1. Are you planning to upload your awesome spell or system to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. The 15th Mini-Mapping Contest came to an end. The Secrets of Warcraft 3 are soon to be revealed! Come and vote in the public poll for your favorite maps.
    Dismiss Notice
  4. The 12th incarnation of the Music Contest is LIVE! The theme is Synthwave. Knight Rider needs a song to listen to on his journey. You should definitely have some fun with this theme!
    Dismiss Notice
  5. Join other hivers in a friendly concept-art contest. The contestants have to create a genie coming out of its container. We wish you the best of luck!
    Dismiss Notice
  6. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Water Blast Version 1.2.1

Submitted by Daffa the Mage
This bundle is marked as approved. It works and satisfies the submission rules.
INTRO
A Spell I made couple of months ago, it's a bit simple in my eyes, but it can worth it here.

TRIGGERS
Config Trigger
Init
  • Water Blast Config
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- CONFIGURABLES --------
      • -------- Ability (set this to the correct one) --------
      • Set WB_Ability = Water Blast
      • -------- Special Effect (effect that appears on target point) --------
      • Set WB_Effect = Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • -------- Blast Radius (how big is the radius of the blast take effects) --------
      • Set WB_Radius[1] = 500.00
      • Set WB_Radius[2] = 500.00
      • Set WB_Radius[3] = 500.00
      • -------- Damage Amount (Amount of damage dealt upon explosion) --------
      • Set WB_Damage[1] = 100.00
      • Set WB_Damage[2] = 200.00
      • Set WB_Damage[3] = 300.00
      • -------- Set this if you want trees to be destroyed or not. --------
      • Set WB_DestroyTrees = True
      • -------- set this to True if you want trees to gain a Special Effect at it's position upon destroyed, only set the other variable to an effect if the first one set to true, leave this be if you don't destroy trees --------
      • Set WB_DestroyTreesEffect = True
      • Set WB_DestEffect = Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
      • -------- END CONFIGURABLES --------
      • -------- DO NOT TOUCH --------
      • -------- don't edit these script, I don't take any responsibility if you try. --------
      • -------- below are meant to be not User-Friendly, because this is part of the spell's core --------
      • Custom script: set udg_WB_Order = "harvest"
      • Custom script: if ( udg_WB_DestroyTrees == true ) then
      • Custom script: set udg_WB_DestKiller = CreateUnit(Player(15), 'hpea', 0, 0, 0)
      • Custom script: call UnitAddAbility( udg_WB_DestKiller, 'Aloc' )
      • Custom script: call UnitAddAbility( udg_WB_DestKiller, 'Avul' )
      • Custom script: call ShowUnit( udg_WB_DestKiller, false )
      • Custom script: endif

Casting :
Cast
  • Water Blast Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to WB_Ability
    • Actions
      • -------- You know what? skip this --------
      • Set WB_CastUnit = (Triggering unit)
      • Set WB_Loc = (Target point of ability being cast)
      • Set WB_Level = (Level of WB_Ability for WB_CastUnit)
      • Special Effect - Create a special effect at WB_Loc using WB_Effect
      • Special Effect - Destroy (Last created special effect)
      • -------- Blast them all!! --------
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units within WB_Radius[WB_Level] of WB_Loc) and do (Actions)
        • Loop - Actions
          • Set WB_TempUnit = (Picked unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (WB_TempUnit is A structure) Equal to False
              • (WB_TempUnit belongs to an enemy of (Triggering player)) Equal to True
              • (WB_TempUnit is A flying unit) Equal to False
            • Then - Actions
              • Set WB_Loc2 = (Position of WB_TempUnit)
              • Set WB_KAngle = (Angle from WB_Loc to WB_Loc2)
              • Unit - Cause WB_CastUnit to damage WB_TempUnit, dealing WB_Damage[WB_Level] damage of attack type Spells and damage type Normal
              • Trigger - Run Water Blast KB3D <gen> (ignoring conditions)
              • Custom script: call RemoveLocation(udg_WB_Loc2)
            • Else - Actions
      • -------- how bout we just destroy those trees to ashes? DestroyTrees = True is needed --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • WB_DestroyTrees Equal to True
        • Then - Actions
          • Destructible - Pick every destructible within WB_Radius[WB_Level] of WB_Loc and do (Actions)
            • Loop - Actions
              • Set WB_TempDest = (Picked destructible)
              • Unit - Order WB_DestKiller to Harvest WB_TempDest
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Current order of WB_DestKiller) Equal to (Order(WB_Order))
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (WB_TempDest is alive) Equal to True
                      • WB_DestroyTreesEffect Equal to True
                    • Then - Actions
                      • Set WB_DestPos = (Position of WB_TempDest)
                      • Special Effect - Create a special effect at WB_DestPos using WB_DestEffect
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation(udg_WB_DestPos)
                    • Else - Actions
                  • Destructible - Kill WB_TempDest
                • Else - Actions
              • Unit - Order WB_DestKiller to Stop
        • Else - Actions
      • Custom script: call RemoveLocation(udg_WB_Loc)

