spell Name: Splitting Rock Boulders [ GUI ] v1.0



Spell Description:

231860-albums6686-picture74767.png

231860-albums6686-picture74768.png



Spell Screenshots

Caster Releasing a Rock Boulders.

231860-albums6686-picture74769.png


The rock boulders will splitting each other, damaging and knockbacking enemy units when touch.

231860-albums6686-picture74770.png


When the rock boulder reach the max distance, it will explode and damage the nearby enemy units unit.

231860-albums6686-picture74771.png







The Spell Code [GUI].


  • SRB Configuration
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- STRICTLY DONT TOUCH BELOW --------
      • -------- Creating Hashtable --------
      • Hashtable - Create a hashtable
      • -------- Tracking It --------
      • Set SRB_Hashtable = (Last created hashtable)
      • -------- --------
      • -------- ======================CONFIGURATION====================== --------
      • -------- Table of Contents: --------
      • -------- Object Editor --------
      • -------- Configurable Values --------
      • -------- Preloading --------
      • -------- --------
      • -------- OBJECT EDITOR: --------
      • -------- The SRB_Ability: This is the ability that the caster will use if he cast. Must configure this in good way avoiding some mistakes in importing. --------
      • Set SRB_Ability = Splitting Rock Boulders
      • -------- The SRB_RockDummyType: This is the unit or the dummy that will be use as a rocks in the spell. Must import the dummy.mdl by Vexorian to your map and this is must configure --------
      • Set SRB_RockDummyType = Splitting Rock Boulders ( Dummy )
      • -------- --------
      • -------- CONFIGURABLE VALUES --------
      • -------- The SRB_RockAmount: This is the amount of rocks that will used in the spell. --------
      • -------- WARNING: Setting this to greater value will cause some unexpected lags. Recommended lower than 20. --------
      • Set SRB_RockAmount[1] = 10
      • Set SRB_RockAmount[2] = 14
      • Set SRB_RockAmount[3] = 18
      • -------- --------
      • -------- The SRB_RockHeight: This is the height of the rocks when the cast is occurs --------
      • Set SRB_RockHeight[1] = 50.00
      • Set SRB_RockHeight[2] = 50.00
      • Set SRB_RockHeight[3] = 50.00
      • -------- --------
      • -------- The SRB_RockSize: This is the size of the rocks when the cast is occurs --------
      • Set SRB_RockSize[1] = 135.00
      • Set SRB_RockSize[2] = 135.00
      • Set SRB_RockSize[3] = 135.00
      • -------- --------
      • -------- The SRB_RockColor: This is the color of the rocks when the cast is occurs, the [ 1 ] is the color red, the [ 2 ] is color green and the [ 3 ] is blue. --------
      • Set SRB_RockColor[1] = 100.00
      • Set SRB_RockColor[2] = 100.00
      • Set SRB_RockColor[3] = 100.00
      • -------- --------
      • -------- The SRB_RockTransparency: This is the invisiblity or the transparency of the rocks when the cast is occurs, 100 is completely fade. --------
      • Set SRB_RockTransparency[1] = 0.00
      • Set SRB_RockTransparency[2] = 0.00
      • Set SRB_RockTransparency[3] = 0.00
      • -------- --------
      • -------- The SRB_RockCollision: This is the collision of the rocks when the cast is occurs, Collision is just like a radius of the rock. --------
      • Set SRB_RockCollision[1] = 75.00
      • Set SRB_RockCollision[2] = 75.00
      • Set SRB_RockCollision[3] = 75.00
      • -------- --------
      • -------- The SRB_RockDamage: This is the damage of the rocks when the rock is hitted a unit. --------
      • Set SRB_RockDamage[1] = 50.00
      • Set SRB_RockDamage[2] = 75.00
