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Earlier today, I read a comment from HammerFist saying "Personaly I dont thhink to ur spells could be usefull for anykind of pvp maps, but I think to they would be awesome for some boss fight and dungeon stile maps."
I happen to agree, I certainly don't tend to make spells which are "small" enough as it were, for PvP use, hopefully this will make a bit of a change to that, my first single-target spell (although does have AOE damage. Because reasons) which I think would fit my purposes for both a PvP spell, but also still quite nice for a boss battle.
- Heavily Configurable
- Importing Instructions
- Aoe damage
- Single Target ability
- Not very demanding on your PC sfx-wise
- Channeling spell
Summons 5 Flaming rocks which mark a target for a volcanic energy bomb. The bomb will grow to a critical mass, and then fall onto the location of the target. Can target both enemy and friendly targets, though only damages enemies.
Level 1 - Deals 340 damage at full size.
Level 2 - Deals 380 damage at full size.
Level 3 - Deals 420 damage at full size.
Volcanic Crush
Events
Map initialization
Conditions
Actions
-------- -------- --------
-------- Theme Controls --------
-------- Randomise Theme --------
Set VC_Conditions[0] = False
-------- Cycle Themes --------
Set VC_Conditions[1] = True
-------- If cycle themes is set to False, this determines which Theme will be used --------
Set VC_DefaultTheme = 1
-------- Total amount of themes available (for randomisation) --------
Set VC_SpellsThemeCount = 3
-------- Damage Health --------
Set VC_Conditions[2] = True
-------- Damage Mana --------
Set VC_Conditions[3] = True
-------- Determines the targets available for the spell --------
Animation - Change VC_TempUnit's size to ((VC_EffectScalingSpinRocksBase + (VC_EffectScalingSpinRocksPL x VC_TempReal))%, 0.00%, 0.00%) of its original size
Special Effect - Create a special effect attached to the origin of VC_TempUnit using VC_SummonSFX[VC_TempInteger2]
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the origin of VC_TempUnit using VC_SpinningRocksSFX[VC_TempInteger2]
Set VC_SpecialEffect[VC_MaxIndex] = (Last created special effect)
Set VC_OriginalCaster[VC_MaxIndex] = VC_TempUnit2
Set VC_ZHeight[VC_MaxIndex] = (VC_ZHeightSubRocksBase + (VC_ZHeightSubRocksPerLevel x VC_TempReal))
Animation - Change VC_TempUnit flying height to VC_ZHeight[VC_MaxIndex] at 0.00
Set VC_VolRock[VC_MaxIndex] = False
Set VC_Target[VC_MaxIndex] = VC_TempUnit3
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VC_Conditions[11] Equal to True
Then - Actions
Set VC_FallSpeed[VC_MaxIndex] = ((VC_VolRockFallSpeedBase + (VC_VolRockFallSpeedPerLevel x VC_TempReal)) x VC_TimerSpeed)
Else - Actions
Set VC_RockSpinSpeed[VC_MaxIndex] = ((VC_ZHeight[VC_MaxIndex] x VC_TimerSpeed) / (VC_VolRockFallIncomingTimeBase + (VC_VolRockFallIncomingTimePL x VC_TempReal)))
