- Joined
- Oct 25, 2009
- Messages
- 996
The ball lightning of Storm Spirit(In Dota),anyone know how to make?=.+
i need trigger!(i dunno jass xD)
i need trigger!(i dunno jass xD)

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Ball Lightning
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ball Lightning
Actions
Set BallLightning_Counts = (BallLightning_Counts + 1)
Set BallLightning_Caster[BallLightning_Counts] = (Casting unit)
Unit - Set mana of BallLightning_Caster[BallLightning_Counts] to ((Mana of BallLightning_Caster[BallLightning_Counts]) - (15.00 + (0.07 x (Max mana of BallLightning_Caster[BallLightning_Counts]))))
Set BallLightning_CasterLoc[BallLightning_Counts] = (Position of BallLightning_Caster[BallLightning_Counts])
Set BallLightning_TargetPoint[BallLightning_Counts] = (Target point of ability being cast)
Set BallLightning_Angle[BallLightning_Counts] = (Angle from BallLightning_CasterLoc[BallLightning_Counts] to BallLightning_TargetPoint[BallLightning_Counts])
Set BallLightning_Levels = (Level of Ball Lightning for BallLightning_Caster[BallLightning_Counts])
Set BallLightning_Speed[1] = 25.00
Set BallLightning_Speed[2] = 37.50
Set BallLightning_Speed[3] = 50.00
Set BallLightning_SpeedMove[BallLightning_Counts] = BallLightning_Speed[BallLightning_Levels]
Set BallLightning_Distance[BallLightning_Counts] = (Distance between BallLightning_CasterLoc[BallLightning_Counts] and BallLightning_TargetPoint[BallLightning_Counts])
Set BallLightning_DistanceMoved[BallLightning_Counts] = 0.00
Set BallLightning_Damage[1] = 8.00
Set BallLightning_Damage[2] = 12.00
Set BallLightning_Damage[3] = 16.00
Set BallLightning_DamageRate[BallLightning_Counts] = BallLightning_Damage[BallLightning_Levels]
Set BallLightning_DamageDealt[BallLightning_Counts] = 0.00
Set BallLightning_DamageCount[BallLightning_Counts] = 0.00
Set BallLightning_AoE[1] = 150.00
Set BallLightning_AoE[2] = 225.00
Set BallLightning_AoE[3] = 300.00
Set BallLightning_AoEHit[BallLightning_Counts] = BallLightning_AoE[BallLightning_Levels]
Animation - Change BallLightning_Caster[BallLightning_Counts]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
Unit - Create 1 Ball Lightning for (Owner of BallLightning_Caster[BallLightning_Counts]) at BallLightning_CasterLoc[BallLightning_Counts] facing BallLightning_Angle[BallLightning_Counts] degrees
Unit - Set the custom value of (Last created unit) to BallLightning_Counts
Unit Group - Add (Last created unit) to BallLightning_DummyGroup
Special Effect - Create a special effect attached to the origin of (Last created unit) using war3mapImported\Static_Remnant_FX.mdx
Set BallLightning_SE[BallLightning_Counts] = (Last created special effect)
Unit - Turn collision for BallLightning_Caster[BallLightning_Counts] Off
Unit - Make BallLightning_Caster[BallLightning_Counts] Invulnerable
Lightning - Create a Forked Lightning lightning effect from source BallLightning_CasterLoc[BallLightning_Counts] to target BallLightning_CasterLoc[BallLightning_Counts]
Set BallLightning_Lightning[BallLightning_Counts] = (Last created lightning effect)
Trigger - Turn on Ball Lightning Move <gen>
Ball Lightning Move
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in BallLightning_DummyGroup and do (Actions)
Loop - Actions
Set BallLightning_CustomValue = (Custom value of (Picked unit))
Set BallLightning_ManaUsed = (10.00 + (0.01 x (Max mana of BallLightning_Caster[BallLightning_CustomValue])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mana of BallLightning_Caster[BallLightning_CustomValue]) Greater than or equal to BallLightning_ManaUsed
Then - Actions
Set BallLightning_Point[1] = (Position of (Picked unit))
Set BallLightning_Point[2] = (BallLightning_Point[1] offset by BallLightning_SpeedMove[BallLightning_CustomValue] towards BallLightning_Angle[BallLightning_CustomValue] degrees)
Destructible - Pick every destructible within 100.00 of BallLightning_Point[2] and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Unit - Move (Picked unit) instantly to BallLightning_Point[2]
Custom script: call SetUnitX( udg_BallLightning_Caster[udg_BallLightning_CustomValue], GetLocationX( udg_BallLightning_Point[2] ) )
Custom script: call SetUnitY( udg_BallLightning_Caster[udg_BallLightning_CustomValue], GetLocationY( udg_BallLightning_Point[2] ) )
Lightning - Move BallLightning_Lightning[BallLightning_CustomValue] to source BallLightning_CasterLoc[BallLightning_Counts] and target BallLightning_Point[2]
Set BallLightning_DistanceMoved[BallLightning_CustomValue] = (BallLightning_DistanceMoved[BallLightning_CustomValue] + BallLightning_SpeedMove[BallLightning_CustomValue])
