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Swiftness v 1.0

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
The hero becomes swift increasing her movement speed, allowing her to walk through units and giving 50% chance to evade an attack. In addition, enemies near the hero takes minor damage.

Level 1: MS increase: 20% AoE damage: 33.33*/sec
Level 2: MS increase: 40% AoE damage: 66.66*/sec
Level 3: MS increase: 60% AoE damage: 100/sec

  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set TempPoint = (Center of (Playable map area))
      • Unit - Create 1 Footman for Neutral Passive at TempPoint facing 0.00 degrees
      • Unit - Add Hidden to (Last created unit)
      • Unit - Explode (Last created unit)
      • Custom script: call RemoveLocation (udg_TempPoint)
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player - Disable Hidden for (Player((Integer A)))
      • -------- First copy the dummy units then the buffs and abilities. After that copy the triggers and make sure it automatically generate new variables. --------
  • Swiftness
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Swiftness
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • SnHas[SnLastRecycled] Equal to True
        • Then - Actions
          • Set SnMax = (SnMax + 1)
          • Set SnIndex = SnMax
        • Else - Actions
          • Set SnIndex = SnLastRecycled
          • Set SnLastRecycled = SnRecycledList[SnLastRecycled]
      • Set SnCaster[SnIndex] = (Triggering unit)
      • Set SnTimer[SnIndex] = (5.00 + (5.00 x (Real((Level of Swiftness for SnCaster[SnIndex])))))
      • Unit - Add Hidden to SnCaster[SnIndex]
      • Set SnDamage[SnIndex] = (Real((Level of Swiftness for SnCaster[SnIndex])))
      • Set SnEffectCounter[SnIndex] = 0
      • Set SnHas[SnIndex] = True
      • Set SnCount = (SnCount + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Swiftness Loop <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Swiftness Loop <gen>
          • Trigger - Turn on Dummy Removal <gen>
        • Else - Actions
  • Swiftness Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer SnInteger) from 0 to SnMax, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SnHas[SnInteger] Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • SnTimer[SnInteger] Greater than 0.00
                  • (SnCaster[SnInteger] is alive) Equal to True
                • Then - Actions
                  • Set SnTimer[SnInteger] = (SnTimer[SnInteger] - 0.03)
                  • Set SnEffectCounter[SnInteger] = (SnEffectCounter[SnInteger] + 1)
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (SnEffectCounter[SnInteger] mod 2) Equal to 0
                    • Then - Actions
                      • Set TempPoint = (Position of SnCaster[SnInteger])
                      • Unit - Create 1 Fade for Neutral Passive at TempPoint facing (Facing of SnCaster[SnInteger]) degrees
                      • Animation - Change (Last created unit)'s animation speed to 50.00% of its original speed
                      • Animation - Play (Last created unit)'s slam animation
                      • Unit - Add Fade to (Last created unit)
                      • Unit - Order (Last created unit) to Orc Blademaster - Wind Walk
                      • Unit - Add a 0.75 second Generic expiration timer to (Last created unit)
                      • Custom script: set bj_wantDestroyGroup = true
                      • Unit Group - Pick every unit in (Units within 200.00 of TempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of SnCaster[SnInteger])) Equal to True)))) and do (Actions)
                        • Loop - Actions
                          • Unit - Cause SnCaster[SnInteger] to damage (Picked unit), dealing SnDamage[SnInteger] damage of attack type Spells and damage type Normal
                    • Else - Actions
                      • Custom script: call RemoveLocation (udg_TempPoint)
                • Else - Actions
                  • Unit - Remove Hidden from SnCaster[SnInteger]
                  • Set SnHas[SnInteger] = False
                  • Set SnCount = (SnCount - 1)
                  • Set SnRecycledList[SnInteger] = SnLastRecycled
                  • Set SnLastRecycled = SnInteger
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • SnCount Equal to 0
                    • Then - Actions
                      • Set SnMax = 0
                      • Set SnLastRecycled = 0
                      • Set SnRecycledList[0] = 0
                      • Trigger - Turn off (This trigger)
                    • Else - Actions
            • Else - Actions
  • Dummy Removal
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Fade
    • Actions
      • Unit - Remove (Triggering unit) from the game
      • Set TempGroup = (Units of type Fade)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (TempGroup is empty) Equal to True
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
      • Custom script: call DestroyGroup (udg_TempGroup)
Keywords:
swift, fast, agile, agility, damage, no-clip, warden, blade, evasion, evade, kill, buff, self, u jelly,
Contents

Just another Warcraft III map (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. Maker, Swiftness v1.0, 22nd Dec Typically abilities in WC3 do not inflict damage as often as once per 0.06 seconds The spell creates 167 dummies per cast at level 1. That is simply too...

Moderator

M

Moderator

12th Dec 2015
IcemanBo: Too long as NeedsFix. Rejected.

Maker, Swiftness v1.0, 22nd Dec
  • Typically abilities in WC3 do not inflict damage as often as once per 0.06 seconds
  • The spell creates 167 dummies per cast at level 1. That is simply too much. You could recycle the dummies
  • The init trigger causes a blood splat at the start of the map
 
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