KB Config

  • Water Blast KB3D
    • Events
    • Conditions
    • Actions
      • -------- Those Values are Required for the KB --------
      • -------- ------------------------------------------------ --------
      • -------- ------------------------ --------
      • -------- Knock-Backed Unit, the Knock-Backed Unit who all actions orbit around --------
      • Set KB3D_Unit = WB_TempUnit
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Max Range, Maximum Range possible of the Knock-Back --------
      • Set KB3D_Range = 600.00
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Base KB Speed, Base Speed when starting the Knock-Back --------
      • Set KB3D_Speed = 250.00
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Angle, The KB's line angle, this will be useless if KB3D_Targeted_Unit is not null --------
      • Set KB3D_Angle = WB_KAngle
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- ------------------------------------------------ --------
      • -------- Those Values are Optional for the KB --------
      • -------- NOTE: some values may depend on other to function, like LineDamage that needs "Damager, AttackType, DamageType, AoE" to function --------
      • -------- ------------------------------------------------ --------
      • -------- ------------------------ --------
      • -------- Targets Allowed --------
      • -------- ------------------------ --------
      • -------- Filter Damages and AoEKB with those values, if true, each one will allow filtering of Structures, Mechanicals, Magic Imminues, Allies --------
      • -------- ------------------------ --------
      • Set KB3D_D_MAGIC_IMMINUE = False
      • Set KB3D_D_ALLY = False
      • Set KB3D_D_MECHANICAL = False
      • Set KB3D_D_STRUCTURE = False
      • Set KB3D_D_ENEMY = True
      • Set KB3D_D_FLYING = False
      • Set KB3D_D_RESISTANT = False
      • -------- Requires: AoEKB, or, Damagers, or, BounceTarget --------
      • -------- ------------------------ --------
      • -------- Speed Changer, makes the unit move forward with a bonus speed equal to the KB speed, negative speed also works --------
      • Set KB3D_Speed_Changer = False
      • -------- Requires: NONE, Disables Angle --------
      • -------- ------------------------ --------
      • -------- Homing Missile, automatically sets needed features of KB3D for a homing missile --------
      • Set KB3D_HomingMissile = True
      • -------- Requires: NONE, Disables Angle --------
      • -------- ------------------------ --------
      • -------- Bounce Unit, Makes the KBed unit bounce on unpathable areas and units --------
      • Set KB3D_Bounce_Unit = False
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Bounce Targets, Bounces units that encounter the KBed unit --------
      • Set KB3D_Bounce_Target = False
      • -------- Requires: AoE --------
      • -------- ------------------------ --------
      • -------- End on Target Bounce, when hits a unit, ends the KB --------
      • Set KB3D_EndOnTargetBounce = False
      • -------- Requires: Bounce_Target --------
      • -------- ------------------------ --------
      • -------- Bounce Power, intensity of the Bounce --------
      • Set KB3D_Bounce_Power = 1.00
      • -------- Requires: Bounce --------
      • -------- ------------------------ --------
      • -------- Bounce Effect, Effect created on units that get Bounced --------
      • Set KB3D_Bounce_Fx = <Empty String>
      • -------- Requires: Bounce --------
      • -------- ------------------------ --------
      • -------- Destroy Destructibles, Destroys any destructibles on the path of the KB, does not destroy platforms, bridges, elevators --------
      • Set KB3D_DestroyDestructables = True
      • -------- Requires: Line Damage --------
      • -------- ------------------------ --------
      • -------- Line Effect, Effect created on units damaged by Line Damage --------
      • Set KB3D_Line_Fx = <Empty String>
      • -------- Requires: Line Damage --------
      • -------- ------------------------ --------
      • -------- End Trigger, This trigger will be excecuted at the end of the KB, you can use KB3D_Unit and KB3D_Targeted_Unit variables in the trigger --------
      • Set KB3D_EndTrigger = KB3D_EndTrigger
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- End on Obstacle, Immediatly Ends the KB if the KBed unit encounters an unpathable area --------