Set VC_GrowthSpeed[VC_MaxIndex] = ((VC_EffectScalingVolSpeedBase + (VC_EffectScalingVolSpeedPL x VC_TempReal)) x VC_TimerSpeed)
Set VC_MaxSize[VC_MaxIndex] = (VC_EffectScalingVolRockMaxBase + (VC_EffectScalingVolRockMaxPL x VC_TempReal))
Set VC_ExpirationTimer[VC_MaxIndex] = 0.00
Set VC_ZHeight[VC_MaxIndex] = (VC_ZHeightVolRockBase + (VC_ZHeightVolRockPerLevel x VC_TempReal))
Set VC_CurrentSize[VC_MaxIndex] = 0.00
Set VC_Theme[VC_MaxIndex] = VC_TempInteger2
Custom script: set udg_VC_CasterX[udg_VC_MaxIndex] = GetUnitX(udg_VC_TempUnit2)
Custom script: set udg_VC_CasterY[udg_VC_MaxIndex] = GetUnitY(udg_VC_TempUnit2)
Unit - Create 1 VC_DummyType for VC_TempPlayer at VC_TempPoint2 facing (VC_CurrentAngle[VC_MaxIndex] + VC_Rotation[VC_MaxIndex]) degrees
Set VC_TempUnit = (Last created unit)
Animation - Change VC_TempUnit's size to ((VC_EffectScalingVolRockBase + (VC_EffectScalingVolRockPL x VC_TempReal))%, 0.00%, 0.00%) of its original size
Special Effect - Create a special effect attached to the origin of VC_TempUnit using VC_CrushingRockSFX[VC_TempInteger2]
Set VC_SpecialEffect[VC_MaxIndex] = (Last created special effect)
Set VC_OriginalCaster[VC_MaxIndex] = VC_TempUnit2
Set VC_ZHeight[VC_MaxIndex] = (VC_ZHeightVolRockBase + (VC_ZHeightVolRockPerLevel x VC_TempReal))
Animation - Change VC_TempUnit flying height to VC_ZHeight[VC_MaxIndex] at 0.00
Set VC_VolRock[VC_MaxIndex] = True
Set VC_Target[VC_MaxIndex] = VC_TempUnit3
Set VC_CurrentAngle[VC_MaxIndex] = 0.00
Set VC_GrowthSpeed[VC_MaxIndex] = ((VC_EffectScalingVolSpeedBase + (VC_EffectScalingVolSpeedPL x VC_TempReal)) x VC_TimerSpeed)
Set VC_AOE[VC_MaxIndex] = (VC_AoeBase + (VC_AoePerLevel x VC_TempReal))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VC_Conditions[11] Equal to True
Then - Actions
Set VC_FallSpeed[VC_MaxIndex] = ((VC_VolRockFallSpeedBase + (VC_VolRockFallSpeedPerLevel x VC_TempReal)) x VC_TimerSpeed)
Else - Actions
Set VC_FallSpeed[VC_MaxIndex] = ((VC_ZHeight[VC_MaxIndex] x VC_TimerSpeed) / (VC_VolRockFallIncomingTimeBase + (VC_VolRockFallIncomingTimePL x VC_TempReal)))
Set VC_HealthDamage[VC_MaxIndex] = (VC_HealthDamageBase + (VC_HealthDamagePerLevel x VC_TempReal))
Set VC_ManaDamage[VC_MaxIndex] = (VC_ManaDamageBase + (VC_ManaDamagePerLevel x VC_TempReal))
Set VC_ExplosionScale[VC_MaxIndex] = (VC_EffectScalingExplosionBase + (VC_EffectScalingExplosionPL x VC_TempReal))
Set VC_ExpirationTimer[VC_MaxIndex] = 0.00
Set VC_RockDistance[VC_MaxIndex] = 0.00
Set VC_MaxSize[VC_MaxIndex] = (VC_EffectScalingVolRockMaxBase + (VC_EffectScalingVolRockMaxPL x VC_TempReal))
Set VC_CurrentSize[VC_MaxIndex] = 0.00
Set VC_Theme[VC_MaxIndex] = VC_TempInteger2
Custom script: set udg_VC_CasterX[udg_VC_MaxIndex] = GetUnitX(udg_VC_TempUnit2)
Custom script: set udg_VC_CasterY[udg_VC_MaxIndex] = GetUnitY(udg_VC_TempUnit2)
Special Effect - Create a special effect attached to the origin of VC_TempUnit using VC_EndSpellSFX[VC_Theme[VC_Index]]
