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Zephyr Contest #10 - What lies on the other side

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:cgrin:IDK:cgrin:
 


Zephyr Contest #10 ~ What lies on the other side!

[TD]
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Description

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Triggers

Close

Setup

Cast

Loop

  • GC Setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- - --------
      • -------- Ability Objects --------
      • -------- - --------
      • Set GCD_Ability = Gate of Cosmic Dreamworld
      • -------- - --------
      • -------- - --------
      • -------- C O N F I G U R A T I O N --------
      • -------- - --------
      • -------- - --------
      • -------- - --------
      • -------- Effect created on cast --------
      • -------- - --------
      • Set GCD_OnCastSFX = Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
      • -------- - --------
      • -------- Portal Model --------
      • -------- - --------
      • Set GCD_PortalMDL = Abilities\Spells\NightElf\Starfall\StarfallCaster.mdl
      • -------- - --------
      • -------- Portal Size --------
      • -------- - --------
      • Set GCD_PortalSize = 2.50
      • -------- - --------
      • -------- Fountain delay --------
      • -------- - --------
      • Set GCD_FountainSpawnDelay = 1.00
      • -------- - --------
      • -------- Number of wisps created on cast --------
      • -------- - --------
      • Set GCD_CastWispNumber = 8
      • -------- - --------
      • -------- Distance that wisp has to travel --------
      • -------- - --------
      • Set GCD_CastWispDist = 600.00
      • -------- - --------
      • -------- Speed of wisp spinning around the caster(by angle) --------
      • -------- - --------
      • Set GCD_CastWispSpinSpeed = 135.00
      • Set GCD_CastWispSpinSpeed = (GCD_CastWispSpinSpeed x 0.04)
      • -------- - --------
      • -------- Model of Wisp --------
      • -------- - --------
      • Set GCD_CastWispModel = units\nightelf\Wisp\Wisp.mdl
      • -------- - --------
      • -------- Wisp Scale --------
      • -------- - --------
      • Set GCD_CastWispSize = 1.00
      • -------- - --------
      • -------- Height --------
      • -------- - --------
      • Set GCD_CastWispZ = 75.00
      • -------- - --------
      • -------- Special Effect done by wisp while spinning/travelling --------
      • -------- - --------
      • Set GCD_CastWispMoveSFX = Abilities\Spells\Human\Feedback\ArcaneTowerAttack.mdl
      • -------- - --------
      • -------- Fountain spin speed --------
      • -------- - --------
      • Set GCD_FountainSpinSpeed = 22.50
      • -------- - --------
      • -------- Wisp missile spawn time --------
      • -------- - --------
      • Set GCD_WispSpawnTime = 0.20
      • -------- - --------
      • -------- Number of missiles released per spawn time --------
      • -------- - --------
      • Set GCD_WispSpawnNumber = 3
      • -------- - --------
      • -------- Distance need to travel by the wisp --------
      • -------- - --------
      • Set GCD_WispDist = GCD_CastWispDist
      • -------- - --------
      • -------- Travel speed of wisp --------
      • -------- - --------
      • Set GCD_WispSpeed = 200.00
      • Set GCD_WispSpeed = (GCD_WispSpeed x 0.04)
      • -------- - --------
      • -------- Parabola height of wisp --------
      • -------- - --------
      • Set GCD_WispParabolaZ = 300.00
      • -------- - --------
      • -------- Special Effect created by wisp when they die --------
      • -------- - --------
      • Set GCD_WispDeathEffect = Abilities\Spells\Other\Charm\CharmTarget.mdl
      • -------- - --------
      • -------- Wisp Color Table --------
      • -------- - --------
      • Set GCD_WispColors[1] = Red
      • Set GCD_WispColors[2] = Blue
      • Set GCD_WispColors[3] = Purple
      • Set GCD_WispColors[4] = Yellow
      • Set GCD_WispColors[5] = Orange
      • Set GCD_WispColors[6] = Green
      • Set GCD_WispColorIndex = 6
      • -------- - --------
      • -------- Channel Duration --------
      • -------- - --------