      • Set KB3D_EndOnObstacle = False
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Arc, Arc of the Angle of the KB, does not work with homing KB --------
      • Set KB3D_Arc = 0.00
      • -------- Requires: Angle --------
      • -------- ------------------------ --------
      • -------- Ending Effect, an Effect created at the End of the KB on the KBed Unit --------
      • Set KB3D_EndFx = Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
      • -------- Requires: AoE --------
      • -------- ------------------------ --------
      • -------- AoE End Damage, Damage dealt to enemy units in the AoE at the End of the KB --------
      • Set KB3D_AoEEndDamage = 0.00
      • -------- Requires: AoE, Damager, AType, DType --------
      • -------- ------------------------ --------
      • -------- AoE KB, if true, KBs Enemy units within the AoE, Range, Speed, Angle, are automatic --------
      • Set KB3D_AoEKB = False
      • -------- Requires: AoE --------
      • -------- ------------------------ --------
      • -------- AoE KB Power, The Power of the AoE KB, default value is 1.00 (normal), Min value: 0.01, Max value: 3.00 --------
      • Set KB3D_AoEKB_Power = 0.00
      • -------- Requires: AoEKB --------
      • -------- ------------------------ --------
      • -------- End when Dead, if true, the KB will end if the KBed unit is dead, TRUE by default --------
      • Set KB3D_EndwhenDead = True
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Ground Damage, Damages the Unit When it hits the Ground, Damage dealt is KB3D_ImpactDamage --------
      • Set KB3D_GroundDamage = False
      • -------- Requires: Damager, ImpactDamage, AType, DType --------
      • -------- ------------------------ --------
      • -------- KB the Target, When the Targeted Unit is hit, it will be KBed depending on the speed of the original KB --------
      • Set KB3D_KBTarget = False
      • -------- Requires: Targeted_Unit --------
      • -------- ------------------------ --------
      • -------- Stop Time, Maximum Time the KB will last, Note that if the KBed unit is flying at this time, it will be stuck --------
      • Set KB3D_StopTime = 0.00
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Kill at End, Kills the KBed Unit at the End of the KB --------
      • Set KB3D_KillatEnd = False
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Kill at Time, When this time is reached, the KBed unit will be killed, if this number is higher than KB3D_StopTime, EndWhenDead will be automatically turned on no matter what --------
      • Set KB3D_KillatTime = 0.00
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Acceleration, Speed Added/s to the KB speed --------
      • Set KB3D_Accel = 0.00
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Allow going outside playable bounds, Allows the KBed unit to go out of the Playable Bounds, SAFETY notice: this will not crash the game --------
      • Set KB3D_AllowOutSiding = False
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Area of Effect, Range where the Line Damage is applied to units --------
      • Set KB3D_AoE = 0.00
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Area of Effect Damage, Makes the KB3D_Damager, damage enemy units within KB3D_AoE by this value as a DPS --------
      • Set KB3D_AoEDamage = 0.00
      • -------- Requires: AoE, Damager, DType, AType --------
      • -------- ------------------------ --------
      • -------- Attack Type, Attack type of ALL damagings in the Instance --------
      • Set KB3D_AttackType = Normal
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Damage Type, Damage type of ALL damagings in the Instance --------
      • Set KB3D_DamageType = Magic
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Damager, Source of ALL damagings in the Instance --------
      • Set KB3D_Damager = No unit
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Destroy Trees?, Destroy Trees around the KBed unit while he is KBed? --------
      • Set KB3D_DestroyTree = True
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Disable Unit?, Disable the KBed Unit's Movement and Turning? --------
      • Set KB3D_DisableUnit = True
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- End When Hit?, Ends the KB if the KBed Unit hits the Targeted Unit --------
      • Set KB3D_EndWhenHit = False