      • Set SRB_RockDamage[3] = 100.00
      • -------- --------
      • -------- The SRB_RockSpeed: The speed of the rocks going away off from the caster, it is distance per second --------
      • Set SRB_RockSpeed[1] = 300.00
      • Set SRB_RockSpeed[2] = 375.00
      • Set SRB_RockSpeed[3] = 450.00
      • -------- --------
      • -------- The SRB_RockMaxDistance: When the rock reach this distance, it will explode. --------
      • Set SRB_RockMaxDistance[1] = 400.00
      • Set SRB_RockMaxDistance[2] = 500.00
      • Set SRB_RockMaxDistance[3] = 600.00
      • -------- --------
      • -------- The SRB_RockSpawnRange: This is the spawn range of the rocks to the caster --------
      • Set SRB_RockSpawnRange[1] = 35.00
      • Set SRB_RockSpawnRange[2] = 35.00
      • Set SRB_RockSpawnRange[3] = 35.00
      • -------- --------
      • -------- The SRB_RockModel: This is the model of the rock --------
      • Set SRB_RockModel = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
      • -------- --------
      • -------- The SRB_ExplodeDamage: This is the damage of the rocks when the explosion happens --------
      • Set SRB_ExplodeDamage[1] = 100.00
      • Set SRB_ExplodeDamage[2] = 200.00
      • Set SRB_ExplodeDamage[3] = 300.00
      • -------- --------
      • -------- The SRB_ExplodeRadius: This is the radius of the explosion of the rocks --------
      • Set SRB_ExplodeRadius[1] = 100.00
      • Set SRB_ExplodeRadius[2] = 125.00
      • Set SRB_ExplodeRadius[3] = 150.00
      • -------- --------
      • -------- The SRB_ExplodeEffect: This is the special effects explosion of the rocks --------
      • Set SRB_ExplodeEffect = Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • -------- --------
      • -------- The SRB_HitUnitEffect: This is the special effects of the hitted units by the rock. --------
      • Set SRB_HitUnitEffect = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
      • -------- --------
      • -------- The attachment of the sfx aboved. --------
      • Set SRB_HitUnitEffectAttach = chest
      • -------- --------
      • -------- The special effect of the caster when the rock released. --------
      • Set SRB_RockReleaseEffect = Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
      • -------- --------
      • -------- There's option in damage --------
      • Set SRB_RockAttackType = Siege
      • Set SRB_RockDamageType = Demolition
      • -------- --------
      • -------- There's option in damage --------
      • Set SRB_ExplosionAttackType = Siege
      • Set SRB_ExplosionDamageType = Demolition
      • -------- --------
      • -------- The knockback speed when the rocks touch enemies --------
      • Set SRB_KB_Speed[1] = 10.00
      • Set SRB_KB_Speed[2] = 13.00
      • Set SRB_KB_Speed[3] = 15.00
      • -------- --------
      • -------- On the web lightning --------
      • -------- The duration of the lightning --------
      • Set LH_DurationSet = 2.25
      • -------- --------
      • -------- The model of the lightning --------
      • Set LH_LightningNameSet = LEAS
      • -------- --------
      • -------- --------
      • -------- PRELOADING --------
      • -------- --------
      • -------- You can touch this if you change the special effects of the spell --------
      • -------- So How?? --------
      • -------- Add a apostrophy " " between string effects and doubled the \ to \\ --------
      • Custom script: call Preload ( "Abilities\\Weapons\\AncientProtectorMissile\\AncientProtectorMissile.mdl" )
      • Custom script: call Preload ( "Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl" )
      • -------- --------