      • Set GCD_ChannelDuration[1] = 9.00
      • Set GCD_ChannelDuration[2] = 11.00
      • Set GCD_ChannelDuration[3] = 15.00
      • -------- - --------
      • -------- Damage and Mana burn values --------
      • -------- - --------
      • Set GCD_Damage[1] = 100.00
      • Set GCD_Damage[2] = 125.00
      • Set GCD_Damage[3] = 200.00
      • Set GCD_ManaBurn[1] = 50.00
      • Set GCD_ManaBurn[2] = 75.00
      • Set GCD_ManaBurn[3] = 100.00
      • -------- - --------
      • -------- DMB Loop --------
      • -------- - --------
      • Set GCD_DMB_Loop = 1.00
      • -------- - --------
      • -------- Special effect created when units are affected --------
      • -------- - --------
      • Set GCD_DMB_SFX = Abilities\Spells\Human\Feedback\ArcaneTowerAttack.mdl
      • -------- - --------
      • -------- Effect Radius --------
      • -------- - --------
      • Set GCD_EffectRadius = GCD_CastWispDist
      • -------- - --------
      • -------- Number of layers of shard --------
      • -------- - --------
      • Set GCD_ShardLayer = 5
      • -------- - --------
      • -------- Number of shards per layer --------
      • -------- - --------
      • Set GCD_ShardNumberPerLayer = 12
      • -------- - --------
      • -------- Distance of layers to each other --------
      • -------- - --------
      • Set GCD_ShardLayerDist = (GCD_CastWispDist / (Real(GCD_ShardLayer)))
      • -------- - --------
      • -------- Model of shards --------
      • -------- - --------
      • Set GCD_ShardModel = Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
      • -------- - --------
      • -------- scale of shards --------
      • -------- - --------
      • Set GCD_ShardScale = 1.50
      • -------- - --------
      • -------- Shard Parabola --------
      • -------- - --------
      • Set GCD_ShardParabola = 1.00
      • -------- - --------
      • -------- Shard Speed --------
      • -------- - --------
      • Set GCD_ShardSpeed = GCD_ShardLayerDist
      • Set GCD_ShardSpeed = (GCD_ShardSpeed x 0.04)
      • -------- - --------
      • -------- Shard Death Effect --------
      • -------- - --------
      • Set GCD_ShardDeathEffect = Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
  • GC Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to GCD_Ability
    • Actions
      • Set GCD_Portal = (Triggering unit)
      • Set GCD_Level = (Level of GCD_Ability for GCD_Portal)
      • Set GCD_Loc = (Target point of ability being cast)
      • -------- - --------
      • -------- Index caster --------
      • -------- - --------
      • Unit - Create 1 Dummy for (Triggering player) at GCD_Loc facing 0.00 degrees
      • Set GCD_Portal = (Last created unit)
      • Set GCD_TempIndex = (Custom value of GCD_Portal)
      • Set GCD_Player[GCD_TempIndex] = (Triggering player)
      • Set GCD_GroupId[GCD_TempIndex] = 1
      • Set GCD_Max[GCD_TempIndex] = GCD_ChannelDuration[GCD_Level]
      • Set GCD_Duration[GCD_TempIndex] = 0.00
      • Set GCD_TDamage[GCD_TempIndex] = GCD_Damage[GCD_Level]
      • Set GCD_TManaBurn[GCD_TempIndex] = GCD_ManaBurn[GCD_Level]
      • Set GCD_Pulse[GCD_TempIndex] = 0.00
      • Set GCD_Spawn[GCD_TempIndex] = 0.00
      • Set GCD_Angle[GCD_TempIndex] = (Random angle)
      • Special Effect - Create a special effect attached to the chest of GCD_Portal using GCD_PortalMDL
      • Set GCD_MDL[GCD_TempIndex] = (Last created special effect)
      • Animation - Change GCD_Portal's size to ((GCD_PortalSize / 0.01)%, 0.00%, 0.00%) of its original size
      • Unit Group - Add GCD_Portal to GCD_Group
      • Trigger - Turn on GC Loop <gen>
      • -------- - --------
      • -------- Create wisp --------
      • -------- - --------
      • Set GCD_TempPlayer = GCD_Player[GCD_TempIndex]
      • For each (Integer GCD_TempI) from 1 to GCD_CastWispNumber, do (Actions)
        • Loop - Actions
          • Set GCD_TempAngle = ((Real(GCD_TempI)) x (360.00 / (Real(GCD_CastWispNumber))))
          • Unit - Create 1 Dummy for GCD_TempPlayer at GCD_Loc facing GCD_TempAngle degrees
          • Set GCD_TempU = (Last created unit)