      • -------- Requires: Targeted_Unit --------
      • -------- ------------------------ --------
      • -------- Face KB Anlge, makes the KBed Unit Face the Anlge of the KB during the KB --------
      • Set KB3D_FaceAngle = False
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Effect, Effect created on the Unit's Location if he is not flying, and applied on the Unit if he is flying on the Attach Point --------
      • Set KB3D_Fx = Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
      • -------- Requires: Attach --------
      • -------- ------------------------ --------
      • -------- Attachment Point, location on the KBed unit where Effects are attached --------
      • Set KB3D_Attach = origin
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- AoE End Effect, Effect Created on target units in the AoE at the End of the KB --------
      • Set KB3D_AoEEndFx = Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
      • -------- Requires: AoE, Attach --------
      • -------- ------------------------ --------
      • -------- Impact Damage, Damaged dealt to the KBed Unit if he hits an obstacle --------
      • Set KB3D_ImpactDamage = 0.00
      • -------- Requires: Damager --------
      • -------- ------------------------ --------
      • -------- intelligent KB, Enables the intelligent features of KB3D, see Main Code Comments for more info --------
      • Set KB3D_iKB = True
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Kill When Hit?, Kills the KBed Unit if he hits the Targeted Unit, Automatically set EndWhenHit to true --------
      • Set KB3D_KillWhenHit = False
      • -------- Requires: Targeted_Unit --------
      • -------- ------------------------ --------
      • -------- Kill if Out of Playable Bounds, Kills the KBed Unit if he gets out of Playable Bounds, this automatically sets KB3D_AllowOutSiding to TRUE --------
      • Set KB3D_KillifOutSider = False
      • -------- Requires: AllowOutSiding --------
      • -------- ------------------------ --------
      • -------- Line Damage, Damage dealt to enemy units in the AoE around the KBed Unit --------
      • Set KB3D_LineDamage = 0.00
      • -------- Requires: Damager, AoE --------
      • -------- ------------------------ --------
      • -------- Loop Damage, DPS dealt to the KBed Unit --------
      • Set KB3D_LoopDamage = 0.00
      • -------- Requires: Damager, AoE --------
      • -------- ------------------------ --------
      • -------- Jump over Cliff, Allows the KBed unit to go over cliffs if he has more than 150 fly height and IF there is a possible location where he can land in a pathable point, not recommended with >0 Acceleration --------
      • Set KB3D_JumpOverCliff = True
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Target Damage, Damage dealt to the Targeted Unit when both KBed Unit and Targeted Unit hit each other, only happens once --------
      • Set KB3D_TargetDamage = 0.00
      • -------- Requires: Targeted_Unit, Damager --------
      • -------- ------------------------ --------
      • -------- Targeted Unit, if not null, makes the KBed Unit act like a homing missile targeting this unit, it also used for other functions --------
      • Set KB3D_Targeted_Unit = No unit
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Trail Effect, Effect Attached on the KBed Unit all along the Knock-Back and Destroyed at the end of the KB --------
      • Set KB3D_TrailFx = Abilities\Spells\Undead\AbsorbMana\AbsorbManaBirthMissile.mdl
      • -------- Requires: Attach --------
      • -------- ------------------------ --------
      • -------- Stop at Unpathable, Makes it impossible for the KBed Unit to path throught Unpathable Terrain --------
      • Set KB3D_UnpathableStop = True
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- Z Offset, Max Flying Height reached while Knockbacking --------
      • Set KB3D_Zoffset = 500.00
      • -------- Requires: NONE --------
      • -------- ------------------------ --------
      • -------- ------------------------------------------------ --------
      • -------- Registed All of the Settings --------
      • Custom script: call ExecuteFunc( "KB3D_Registration" )
      • -------- You can use the following to know how much the knock-back will last -- this can vary if the KB is homed on a moving unit --------
      • Set KB3D_Time = KB3D_Time