  • SRB Execution
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to SRB_Ability
    • Actions
      • -------- --------
      • Custom script: local real SRB_CasterX
      • Custom script: local real SRB_CasterY
      • Custom script: local real SRB_RockSpawnX
      • Custom script: local real SRB_RockSpawnY
      • -------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SRB_Instances Equal to 0
        • Then - Actions
          • Trigger - Turn on SRB Loop <gen>
        • Else - Actions
      • -------- --------
      • Set SRB_Caster = (Triggering unit)
      • Set SRB_Level = (Level of SRB_Ability for SRB_Caster)
      • Custom script: set udg_SRB_Player = GetTriggerPlayer ( )
      • Custom script: set SRB_CasterX = GetUnitX ( udg_SRB_Caster )
      • Custom script: set SRB_CasterY = GetUnitY ( udg_SRB_Caster )
      • -------- --------
      • Custom script: call DestroyEffect ( AddSpecialEffect ( udg_SRB_RockReleaseEffect, SRB_CasterX, SRB_CasterY ) )
      • -------- --------
      • For each (Integer SRB_RockInt) from 1 to SRB_RockAmount[SRB_Level], do (Actions)
        • Loop - Actions
          • Set SRB_RockSpawnAngle = (SRB_RockSpawnAngle + (360.00 / (Real(SRB_RockAmount[SRB_Level]))))
          • -------- --------
          • Custom script: set SRB_RockSpawnX = SRB_CasterX + udg_SRB_RockSpawnRange [ udg_SRB_Level ] * Cos ( udg_SRB_RockSpawnAngle * 0.01747 )
          • Custom script: set SRB_RockSpawnY = SRB_CasterY + udg_SRB_RockSpawnRange [ udg_SRB_Level ] * Sin ( udg_SRB_RockSpawnAngle * 0.01747 )
          • -------- --------
          • Custom script: set udg_SRB_RockDummy = CreateUnit ( udg_SRB_Player, udg_SRB_RockDummyType, SRB_RockSpawnX, SRB_RockSpawnY, 0 )
          • Custom script: set udg_SRB_RockID = GetHandleId ( udg_SRB_RockDummy )
          • Custom script: set udg_SRB_RockModelHandler = AddSpecialEffectTarget ( udg_SRB_RockModel, udg_SRB_RockDummy, "origin" )
          • Animation - Change SRB_RockDummy flying height to SRB_RockHeight[SRB_Level] at 0.00
          • Animation - Change SRB_RockDummy's size to (SRB_RockSize[SRB_Level]%, 0.00%, 0.00%) of its original size
          • Animation - Change SRB_RockDummy's vertex coloring to (SRB_RockColor[1]%, SRB_RockColor[2]%, SRB_RockColor[3]%) with SRB_RockTransparency[SRB_Level]% transparency
          • -------- --------
          • Custom script: set udg_SRB_GroupContainer = CreateGroup ( )
          • -------- --------
          • Set LH_UnitSourceSet = SRB_Caster
          • Set LH_UnitTargetSet = SRB_RockDummy
          • Trigger - Run LH Unit2Unit <gen> (ignoring conditions)
          • -------- --------
          • Set SRB_RockSpeedCounter = 0.00
          • Set SRB_RockSpeedCalculation = (SRB_RockSpeed[SRB_Level] x 0.03)
          • -------- --------
          • Hashtable - Save Handle OfSRB_Caster as 1 of SRB_RockID in SRB_Hashtable
          • Hashtable - Save SRB_Level as 2 of SRB_RockID in SRB_Hashtable
          • Hashtable - Save SRB_RockSpawnAngle as 3 of SRB_RockID in SRB_Hashtable
          • Hashtable - Save SRB_RockSpeedCounter as 4 of SRB_RockID in SRB_Hashtable
          • Hashtable - Save Handle OfSRB_RockModelHandler as 5 of SRB_RockID in SRB_Hashtable
          • Hashtable - Save Handle OfSRB_GroupContainer as 6 of SRB_RockID in SRB_Hashtable
          • Hashtable - Save SRB_RockSpeedCalculation as 7 of SRB_RockID in SRB_Hashtable
          • -------- --------
          • Set SRB_Instances = (SRB_Instances + 1)
          • Unit Group - Add SRB_RockDummy to SRB_RockGroup
          • -------- --------
      • Custom script: set udg_SRB_Player = null
      • -------- --------

