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[Spell] TEve ORPG

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Level 14
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I'm curious to know which spell "Jupiter Thunder" is based off of.
I planned on designing a similar spell, but I can't figure it out.

For those who haven't played the game, 'Twilight's Eve ORPG', you likely have no idea what i'm talking about.

The spell is the White Wizard's first I believe.
I hope you can help, +rep to those who do:)
 
Level 14
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I've played Twilight's Eve a LOT (plenty of max-level heroes, mostly in the mage-tree), yet I have no idea what the spell names are :D.
So yeah, explain the spell.

The best way to get help from someone, is to help them understand the problem.

White Wizard's first spell. Has the same icon as Forked Lightning (normal WC3 TFT Spell).

When casted, it calls down lightning on nearby enemies.
Like a mix between monsoon, war stomp, and fan of knives, lol.

The ArchSage has a similar one, that uses the starfall effect on the caster,
and encases all nearby units in ice.
 
Level 28
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You can base it on any instant skill and then triggered it.
The trigger is relatively simple: pick all units within an area, create a special effect (monsoon model) and deal damage. At least, that's the most simple way to do it ^^.
You can do it with lightning as well (more customization, but it would make things more complicated).

It would look somewhat like this (with special effect):
  • Thunder
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Thunder
    • Actions
      • Set TempLoc1 = (Position of (Triggering unit))
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 600.00 of TempLoc1) and do (Actions)
        • Loop - Actions
          • Set TempLoc2 = (Position of (Picked unit))
          • Special Effect - Create a special effect at TempLoc2 using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing 100.00 damage of attack type Spells and damage type Normal
          • Custom script: call RemoveLocation(udg_TempLoc2)
      • Custom script: call RemoveLocation(udg_TempLoc1)
 
Level 14
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No, it isn't :p. I was wondering about monsoon too, but it's an instant-cast in Twilight's Eve, so that's no good.
I checked the map itself and found that it was indeed triggered (they use Thunder Clap as a base, but I wouldn't recommend that).

I hate to bother you again, you're probably a very busy guy:)
But I have a few more questions.

After doing some work on a totally awesome spell,
I found out I had made quite a few big mistakes. So I scrapped it.

That brings me back to the example spell you provided. I started working with that instead,
and I've come to this.

  • JUD Run
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Judgement
    • Actions
      • Set JUD_CasterInt = (JUD_CasterInt + 1)
      • Set JUD_Caster[JUD_CasterInt] = (Triggering unit)
      • Set JUD_TempLoc1[JUD_CasterInt] = (Position of JUD_Caster[JUD_CasterInt])
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within 600.00 of JUD_TempLoc1[JUD_CasterInt]) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) belongs to an enemy of (Owner of JUD_Caster[JUD_CasterInt])) Equal to True
            • Then - Actions
              • Set JUD_TempLoc2[JUD_CasterInt] = (Position of (Picked unit))
              • Special Effect - Create a special effect at JUD_TempLoc2[JUD_CasterInt] using war3mapImported\PurgeBuffTargetYellow.mdx
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect at JUD_TempLoc2[JUD_CasterInt] using war3mapImported\LightningboltYellow.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause JUD_Caster[JUD_CasterInt] to damage (Picked unit), dealing ((450.00 x (Real((Level of Judgement for JUD_Caster[JUD_CasterInt])))) + (2.50 x (Real((Intelligence of JUD_Caster[JUD_CasterInt] (Include bonuses)))))) damage of attack type Spells and damage type Normal
              • Custom script: call RemoveLocation(udg_JUD_TempLoc2[JUD_CasterInt])
            • Else - Actions
      • Custom script: call RemoveLocation(udg_JUD_TempLoc1[JUD_CasterInt])


I had a few questions about it:

1.) Going back to your post, which instant-type spell WOULD you recommend?
I figured I would use War Stomp, because the caster will be emitting a war-stomp effect anyway.

2.) I'm not entirely sure if this works with the array thing I have goin' on(;
I've never seen this one before, although I haven't really looked into fixing leaks very much.
  • Custom script: set bj_wantDestroyGroup = true
3.) The spell IS MUI, right? Or am I missing something?

4.) Did I remove the location leaks correctly? I'm fairly sure that's the way to do it,
but like I said before, I haven't really looked into learning all about leaks.
Although I need to, and plan to sometime soon.
 
Level 28
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1) The reason I don't like War Stomp, is because it creates a terrain deformation (or was that only Thunder Clap? I think War Stomp did the same). Those things leak a little (no fix).
I suggest the spell I would always suggest: Channel :D (under Neutral Hostile\Heroes).

2) That's a perfectly acceptable way to remove the group leak :).

3) Instant spells are always MUI.
This means that the entire indexing thing you've done here is useless. I suggest you remove all those arrays and just keep it standard :p.
For these kinds of spells, I always use "Temp" vars, like "TempLoc1", "TempLoc2", "TempUnit" and so on. That is so I don't have to create any new variables for the spell.

4) Yep, that's correct (though, again: I'd prefer it without the arrays).
 
Level 12
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udg_JUD_CasterInt
>>
  • Custom script: call RemoveLocation(udg_JUD_TempLoc2[udg_JUD_CasterInt])
  • Custom script: call RemoveLocation(udg_JUD_TempLoc1[udg_JUD_CasterInt])
PS: I was making the same mistake when I first met (it was love from first sight :ogre_love:) arrays inside custom script :)
PS2: Just extra info: udg stands for User Defined Global
local variables have no prefix so it is searching for a local variable but one does not exist...
Edit// correct me if whrong
 
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