MANUAL & CREDITS
Manual :
1. Tick "Create Unknown Variables when pasting trigger data"
2. Copy the Ability from Object Editor
3. Copy the KB3D Folder (if you don't have the latest KB3D), then Water Blast Folder!

Configurating Notice :
1. The Water Blast Config only held a minor portion of the actual settings
2. KB3D Config held all thing related to Knocking of the units


Credits :
Maker : Major Mistakes Pointer
Rheiko : Minor Mistake Pointer
PurgeadFire : Toning Down Test Map Spell Damage
Jad : KB3D and Review
jakeZinc : Review

Changelogs
Latest Changes
Version 1.2.1
Updates Test Map KB3D
Increase Initial Speed
Fixed SFX Attachment
Fixed Description
New Screenshot :ogre_hurrhurr: (Special Thanks to Jad)

Older
Version 1.2.0
Fixed a major issue with KB3D implementation as Jad said

Version 1.1.0
Uses KB3D instead of the old KB
Remove unused variables

Version 1.0.0
Uploaded to Hive


FINAL WORDS
I hope this spell can proof useful to people (and maybe even safe time from wasting time coding this kind for stuff, especially newbies).

~Daffa the Mage

Keywords:
Water, Blast, DotA, Naruto, Magtheridon96, Hook, Chain, Knock, Back
Contents

Water Blast (Map)

Reviews
Moderator
Water Blast v1.1.0 | Reviewed by Maker | 10th November 2013 Concept[/COLOR]] [IMG] I can see the spell being useful Triggers[/COLOR]] [IMG] Configurable, leakless, MUI [IMG] The harvester does not need Invulnerability ability, it has...
  1. Water Blast v1.1.0 | Reviewed by Maker | 10th November 2013
    • Concept[/COLOR]]
      [​IMG]
      • I can see the spell being useful
    • Triggers[/COLOR]]
      [​IMG]
      • Configurable, leakless, MUI
      [​IMG]
      • The harvester does not need Invulnerability ability, it has Locust
      • Filter out magic immune units in the cast trigger to prevent KB3D config to run
        Magic immunes are prevented in KB3D config
      • The knockback system knocks units over pathing blockers
    • Objects[/COLOR]]
      [​IMG]
      • No unneeded objects
      [​IMG]
      • You could change the learned icon position
      • There is no follow through animation, therefore cast animation looks bad
      • The learn tooltip does not show the hotkey
      • The ability could have AoE indicator
      • The ability name is coloured in learned tooltip for level 1
        but not for levels 2 and 3
    • Effects[/COLOR]]
      [​IMG]
      • There is no effect spam and the effects fit the theme
    • Rating[/COLOR]]
      CONCEPT TRIGGERS OBJECTS EFFECTS RATING STATUS
      [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] APPROVED

     
  2. T. D. W.

    T. D. W.

    Joined:
    Jul 31, 2012
    Messages:
    1,505
    Resources:
    5
    Spells:
    5
    Resources:
    5
    1.0 Review

    • Well, my impression was a little high :/
    • [​IMG]
      First of All, this is the FPS i got when using the spell!
      okay, the FPS was 40 due to the amount of units on the screen, but ! the KB was enough to crush the 40 FPS to 2! My impression on this: the KB is bad
      I don't understand, if you put this by yourself, then why the hell did you add so much units in this so small area :vw_unimpressed:

      Move units flowing SetUnitX and SetUnitY instead of Moving them to a location via GUI action

      • Destructible - Pick every destructible within 256.00 of WB_Loc2 and do (Actions)

      Why did you use 256? is it because the default was 256 hen? i suggest a 150 instead for realism

      Okay, no more bad points, but there is more stuff:

      Creating Effects only on trees isn't a great Fx thing

      The KB is really really poor, not even it looks like lagging when units hit an obstacle, it lags, and it has no Fx!