  • SRB Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in SRB_RockGroup and do (Actions)
        • Loop - Actions
          • -------- --------
          • Set SRB_RockDummy = (Picked unit)
          • Custom script: set udg_SRB_RockID = GetHandleId ( udg_SRB_RockDummy )
          • -------- --------
          • Set SRB_Caster = (Load 1 of SRB_RockID in SRB_Hashtable)
          • Set SRB_Level = (Load 2 of SRB_RockID from SRB_Hashtable)
          • Set SRB_RockSpawnAngle = ((Load 3 of SRB_RockID from SRB_Hashtable) + 2.00)
          • Hashtable - Save SRB_RockSpawnAngle as 3 of SRB_RockID in SRB_Hashtable
          • -------- --------
          • Custom script: set udg_SRB_RockX = GetUnitX ( udg_SRB_RockDummy )
          • Custom script: set udg_SRB_RockY = GetUnitY ( udg_SRB_RockDummy )
          • -------- --------
          • Set SRB_RockSpeedCalculation = (Load 7 of SRB_RockID from SRB_Hashtable)
          • -------- --------
          • Custom script: set udg_SRB_RockMX = udg_SRB_RockX + udg_SRB_RockSpeedCalculation * Cos ( udg_SRB_RockSpawnAngle * 0.01747 )
          • Custom script: set udg_SRB_RockMY = udg_SRB_RockY + udg_SRB_RockSpeedCalculation * Sin ( udg_SRB_RockSpawnAngle * 0.01747 )
          • -------- --------
          • Custom script: call SetUnitX ( udg_SRB_RockDummy, udg_SRB_RockMX )
          • Custom script: call SetUnitY ( udg_SRB_RockDummy, udg_SRB_RockMY )
          • -------- --------
          • Set SRB_RockPosition = (Point(SRB_RockX, SRB_RockY))
          • Custom script: set bj_wantDestroyGroup = true
          • -------- --------
          • Unit Group - Pick every unit in (Units within SRB_RockCollision[SRB_Level] of SRB_RockPosition) and do (Actions)
            • Loop - Actions
              • Set SRB_HitUnit = (Picked unit)
              • -------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (SRB_HitUnit is alive) Equal to True
                  • (SRB_HitUnit belongs to an enemy of (Owner of SRB_Caster)) Equal to True
                  • (SRB_HitUnit is A structure) Not equal to True
                  • (SRB_HitUnit is Magic Immune) Not equal to True
                  • (SRB_HitUnit is A flying unit) Not equal to True
                • Then - Actions
                  • -------- --------
                  • Custom script: call DestroyEffect ( AddSpecialEffectTarget ( udg_SRB_HitUnitEffect, udg_SRB_HitUnit, udg_SRB_HitUnitEffectAttach ) )
                  • -------- --------
                  • Custom script: set udg_SRB_HitUnitX = GetUnitX ( udg_SRB_HitUnit )
                  • Custom script: set udg_SRB_HitUnitY = GetUnitY ( udg_SRB_HitUnit )
                  • -------- --------
                  • Custom script: set udg_SRB_KB_Angle = Atan2 ( udg_SRB_HitUnitY - udg_SRB_RockY, udg_SRB_HitUnitX - udg_SRB_RockX )
                  • -------- --------
                  • Custom script: set udg_SRB_KB_MX = udg_SRB_HitUnitX + udg_SRB_KB_Speed [ udg_SRB_Level ] * Cos ( udg_SRB_KB_Angle )
                  • Custom script: set udg_SRB_KB_MY = udg_SRB_HitUnitY + udg_SRB_KB_Speed [ udg_SRB_Level ] * Sin ( udg_SRB_KB_Angle )
                  • -------- --------
                  • Set CP_Point = (Point(SRB_KB_MX, SRB_KB_MY))
                  • Trigger - Run Check Walkability <gen> (ignoring conditions)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • CP_PointIsWalkable Equal to True
                    • Then - Actions
                      • Custom script: call SetUnitX ( udg_SRB_HitUnit, udg_SRB_KB_MX )
                      • Custom script: call SetUnitY ( udg_SRB_HitUnit, udg_SRB_KB_MY )
                    • Else - Actions
                  • -------- --------
                  • Custom script: call RemoveLocation ( udg_CP_Point )