          • Custom script: if UnitAddAbility(udg_GCD_TempU, 'Amrf') and UnitRemoveAbility(udg_GCD_TempU, 'Amrf') then
          • Custom script: endif
          • Set GCD_TempIndex = (Custom value of GCD_TempU)
          • Set GCD_N[GCD_TempIndex] = 0
          • Set GCD_P[GCD_TempIndex] = 0
          • Set GCD_N[GCD_P[0]] = GCD_TempIndex
          • Set GCD_P[0] = GCD_TempIndex
          • -------- - --------
          • -------- Index dummy --------
          • -------- - --------
          • Set GCD_Max[GCD_TempIndex] = GCD_ChannelDuration[GCD_Level]
          • Set GCD_Duration[GCD_TempIndex] = 0.00
          • Set GCD_Dist[GCD_TempIndex] = 0.00
          • Set GCD_Angle[GCD_TempIndex] = GCD_TempAngle
          • Set GCD_GroupId[GCD_TempIndex] = 2
          • Set GCD_Org[GCD_TempIndex] = GCD_Portal
          • Special Effect - Create a special effect attached to the chest of GCD_TempU using GCD_CastWispModel
          • Set GCD_MDL[GCD_TempIndex] = (Last created special effect)
          • Animation - Change GCD_TempU flying height to GCD_CastWispZ at 0.00
          • Unit - Change color of GCD_TempU to GCD_WispColors[(Random integer number between 1 and GCD_WispColorIndex)]
          • Animation - Change GCD_TempU's size to ((GCD_CastWispSize / 0.01)%, 0.00%, 0.00%) of its original size
          • Unit Group - Add GCD_TempU to GCD_Group
      • Special Effect - Create a special effect at GCD_Loc using GCD_OnCastSFX
      • Special Effect - Destroy (Last created special effect)
      • Custom script: call RemoveLocation(udg_GCD_Loc)
      • Trigger - Turn on GC Loop <gen>
  • GC Loop
    • Events
      • Time - Every 0.04 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in GCD_Group) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Unit Group - Pick every unit in GCD_Group and do (Actions)
            • Loop - Actions
              • Set GCD_U = (Picked unit)
              • Set GCD_Index = (Custom value of GCD_U)
              • Custom script: set udg_GCD_X = GetUnitX(udg_GCD_U)
              • Custom script: set udg_GCD_Y = GetUnitY(udg_GCD_U)
              • Set GCD_Loc = (Position of GCD_U)
              • -------- - --------
              • -------- Group 1 : Casters --------
              • -------- - --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • GCD_GroupId[GCD_Index] Equal to 1
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • GCD_Duration[GCD_Index] Less than GCD_Max[GCD_Index]
                    • Then - Actions
                      • Set GCD_Duration[GCD_Index] = (GCD_Duration[GCD_Index] + 0.04)
                      • -------- - --------
                      • -------- Damage Units --------
                      • -------- - --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • GCD_Pulse[GCD_Index] Greater than GCD_DMB_Loop
                        • Then - Actions
                          • Set GCD_Pulse[GCD_Index] = 0.00
                          • Custom script: set bj_wantDestroyGroup = true
                          • Unit Group - Pick every unit in (Units within GCD_EffectRadius of GCD_Loc) and do (Actions)
                            • Loop - Actions
                              • Set GCD_TempU = (Picked unit)
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (GCD_TempU is A structure) Not equal to True
                                  • (GCD_TempU is Magic Immune) Not equal to True
                                  • (GCD_TempU is alive) Equal to True
                                  • (GCD_TempU belongs to an enemy of GCD_Player[GCD_Index]) Equal to True
                                • Then - Actions
                                  • Unit - Cause GCD_U to damage GCD_TempU, dealing GCD_TDamage[GCD_Index] damage of attack type Chaos and damage type Divine
                                  • Unit - Set mana of GCD_TempU to ((Mana of GCD_TempU) - GCD_TManaBurn[GCD_Index])
                                  • Set GCD_Offset = (Position of GCD_TempU)
                                  • Special Effect - Create a special effect at GCD_Offset using GCD_DMB_SFX
                                  • Special Effect - Destroy (Last created special effect)
                                  • Custom script: call RemoveLocation(udg_GCD_Offset)