Set BallLightning_DamageCount[BallLightning_CustomValue] = (BallLightning_DamageCount[BallLightning_CustomValue] + BallLightning_SpeedMove[BallLightning_CustomValue])
Unit - Set mana of BallLightning_Caster[BallLightning_CustomValue] to ((Mana of BallLightning_Caster[BallLightning_CustomValue]) - (10.00 + (0.01 x (Max mana of BallLightning_Caster[BallLightning_CustomValue]))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BallLightning_DamageCount[BallLightning_CustomValue] Greater than or equal to 100.00
Then - Actions
Set BallLightning_DamageCount[BallLightning_CustomValue] = 0.00
Set BallLightning_DamageDealt[BallLightning_CustomValue] = (BallLightning_DamageDealt[BallLightning_CustomValue] + BallLightning_DamageRate[BallLightning_CustomValue])
Else - Actions
Set BallLightning_UnitGroup = (Units within BallLightning_AoEHit[BallLightning_CustomValue] of BallLightning_Point[2] matching ((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is in BallLightning_HitGroup[BallLightning_CustomValue]) Not equal to True) and ((((M
Unit Group - Pick every unit in BallLightning_UnitGroup and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to BallLightning_HitGroup[BallLightning_CustomValue]
Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\ManaFlare\ManaFlareBoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause BallLightning_Caster[BallLightning_CustomValue] to damage (Picked unit), dealing BallLightning_DamageDealt[BallLightning_CustomValue] damage of attack type Spells and damage type Normal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BallLightning_DistanceMoved[BallLightning_CustomValue] Greater than or equal to BallLightning_Distance[BallLightning_CustomValue]
Then - Actions
Unit - Make BallLightning_Caster[BallLightning_CustomValue] Vulnerable
Lightning - Destroy BallLightning_Lightning[BallLightning_CustomValue]
Unit - Turn collision for BallLightning_Caster[BallLightning_CustomValue] On
Animation - Change BallLightning_Caster[BallLightning_CustomValue]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Unit Group - Remove (Picked unit) from BallLightning_DummyGroup
Unit - Remove (Picked unit) from the game
Special Effect - Destroy BallLightning_SE[BallLightning_CustomValue]
Custom script: call RemoveLocation (udg_BallLightning_CasterLoc[udg_BallLightning_CustomValue])
Custom script: call DestroyGroup (udg_BallLightning_HitGroup[udg_BallLightning_CustomValue])
Else - Actions
Custom script: call RemoveLocation (udg_BallLightning_Point[1])
Custom script: call RemoveLocation (udg_BallLightning_Point[2])
Custom script: call DestroyGroup (udg_BallLightning_UnitGroup)
Else - Actions
Unit - Make BallLightning_Caster[BallLightning_CustomValue] Vulnerable
Lightning - Destroy BallLightning_Lightning[BallLightning_CustomValue]
Unit - Turn collision for BallLightning_Caster[BallLightning_CustomValue] On
Animation - Change BallLightning_Caster[BallLightning_CustomValue]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Unit Group - Remove (Picked unit) from BallLightning_DummyGroup
Unit - Remove (Picked unit) from the game
Special Effect - Destroy BallLightning_SE[BallLightning_CustomValue]
Custom script: call RemoveLocation (udg_BallLightning_CasterLoc[udg_BallLightning_CustomValue])
Custom script: call DestroyGroup (udg_BallLightning_HitGroup[udg_BallLightning_CustomValue])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in BallLightning_DummyGroup) Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions

The ball lightning of Storm Spirit(In Dota),anyone know how to make?=.+
i need trigger!(i dunno jass xD)![]()
Oh, we've all SEEN dota. It's hosted about 50 times a second. I've played it once or twice, and it was just not fun. I just found it to be a boring game.
I don't know anything about any dota. Last I played dota was when it was on RoC
Meh, lucky you. I am soooo addicted to DotA, I am playing it for 2 years now. Geez, only helping you guys in hive helps me get away from DotA for some time![]()
i don't get it .... you guys never saw dota ?![]()
Thanks for help,but it make me confused =.=
OFFTOPIC:
I played WoW for 6 years. You got a ways to go, bud,
I recommend not following my footsteps, though, >.>
Same here, for 6 years BUT, DotA gaming, not WoW
Hey, we're all united under same company right ?
~Blizzard Connects Us All~
Same here, for 6 years BUT, DotA gaming, not WoW
Hey, we're all united under same company right ?
~Blizzard Connects Us All~
And I heard rumors that they planned on releasing the new, Warcraft 4 ?
Rumors...
Thanks for help,but it make me confused =.=