                  • -------- --------
                  • Set SRB_GroupContainer = (Load 6 of SRB_RockID in SRB_Hashtable)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (SRB_HitUnit is in SRB_GroupContainer) Not equal to True
                    • Then - Actions
                      • Unit - Cause SRB_Caster to damage SRB_HitUnit, dealing SRB_RockDamage[SRB_Level] damage of attack type SRB_RockAttackType and damage type SRB_RockDamageType
                      • Unit Group - Add SRB_HitUnit to SRB_GroupContainer
                    • Else - Actions
                  • -------- --------
                • Else - Actions
              • -------- --------
          • -------- --------
          • Set SRB_RockSpeedCounter = ((Load 4 of SRB_RockID from SRB_Hashtable) + SRB_RockSpeedCalculation)
          • Hashtable - Save SRB_RockSpeedCounter as 4 of SRB_RockID in SRB_Hashtable
          • -------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SRB_RockSpeedCounter Greater than or equal to SRB_RockMaxDistance[SRB_Level]
            • Then - Actions
              • -------- --------
              • Set SRB_ScaleRatio = (SRB_ExplodeRadius[SRB_Level] x 0.53)
              • Custom script: set udg_SRB_ExplodeDummy = CreateUnit ( GetOwningPlayer ( udg_SRB_Caster ), udg_SRB_RockDummyType, udg_SRB_RockX, udg_SRB_RockY, 0 )
              • Animation - Change SRB_ExplodeDummy's size to (SRB_ScaleRatio%, 0.00%, 0.00%) of its original size
              • Custom script: call DestroyEffect ( AddSpecialEffectTarget ( udg_SRB_ExplodeEffect, udg_SRB_ExplodeDummy, "origin" ) )
              • -------- --------
              • Custom script: set bj_wantDestroyGroup = true
              • -------- --------
              • Unit Group - Pick every unit in (Units within SRB_ExplodeRadius[SRB_Level] of SRB_RockPosition) and do (Actions)
                • Loop - Actions
                  • -------- --------
                  • Set SRB_AffectedUnit = (Picked unit)
                  • -------- --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (SRB_AffectedUnit is alive) Equal to True
                      • (SRB_AffectedUnit belongs to an enemy of (Owner of SRB_Caster)) Equal to True
                      • (SRB_AffectedUnit is Magic Immune) Not equal to True
                      • (SRB_AffectedUnit is A flying unit) Not equal to True
                    • Then - Actions
                      • Unit - Cause SRB_Caster to damage SRB_AffectedUnit, dealing SRB_ExplodeDamage[SRB_Level] damage of attack type SRB_RockAttackType and damage type SRB_RockDamageType
                    • Else - Actions
                  • -------- --------
              • -------- --------
              • Set SRB_RockModelHandler = (Load 5 of SRB_RockID in SRB_Hashtable)
              • Special Effect - Destroy SRB_RockModelHandler
              • Unit - Kill SRB_RockDummy
              • Unit Group - Remove all units from SRB_GroupContainer
              • -------- --------
              • Custom script: call DestroyGroup ( udg_SRB_GroupContainer )
              • -------- --------
              • Hashtable - Clear all child hashtables of child SRB_RockID in SRB_Hashtable
              • Unit Group - Remove SRB_RockDummy from SRB_RockGroup
              • -------- --------
              • Set SRB_Instances = (SRB_Instances - 1)
              • -------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SRB_Instances Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
              • -------- --------
            • Else - Actions
          • -------- --------
          • Custom script: call RemoveLocation ( udg_SRB_RockPosition )
          • -------- --------


