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Swinging Blast v0.3b
Submitted by
EtikS
- Tags:
- Target Ground, GUI / Triggers
- Filesize:
- 21.32 KB
- Rating:
-
(1 vote)
- Downloads:
- 622
- Uploaded:
- Jul 30, 2012
- Updated:
- Aug 2, 2012
- Resources:
- 1
- Author(s):
- EtikS
- State:
- Approved

This bundle is marked as approved. It works and satisfies the submission rules.
SORRY IF I AM GETTING TIRED!! but i don't care
.. feel free to use it !!
Spell Description :
Keywords:
Blaaaaast

Spell Description :
Description
Unleashes a blast of power in front of Blademaster , dealing 75 damage, if the target is still inside the blast it will take the same damage until it will leave
Spell Stuff
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Spell con
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Events
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Map initialization
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Conditions
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Actions
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-------- This are a small example of what you can customize --------
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Set SB_SPEED[TempInt] = 23.00
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Set SB_DUR[TempInt] = 2.00
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-------- You can find the damage at the missileloop --------
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-------- Also if you want to customize the speed/duration customize it in the startmissile trigger --------
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Swinging Blast
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StartMissile
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Swinging Blast
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SB_Index_Size Equal to 0
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Then - Actions
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Trigger - Turn on MissileLoop <gen>
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Else - Actions
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-------- Increase the index size --------
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Set SB_Index_Size = (SB_Index_Size + 1)
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-------- Dynamic Index --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SB_Index_Size Greater than SB_Index_maxSize
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Then - Actions
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Set SB_Index[SB_Index_Size] = SB_Index_Size
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Set SB_Index_maxSize = SB_Index_Size
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Else - Actions
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-------- Dynamic Index End --------
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Set TempInt = SB_Index[SB_Index_Size]
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-------- Setup those arrays --------
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Set TempLoc = (Position of (Triggering unit))
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Set TempLoc2 = (Target point of ability being cast)
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Set SB_CASTER[TempInt] = (Triggering unit)
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Unit - Create 1 Red Glow (GC) for Neutral Passive at TempLoc facing (Angle from TempLoc to TempLoc2) degrees
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Unit - Turn collision for (Last created unit) Off
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Unit - Move (Last created unit) instantly to TempLoc
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Set SB_MISSILE[TempInt] = (Last created unit)
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Set SB_ANGLE[TempInt] = (Angle from TempLoc to TempLoc2)
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Set SB_SPEED[TempInt] = 23.00
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Set SB_DUR[TempInt] = 2.00
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Custom script: call RemoveLocation(udg_TempLoc)
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Custom script: call RemoveLocation(udg_TempLoc2)
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Swinging Blast Loop
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MissileLoop
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer SPELL_LOOP) from 1 to SB_Index_Size, do (Actions)
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Loop - Actions
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-------- This let look everything cleaner. --------
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Set TempInt = SB_Index[SPELL_LOOP]
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-------- Condition... --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SB_DUR[TempInt] Greater than 0.00
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Then - Actions
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-------- Actions --------
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Set TempLoc = (Position of SB_MISSILE[TempInt])
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Set TempLoc2 = (TempLoc offset by SB_SPEED[TempInt] towards SB_ANGLE[TempInt] degrees)
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Special Effect - Create a special effect at TempLoc using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Move SB_MISSILE[TempInt] instantly to TempLoc2, facing SB_ANGLE[TempInt] degrees
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Custom script: set bj_wantDestroyGroup=true
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Unit Group - Pick every unit in (Units within 200.00 of TempLoc2) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(SB_CASTER[TempInt] belongs to an enemy of (Owner of (Picked unit))) Equal to True
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Then - Actions
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Unit - Cause SB_CASTER[TempInt] to damage (Picked unit), dealing 75.00 damage of attack type Spells and damage type Normal
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Else - Actions
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Set SB_DUR[TempInt] = (SB_DUR[TempInt] - 0.03)
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Custom script: call RemoveLocation(udg_TempLoc)
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Custom script: call RemoveLocation(udg_TempLoc2)
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Else - Actions
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-------- Destroy handles --------
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Unit - Kill SB_MISSILE[TempInt]
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-------- RecycleIndex --------
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Set SB_Index[SPELL_LOOP] = SB_Index[SB_Index_Size]
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Set SB_Index[SB_Index_Size] = TempInt
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Set SB_Index_Size = (SB_Index_Size - 1)
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Set SPELL_LOOP = (SPELL_LOOP - 1)
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-------- Turn the trigger again off if the index_size is below 0... --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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SB_Index_Size Equal to 0
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Then - Actions
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Trigger - Turn off (This trigger)
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Skip remaining actions
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Else - Actions
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RemoveUnit
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RemoveUnit
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Events
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Unit - A unit Dies
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Conditions
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(Unit-type of (Dying unit)) Equal to Red Glow (GC)
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Actions
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Unit - Remove (Triggering unit) from the game
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Keywords:
Blaaaaast
Contents