                                • Else - Actions
                        • Else - Actions
                          • Set GCD_Pulse[GCD_Index] = (GCD_Pulse[GCD_Index] + 0.04)
                      • -------- - --------
                      • -------- Create Wisps --------
                      • -------- - --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • GCD_Spawn[GCD_Index] Greater than GCD_WispSpawnTime
                        • Then - Actions
                          • Set GCD_Spawn[GCD_Index] = 0.00
                          • Set GCD_Angle[GCD_Index] = (GCD_Angle[GCD_Index] + GCD_FountainSpinSpeed)
                          • For each (Integer GCD_TempI) from 1 to GCD_WispSpawnNumber, do (Actions)
                            • Loop - Actions
                              • Set GCD_TempAngle = (((360.00 / (Real(GCD_WispSpawnNumber))) x (Real(GCD_TempI))) + GCD_Angle[GCD_Index])
                              • Unit - Create 1 Dummy for GCD_Player[GCD_Index] at GCD_Loc facing GCD_TempAngle degrees
                              • Set GCD_TempU = (Last created unit)
                              • Custom script: if UnitAddAbility(udg_GCD_TempU, 'Amrf') and UnitRemoveAbility(udg_GCD_TempU, 'Amrf') then
                              • Custom script: endif
                              • Set GCD_TempIndex = (Custom value of GCD_TempU)
                              • -------- - --------
                              • -------- Index dummy --------
                              • -------- - --------
                              • Set GCD_Dist[GCD_TempIndex] = 0.00
                              • Set GCD_Angle[GCD_TempIndex] = GCD_TempAngle
                              • Set GCD_GroupId[GCD_TempIndex] = 3
                              • Special Effect - Create a special effect attached to the origin of GCD_TempU using GCD_CastWispModel
                              • Set GCD_MDL[GCD_TempIndex] = (Last created special effect)
                              • Unit - Change color of GCD_TempU to GCD_WispColors[(Random integer number between 1 and GCD_WispColorIndex)]
                              • Animation - Change GCD_TempU's size to ((GCD_CastWispSize / 0.01)%, 0.00%, 0.00%) of its original size
                              • Unit Group - Add GCD_TempU to GCD_Group
                        • Else - Actions
                          • Set GCD_Spawn[GCD_Index] = (GCD_Spawn[GCD_Index] + 0.04)
                    • Else - Actions
                      • -------- - --------
                      • -------- Create Shards --------
                      • -------- - --------
                      • For each (Integer GCD_TempI) from 1 to GCD_ShardLayer, do (Actions)
                        • Loop - Actions
                          • Set GCD_TempDist = (GCD_ShardLayerDist x (Real(GCD_TempI)))
                          • For each (Integer GCD_TempI2) from 1 to GCD_ShardNumberPerLayer, do (Actions)
                            • Loop - Actions
                              • Set GCD_TempAngle = ((Real(GCD_TempI2)) x (360.00 / (Real(GCD_ShardNumberPerLayer))))
                              • Unit - Create 1 Dummy for GCD_Player[GCD_Index] at GCD_Loc facing GCD_TempAngle degrees
                              • Set GCD_TempU = (Last created unit)
                              • Custom script: if UnitAddAbility(udg_GCD_TempU, 'Amrf') and UnitRemoveAbility(udg_GCD_TempU, 'Amrf') then
                              • Custom script: endif
                              • Set GCD_TempIndex = (Custom value of GCD_TempU)
                              • -------- - --------
                              • -------- Index dummy --------
                              • -------- - --------
                              • Set GCD_Max[GCD_TempIndex] = GCD_TempDist
                              • Set GCD_Dist[GCD_TempIndex] = 0.00
                              • Set GCD_Angle[GCD_TempIndex] = GCD_TempAngle
                              • Set GCD_GroupId[GCD_TempIndex] = 4
                              • Special Effect - Create a special effect attached to the origin of GCD_TempU using GCD_ShardModel