Information:

JASS:
*Spell Name:  Splitting Rock Boulders [ GUI MUI ] v1.0 = Initial Upload to Hive.

*Spell Author/Creator: by jakeZinc.

*Spell Version: v1.0 = * Initial Released

*Spell Purpose: Im bored and Ive seen my spells are now very very very simple and I forgot the power of eye candy xD.
                So I found a spell idea about eye candy. Also I use lightning handling system that it is cool!
                But Im lazy so I didnt add more cool stuffs..
                Ok On-Topic, The caster will release a boulders that will push the armies backward and damaging
                them.

*Spell Idea: Mind

*Spell Requested: None


*Spell Features v1.0 = * Multi- Unit Instanceabilty ( MUI Spell )
                       * Lagless
                       * Documented
                       * Leakless
                       * Configurable


How to Import/Install:
=Preparing for import=
Go to:
File
Preferences
General
Check the box labelled ''Automatically create unknown variables while pasting trigger data''


=Speeding up import of object data-
Go to:
Window
make sure the 'brush list' is unchecked.
You can swap between my map and your map.


=Main importing= 

Difficuly in Importing:

"Easy" = 1 to 3 Copy - Paste Required
"Medium" = 4 to 6 Copy - Paste Required
"Hard" = 7 above, Copy - Paste Required

Spell Importing Difficulty: 'Medium'
    
    In order of importing: Copy --> Paste to your Map.
    
    Object Data (OE) - Spell - Splitting Rock Boulders
    Object Data (OE) - Unit -  Splitting Rock Boulders ( Dummy ).
    Trigger Data (TE) - Folder - Splitting Rock Boulders [ GUI MUI ] v1.0.
    Including this Triggers: LH Setup, LH Unit2Unit, LH Loop, Check Walkability Setup, Check Walkability.
    
    Import Manager ( F12 ): Dummy.mdx ( Dummy by Vexorian )
    
* Notes:
    
    Note #1: Make sure to Configure the " SRB Configuration " trigger in the SRB_Ability, SRB_RockDummyType,
    
    Note #2: If the spell give you error about " X, Y, MX and MY thing " pls copy the " SRB Files " trigger.
    
    Note #3: Report to the Author If you found a bug or tell the author if the spell is not working.
    
    Note #4: The spell will work if you follow the notes and the Main Importing Instructions.
    
    Note #5: ~~Enjoy!!!  



=Modification=
All Modifications should be done in the Configuration Trigger, each configuration is explained and elaborated.


//==========================================================================================================================================

Pls Give credits if you use this spell in your map.

Credits: emjl3r ( For the Spell Map Template )
Credits: Vexorian ( For the Dummy Model [ dummy.mdx ] )
Credits: PurgeandFire ( For the Check Walkability System/Snippet )
Credits: DefSkull ( For Lightning Handling System )

Sincerely,
    jakeZinc





Author's Note: If you found bugs or suggestions pls don't be afraid to post

Keywords:
jakeZinc, Splitting, Spreading, Rock, Boulders, GUI, MUI, Explode.
Contents

[ GUI ] (Map)

Reviews
Splitting Rock Boulders v1.0 | Reviewed by Maker | 20th October 2013 Concept[/COLOR]] The concept is somewhat original and the spell is fun to cast Triggers[/COLOR]] Good ReadMe, configuration and importing instructions The spell is...