      Okay i'll resume the spell: AoE Knock-Back and damage + tree destroy...

      Don't take this rudely: http://www.hiveworkshop.com/forums/spells-569/knock-back-3d-v-1-7-1-a-242031/

      I know that this spell was a long time in the Lab, and am disappointed of the result :/


      After an edit to the test map (reducing peasants massively) The KB lags less, but the spell is still lacking
    • Improve the spell, HARDLY
    • [​IMG]
    • [​IMG]
    • If You want me to review an Update of This Spell, Please Notify me this by VM or PM
     
    Last edited: Oct 29, 2013
  3. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,572
    Resources:
    27
    Packs:
    1
    Maps:
    8
    Spells:
    16
    Tutorials:
    2
    Resources:
    27
    Yeah, the KB is pretty sucks I guess.
    I'm pretty sure that I need to switch to KB2D by Bribe.

    It was by accident, I guess this can be solved with fixing the KB.

    Yeah, I guess it can boost the performance.
    Consider the FX on KBed Unit as well on the next update.

    I consider adding them to units.
    Consider it done.

    And I'm even more disappointed with my works, so no worries. It's not "that long", just about 10 days or so.

    And I was about to add KB3D of yours as well.

    Thanks a ton for the review Jad.
    +4 Rep
    +Credit in Future Versions

    ------------------------------------------------------------------------------------------------------
    Major Planned Updates (morph into V1.1) :
    1. Using KB2D & KB3D instead of my lagging KB
    2. Adding FX to KBed Units
    3. Adding Damage during Knockback
    4. Adding Option to Slow units after KB
    This will be done in couple of days (based on my school activities).
     
  4. jakeZinc

    jakeZinc

    Joined:
    Aug 13, 2013
    Messages:
    1,366
    Resources:
    20
    Spells:
    20
    Resources:
    20
    Ill review this later because I'm in mobile right now xD

    The spell made by daffa the Mage, seems cool!
     
  5. T. D. W.

    T. D. W.

    Joined:
    Jul 31, 2012
    Messages:
    1,505
    Resources:
    5
    Spells:
    5
    Resources:
    5
    Olay daffa :D, the spell has a potential but it is lacking at the moment :)
     
  6. chobibo

    chobibo

    Joined:
    Sep 24, 2005
    Messages:
    2,692
    Resources:
    0
    Resources:
    0
    How does the knockback work without a periodic event?
     
  7. T. D. W.

    T. D. W.

    Joined:
    Jul 31, 2012
    Messages:
    1,505
    Resources:
    5
    Spells:
    5
    Resources:
    5
    The second trigger at hive gains his periodic event from the init trigger (add trigger event)
     
  8. chobibo

    chobibo

    Joined:
    Sep 24, 2005
    Messages:
    2,692
    Resources:
    0
    Resources:
    0
    Oh, that's cool, never thought of that.
     
  9. jakeZinc

    jakeZinc

    Joined:
    Aug 13, 2013
    Messages:
    1,366
    Resources:
    20
    Spells:
    20
    Resources:
    20
    Review


