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Water Shell v1.2

Water Shell
IMPORT GUIDE :
1. Enable "Tick the Automatically create unknown variables ..." located at File>Preference>General
2. Copy the Water Shell (Buff), Water Shell (Buff Ability), and Water Shell (Main Ability) in the object editor
3. Import GUI Unit Indexer 1.4.0.0 and Damage Engine 5.A.0.0
4. Copy the WaterShell folder in the trigger editor
5. Make sure Water Shell (Buff Ability) buff is set to Water Shell (Buff)
6. Configure the Config trigger
SPELL DESCRIPTION:
Shields an allied unit with water, reducing incoming damage for a set amount damage reduction. The shield also regenerates health and mana per second and gives mana whenever taking damage. Water Shell lasts for 45 seconds.

Level 1 - 10% damage reduction, 100 damage, 10 regeneration and 10 mana on hit.
Level 2 - 20% damage reduction, 200 damage, 20 regeneration and 20 mana on hit.
Level 3 - 30% damage reduction, 300 damage, 30 regeneration and 30 mana on hit.
SPELL INFORMATION :
Looking at model section and founding Water Shell had sparked an interesting shield idea in my mind. Here's a shield with annoying healing to make enemy frustrated :p
MEDIA SHOWCASE :
CHANGELOG :
v1.2 Changes:
  • Added a damage type filter for damage block
  • Fixed block factor value in default configuration (0.1, 0.1, 0.1 to 0.1, 0.2, 0.3 as description suggests)
v1.1 Changes:
  • Modified SFX approach to rely on buff to bypass transformation removing SFX
  • Added a buff information that is seen on the target
  • Changed attachment point from origin to chest
  • Added additional units and abilities for testing morph and impale
v1.1 Notes:
  • Apparently Special Effect is a big pickle to deal with
  • Addressed Antares' review regarding buff
Version 1.0:
  • Initial Release
CREDIT :
OVOgenez: Water Shell
Contents

Water Shell v1.2 (Map)

Reviews
Antares
A lot of these spells would be improved if an actual buff was attached to them. Otherwise, this is quite well-made. Approved
Another awesome ability, love it! Btw I don't understand how the damage reduction works like. It says 10/20/30% damage reduction and 100/200/300 damage. So what's the 100/200/300 damage for? Does it mean it can reduce damage more than 100/200/300?
So, it reduces each incoming damage by 10/20/30%. If the total reduced damage hits 100/200/300, the shield breaks.
 
I noticed that the shield and it's effect is gone if you are hit by an "Impale" ability or uses a "Metamorphosis" ability. Maybe it's a good idéa to make this ability have a buff instead?
Is it only visual (which is possible for Metamorphosis during to Unit change) or including non-visual aspects such as damage reduction and healing? I can't see how these abilities disrupt the shield as a whole, since neither abilities should intervene with Unit Indexer.
 
v1.1 Changes:
  • Modified SFX approach to rely on buff to bypass transformation removing SFX
  • Added a buff information that is seen on the target
  • Changed attachment point from origin to chest
  • Added additional units and abilities for testing morph and impale
v1.1 Notes:
  • Apparently Special Effect is a big pickle to deal with
  • Addressed Antares' review regarding buff
 
I don't know why I can not save any map (both Blizzard's and my custom maps) with the Damage Engine 5.A.0.0.

Here is the report if I try to save my custom map after copypasted Damage Engine 5.A.0.0:

Damage Engine Error Saving.png


And here is the report when I try to save a pure Blizzard's map after copypasted Damage Engine 5.A.0.0:

Screenshot_244.png


I'm not familiar with codes so I don't know how to fix it.

Please help! :goblin_cry:
 
The first error is from having duplicated code. What most likely happened here is that you encountered a rare bug (not so rare since it happens quite often), where code from a trigger is copied to the map header. You need to delete the duplicated code that is in the map header (the scroll icon with the map's file name next to it).

The second error is from the fact that JassHelper and vJASS are disabled by default (I curse thee Williams for this decision). Damage engine requires both enabled.
 
Last edited:
Added a damage type filter for damage block
Fixed block factor value in default configuration (0.1, 0.1, 0.1 to 0.1, 0.2, 0.3 as description suggests)

The damage filter block is split between attacks, spells, and codes. In-game default spells fall into spells category, while coded spells likely falls to the latter (code).
 
The first error is from having duplicated code. What most likely happened here is that you encountered a rare bug (not so rare since it happens quite often), where code from a trigger is copied to the map header. You need to delete the duplicated code that is in the map header (the scroll icon with the map's file name next to it).

Excuse me, I have no idea of the location of the thing you mentioned.
 
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