• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Thunder Smashing Skills

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This is a thunderish skill pack. It's MUI and made of GUI. Copy and paste units and triggers and the spell is yours.

-Spells-

1. Thunder Smash (Damages and stuns units in line) Cool effects!!
2. Thunder Circle (Damages and stuns nearby units) Cool effects!!

-Credits-

Maker (For helping me with the "Thunder Smash" skill)

Keywords:
Thunder, Smash
Contents

Thunder Pack (Map)

Reviews
12th Dec 2015 IcemanBo: Too long as NeedsFix. Rejected. 20:40, 26th Mar 2012 Pharaoh_: Use variables, to avoid repetitive function calls, such as "Triggering unit", (Key(Picked unit)), etc. You never turn off the triggers. TI Equal to...

Moderator

M

Moderator

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

20:40, 26th Mar 2012
Pharaoh_: Use variables, to avoid repetitive function calls, such as "Triggering unit", (Key(Picked unit)), etc.

You never turn off the triggers.

  • TI Equal to ((Load 0 of (Key (Picked unit)) from TunderCircleHash) x 2)
  • Unit - Set level of Dummy Ability 1 for (Last created unit) to (Load 0 of (Key (Picked unit)) from TunderCircleHash)
  • Unit - Set level of Dummy Ability 2 for (Last created unit) to (Load 0 of (Key (Picked unit)) from TunderCircleHash)
This has been already stored in TPlayer variable.

Special effect paths have to be configurable, either in Map Initialization trigger or a trigger specifically made for this spell.

Use Storm Bolt ability to stun the target, because Bash can target units immune to magic as well. Trigger the damage yourself and do not depend on the dummy abilities.

Check if the unit to be damaged is in a group specifically used by the spell's instance. If it's not, add it, and, in the end of the trigger remove it from the group. Destroying this specific group is not recommended, a recycling system would be more adviseable. This will prevent units that go further away to be hit by the same instance of the spell more than once.

  • Custom script: set udg_TPlayer = null
Not needed.

Quite plain at the moment. Consider slowing the enemies affected.
 
Top