    Water Blast Version v1.0
    This spell had been reviewed by jakeZinc


    Trigger Code
    • Unit Group - Add (Picked unit) to WB_Knocked
    Use your own stored variable:
    • Set WB_TempUnit = (Picked unit)
    This:
    • Set WB_GroupAmount = (Number of units in WB_Knocked)
    • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • WB_GroupAmount Greater than (>) 0
    • Then - Actions
    • Trigger - Turn on Water Blast Knock <gen>
    • Else - Actions
    You can just use integer counter variable instead of creating a looping through it. Merge this:
    • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Current order of WB_DestKiller) Equal to (==) (Order(harvest))
    • Then - Actions
    • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (WB_TempDest is alive) Equal to (==) True
    • WB_DestroyTreesEffect Equal to (==) True
    into one ITE Block. Put this inside the Trees Alive Checker ITE Block:
    • Destructible - Kill WB_TempDest
    so that it will check the tree if it is alive then kill it.
    • Set WB_KAngle = (Load 0 of WB_KeyID from WB_Hash)
      • Set WB_KRange = (Load 1 of WB_KeyID from WB_Hash)
    put this loaded datas inside this ITE Block:
    • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • WB_KTime Greater than (>) 0.00
    • Then - Actions
    Merge this Condition:
    • WB_KTime Greater than (>) 0.00
    and
    • (WB_TempUnit is alive) Equal to (==) True
    Into one ITE so that the clearing attached datas and removing units is one. Other than that none =).


    Documentation
    The documentation is well clean and nice.


    Configuration
    The attacktype and the damagetype must be in the configuration:
    • Unit - Cause WB_CastUnit to damage WB_TempUnit, dealing WB_Damage[WB_Level] damage of attack type Spells and damage type Normal
    , nice configuration.


    Pros
    It is MUI.


    Cons
    It can drop my FPS below :( ( like Jad said =) )


    Importing Instruction
    "Manual :
    1. Tick "Create Unknown Variables when pasting trigger data"
    2. Copy the Ability from Object Editor
    3. Copy the Water Blast Folder" this instruction is lacking :D maybe you can add more details or notes.


    Special Effects
    The special effects are lacking, don't add highly particle effect on destroying trees may cause that lag also, maybe flak cannon or ancient protector missile. There are no knockback effects.


    Usefulness
    Useful in the target radius that can radius easily the enemies and knockback them, it does also destroying trees.


    Suggestions
    • Custom script: if ( udg_WB_DestroyTrees == true ) then
      • Custom script: set udg_WB_DestKiller = CreateUnit(Player(15), 'hpea', 0, 0, 0)
      • Custom script: call UnitAddAbility( udg_WB_DestKiller, 'Aloc' )
      • Custom script: call UnitAddAbility( udg_WB_DestKiller, 'Avul' )
      • Custom script: call ShowUnit( udg_WB_DestKiller, false )
      • Custom script: endif
    You can just use a GUI Friendly than this. Other than that none.


    Description Tooltip
    The learn extended description of the tooltip is none, lacking of information but it does support the values of the level.



    jakeZinc Score Board
    Rejected: 1-10
    Unacceptable : 11-30
    Lacking : 31-49
    Useful : 50-69
    Recommended : 70-90
    Highly Recommended : 91-100
    Director Cut : 101-105


    Scores
    1) Triggering - 11/20
    2) Documentation - 8/10
    3) Importing Instruction - 4/10
    4) Special Effects - 6/15
    5) Usefulness - 13/20
    6) Tooltip - 6/10
    7) Configuration - 7/10


    Ratings
    Total Score - 55/105
    jakeZinc Rating - 2.5/5
    Status - Useful and Needs Fix
     
  10. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,572
    Resources:
    27
    Packs:
    1
    Maps:
    8
    Spells:
    16
    Tutorials:
    2
    Resources:
    27
    Don't say that yet, it's pretty lacking currently.

    I know that, and you're review give nice pointers to me.

    This :
     
  11. chobibo

    chobibo

    Joined:
    Sep 24, 2005
    Messages:
    2,692
    Resources:
    0
    Resources:
    0
    Yeah, I've already seen Jad's reply earlier. I even mentioned how cool that was...
     
  12. Daffa the Mage

    Daffa the Mage

    Map Moderator

    Joined:
    Jan 30, 2013
    Messages:
    7,572
    Resources:
    27
    Packs:
    1
    Maps:
    8
    Spells:
    16
    Tutorials:
    2
    Resources:
    27
    Updated to Version 1.1.0
    I hope I can get it well without problem this time.
     