Special Effect - Destroy (Last created special effect)
Set VC_StageID[VC_Index] = 3
Special Effect - Destroy VC_SpecialEffect[VC_Index]
Else - Actions
Else - Actions
-------- Cleanup --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VC_StageID[VC_Index] Equal to 3
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VC_ExpirationTimer[VC_Index] Greater than or equal to VC_ExpireTime
Then - Actions
Unit - Remove VC_TempUnit from the game
Set VC_SpecialEffect[VC_Index] = VC_SpecialEffect[VC_MaxIndex]
Set VC_OriginalCaster[VC_Index] = VC_OriginalCaster[VC_MaxIndex]
Set VC_ZHeight[VC_Index] = VC_ZHeight[VC_MaxIndex]
Set VC_VolRock[VC_Index] = VC_VolRock[VC_MaxIndex]
Set VC_ExpirationTimer[VC_Index] = VC_ExpirationTimer[VC_MaxIndex]
Set VC_Target[VC_Index] = VC_Target[VC_MaxIndex]
Set VC_GrowthSpeed[VC_Index] = VC_GrowthSpeed[VC_MaxIndex]
Set VC_FallSpeed[VC_Index] = VC_FallSpeed[VC_MaxIndex]
Set VC_ExplosionScale[VC_Index] = VC_ExplosionScale[VC_MaxIndex]
Set VC_CurrentAngle[VC_Index] = VC_CurrentAngle[VC_MaxIndex]
Set VC_HealthDamage[VC_Index] = VC_HealthDamage[VC_MaxIndex]
Set VC_Rotation[VC_Index] = VC_Rotation[VC_MaxIndex]
Set VC_RockDistance[VC_Index] = VC_RockDistance[VC_MaxIndex]
Set VC_RockSpinSpeed[VC_Index] = VC_RockSpinSpeed[VC_MaxIndex]
Set VC_ManaDamage[VC_Index] = VC_ManaDamage[VC_MaxIndex]
Set VC_AOE[VC_Index] = VC_AOE[VC_MaxIndex]
Set VC_ExplosionScale[VC_Index] = VC_ExplosionScale[VC_MaxIndex]
Set VC_MaxSize[VC_Index] = VC_MaxSize[VC_MaxIndex]
Set VC_CurrentSize[VC_Index] = VC_CurrentSize[VC_MaxIndex]
Set VC_Theme[VC_Index] = VC_Theme[VC_MaxIndex]
Set VC_CasterX[VC_Index] = VC_CasterX[VC_MaxIndex]
Set VC_CasterY[VC_Index] = VC_CasterY[VC_MaxIndex]
Set VC_TargetX[VC_Index] = VC_TargetX[VC_MaxIndex]
Set VC_TargetY[VC_Index] = VC_TargetY[VC_MaxIndex]
Set VC_UnitIndex[VC_Index] = VC_UnitIndex[VC_MaxIndex]
Set VC_StageID[VC_Index] = VC_StageID[VC_MaxIndex]
Set VC_MaxIndex = (VC_MaxIndex - 1)
Set VC_Index = (VC_Index - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
VC_MaxIndex Equal to 0
Then - Actions
Trigger - Turn off Volcanic Crush Loop <gen>
Else - Actions
Else - Actions
Set VC_ExpirationTimer[VC_Index] = (VC_ExpirationTimer[VC_Index] + VC_TimerSpeed)
Else - Actions
-=V1.00=-
- Initial Upload
-=V1.01=-
- Rearranged the ability button
- Nulled variables after use (locations and groups)
- Moved TempUnit set to earlier
- Made order configurable
Give credits if you use this spell in your map, and enjoy.
I wish I could make so (LONG triggered) good spells... ;D
Sooo many variables
Good job the spell is very good, keep the good work, there aren't many ppl so good
please help :\
i got compile error...
for 7 lines and this line is one of them
set udg_VC_Angle = 0.00
why is this happening ?? some spells when i try to import them the same problem come even they are working in the original map the creator create...
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