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Splitting Rock Boulders v1.0 | Reviewed by Maker | 20th October 2013

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Concept[/COLOR]]
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The concept is somewhat original and the spell is fun to cast
Triggers[/COLOR]]
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  • Good ReadMe, configuration and importing instructions
  • The spell is MUI
  • Good and pretty efficient triggering overall
126248-albums6177-picture66523.png
  • Use bj_DEGTORAD instead of a custom value
  • There is no benefit in nulling player variables
Objects[/COLOR]]
126248-albums6177-picture66521.png
  • The dummy and the ability are mostly correctly and well configured
126248-albums6177-picture66523.png
  • The death type of the dummies should be Can't raise,
    does not decay. Currently the dummies decay there for 90 seconds
  • The cast animation of the spell is set to "spell slam", but the hero
    does not have that animation
  • The tooltip text is not in Warcraft style and there is too many spaces
Effects[/COLOR]]
126248-albums6177-picture66521.png
  • The lightnings are a nice touch and the sounds are fine
126248-albums6177-picture66523.png
  • There are maybe too many effects, mainly the explosion effects
Rating[/COLOR]]
CONCEPTTRIGGERSOBJECTSEFFECTSRATINGSTATUS
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126248-albums6177-picture75360.jpg
126248-albums6177-picture75359.jpg
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126248-albums6177-picture75359.jpg
APPROVED
 
Level 7
Joined
Apr 12, 2011
Messages
124
This does not always detect if unit is alive. It can give unwanted results.
  • (SRB_HitUnit is alive) Equal to True
If unit is removed from game it is still alive.

You have to check the unit type and make sure it is not equal to 0.
and does not equal unit type dead.

  • (SRB_HitUnit is dead) Equal to False
  • (Unit-type of SRB_HitUnit) not Equal to No unit-type
If you check if the unit is not dead instead of alive, you won't need to check if it's not equal to dead afaik. Also, dimf means No unit-type with 0, it's 0 in jass iirc.
 
Level 13
Joined
Mar 29, 2012
Messages
542
Ok, nice spell...now i suggest you to make JASS spell next time :)

Edit
REVIEW|Splitting Rock Boulders|v1.0
Resource Status: Approved
Rating: 4/5
GENERAL

  • None
PROS

  • MUI
  • Have Import instruction
  • Documentation
CONS

  • Doesn't destroy trees
  • Laggy
SUGGESTIONS

  • Store (360 / (Real(SRB_RockAmount[SRB_Level]))) in a variable outside loop block instead, cuz you're doing the same thing that exactly have the same value
  • Change something like this one:
    • Custom script: set udg_SRB_Player = GetTriggerPlayer()
    to GUI function, why? to be more GUI-friendly. Remember what i said before?
[/TD][/tr] If you have any question about this review, PM or VM me Review template by Doomlord

Probably, i missed several things...I forgot much enough about hashtable... :p :D
 
Last edited:
Level 16
Joined
Jul 31, 2012
Messages
2,217
1.0 Review

Personal Words

Review

Suggestions

Rating

Judgement

Note

You were inspired by this didn't you?:
Boulder Strike v. 1.2 :p
You should and should not add the used systems in the same folder as the spell, from one side, people who already have the system may encounter problems, from another side, really dumb people only CnP the Folder... but you should add that the user needs to copy the folders of the systems if they do not use them, and make a folder for each system and spell, i was firstly distorted by the amount of triggers

Well, i didn't see any trigger flaws, nor bugs

I just think that the lightning effect takes time to disappear, but i know that's not your fault ;)

Anyway, may i request you to create a spell that uses my system? i would like to see the results :)
none, :p
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If You want me to review an Update of This Spell, Please Notifiy me this by VM or PM
 
Level 20
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Aug 13, 2013
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^ Thanks for the review xD, Anyway I'll make system folders in the next update and I'll put it to importing instruction :).

In your KB3D System, I'm start reviewing how to use it to my next spell :p about Impale Shock!, That system is useful when APPROVED XD. I'll use it to my next spell don't worry :p.

EDIT:

But I'll make the Fireball Update first, fixing a bug and adding your suggestion about AoE Knockback ;). When I'm finish in the Fireball, I'll make my next spell.
 
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