  13. T. D. W.

    T. D. W.

    Joined:
    Jul 31, 2012
    Messages:
    1,505
    Resources:
    5
    Spells:
    5
    Resources:
    5
    1.1.0 Review

    • Well, all i can say is that it is a lot better than last time
    • 2 things:

      1.
      • Trigger - Run KB3D Config <gen> (ignoring conditions)
      This is Extremely Risky, what if the user already has KB3D v. 1.7.1 and doesn't want to import the one from your test map?
      An easy solution CnP the following trigger, rename it, and place it in the Folder of water blast, or you can just CnP the values and run KB3D normally, more efficient than running a trigger

      2. the KB should be a little more configurable, and faster, it isn't realistic right now, the units move slowly, go up slowly, go down slowly.... And the Effects can be enhanced by wether changing the model you are using for the KB, or making it create all along the KB, (KB3D_Fx)
      Along with the KB problem, change KB3D_Fx_Attach to "origin", KB3D_Speed to 350 and KB3D_Z_Offset to 400
    • None
    • [​IMG]
    • [​IMG]
    • If You want me to review an Update of This Spell, Please Notify me this by VM or PM
     
    Last edited: Nov 1, 2013
  14. T. D. W.

    T. D. W.

    Joined:
    Jul 31, 2012
    Messages:
    1,505
    Resources:
    5
    Spells:
    5
    Resources:
    5
    1.1.0 Review

    • Better, yet there is still lacks of improvements
      Please Change the following ASAP
    • I already said that in the last review, KB3D Config is not a trigger to initialize KBs you HAVE to initialize them in the cast trigger, if you have some questions, ask me
      KB3D_Fx_Attach should be origin, OR delete the line where you set it since it is origin by default
      Update the KB3D
      Increase the Speed, decrease the Z offset (in the KB3D config)
      Since KB3D_JumpOverCliff is TRUE
      This should be configurable any way
      Other stuff has been said by me and maker
      I am sorry but Maker should not APPROVE this YET, please fix all the stuff i mentioned
    • None
    • [​IMG]
    • [​IMG]
    • If You want me to review an Update of This Spell, Please Notify me this by VM or PM
     
  15. chobibo

    chobibo

    Joined:
    Sep 24, 2005
    Messages:
    2,692
    Resources:
    0
    Resources:
    0
    What a harsh review...
     
  16. T. D. W.

    T. D. W.

    Joined:
    Jul 31, 2012
    Messages:
    1,505
    Resources:
    5
    Spells:
    5
    Resources:
    5
    Not my intention, but it shouldn't be approved but needs fix, as i said in the last review, not the one of today, the 'voting for rejection' was to make him MOVE a little... It's been time since i told him to fix the stuff, and for final, ALL the needed changes are from KB3D... And not minor worries...
     
  17. JoHnyW

    JoHnyW

    Joined:
    Oct 8, 2007
    Messages:
    154
    Resources:
    0
    Resources:
    0
    spell seems to be cool but sorry for noob question but i havent been to w3 modding since long time where can I " Tick "Create Unknown Variables when pasting trigger data" "
     
  18. T. D. W.

    T. D. W.

    Joined:
    Jul 31, 2012
    Messages:
    1,505
    Resources:
    5
    Spells:
    5
    Resources:
    5
    File> Preferences> Tick the option
     
  19. T. D. W.

    T. D. W.

    Joined:
    Jul 31, 2012
    Messages:
    1,505
    Resources:
    5
    Spells:
    5
    Resources:
    5
    Okay for the configuration now, some little points:
    • You should update the KB3D System, remove the folder/section in the test map, then paste the KB3D folder in the KB3D test map, easy as that
    • If you do not want to update... then you should set KB3D_Fx_Attach to origin or chest and not the path of the effect
    • Remove KB3D_Fx or set it to empty string
    • increase the speed a little

    EDIT: this will be the result:
    [​IMG]