                              • Set GCD_MDL[GCD_TempIndex] = (Last created special effect)
                              • Animation - Change GCD_TempU's size to ((GCD_ShardScale / 0.01)%, 0.00%, 0.00%) of its original size
                              • Unit Group - Add GCD_TempU to GCD_Group
                              • Trigger - Turn on GC Loop <gen>
                      • Unit Group - Remove GCD_U from GCD_Group
                      • Special Effect - Destroy GCD_MDL[GCD_Index]
                      • Custom script: set udg_GCD_MDL[udg_GCD_Index] = null
                • Else - Actions
              • -------- - --------
              • -------- Group 2 : Wisps --------
              • -------- - --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • GCD_GroupId[GCD_Index] Equal to 2
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • GCD_Duration[GCD_Index] Less than GCD_Max[GCD_Index]
                    • Then - Actions
                      • Set GCD_Duration[GCD_Index] = (GCD_Duration[GCD_Index] + 0.04)
                      • Set GCD_Offset = (Position of GCD_Org[GCD_Index])
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Distance between GCD_Loc and GCD_Offset) Less than GCD_CastWispDist
                        • Then - Actions
                          • Set GCD_Dist[GCD_Index] = (GCD_Dist[GCD_Index] + 0.04)
                          • Set GCD_TempDist = ((((4.00 x GCD_CastWispDist) x GCD_Dist[GCD_Index]) x (GCD_FountainSpawnDelay - GCD_Dist[GCD_Index])) / (GCD_FountainSpawnDelay x GCD_FountainSpawnDelay))
                          • Custom script: set udg_GCD_X = GetUnitX(udg_GCD_Org[udg_GCD_Index]) + udg_GCD_TempDist * Cos(udg_GCD_Angle[udg_GCD_Index] * bj_DEGTORAD)
                          • Custom script: set udg_GCD_Y = GetUnitY(udg_GCD_Org[udg_GCD_Index]) + udg_GCD_TempDist * Sin(udg_GCD_Angle[udg_GCD_Index] * bj_DEGTORAD)
                          • Unit - Make GCD_U face GCD_Angle[GCD_Index] over 0.00 seconds
                        • Else - Actions
                          • Set GCD_Angle[GCD_Index] = (GCD_Angle[GCD_Index] + GCD_CastWispSpinSpeed)
                          • Custom script: set udg_GCD_X = GetUnitX(udg_GCD_Org[udg_GCD_Index]) + udg_GCD_CastWispDist * Cos(udg_GCD_Angle[udg_GCD_Index] * bj_DEGTORAD)
                          • Custom script: set udg_GCD_Y = GetUnitY(udg_GCD_Org[udg_GCD_Index]) + udg_GCD_CastWispDist * Sin(udg_GCD_Angle[udg_GCD_Index] * bj_DEGTORAD)
                          • Unit - Make GCD_U face (GCD_Angle[GCD_Index] + 90.00) over 0.00 seconds
                      • Custom script: call SetUnitX(udg_GCD_U, udg_GCD_X)
                      • Custom script: call SetUnitY(udg_GCD_U, udg_GCD_Y)
                      • Special Effect - Create a special effect at GCD_Loc using GCD_CastWispMoveSFX
                      • Special Effect - Destroy (Last created special effect)
                      • Custom script: call RemoveLocation(udg_GCD_Offset)
                    • Else - Actions
                      • Unit Group - Remove GCD_U from GCD_Group
                      • Special Effect - Destroy GCD_MDL[GCD_Index]
                      • Unit - Kill GCD_U
                • Else - Actions
              • -------- - --------
              • -------- Group 3 : Missile Wisps --------
              • -------- - --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • GCD_GroupId[GCD_Index] Equal to 3
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • GCD_Dist[GCD_Index] Less than GCD_WispDist
                    • Then - Actions
                      • Set GCD_Dist[GCD_Index] = (GCD_Dist[GCD_Index] + GCD_WispSpeed)
                      • Set GCD_TempZ = (((4.00 x GCD_WispParabolaZ) / GCD_WispDist) x ((GCD_WispDist - GCD_Dist[GCD_Index]) x (GCD_Dist[GCD_Index] / GCD_WispDist)))
                      • Animation - Change GCD_U flying height to GCD_TempZ at 0.00
                      • Custom script: set udg_GCD_X = udg_GCD_X + udg_GCD_WispSpeed * Cos(udg_GCD_Angle[udg_GCD_Index] * bj_DEGTORAD)
                      • Custom script: set udg_GCD_Y = udg_GCD_Y + udg_GCD_WispSpeed * Sin(udg_GCD_Angle[udg_GCD_Index] * bj_DEGTORAD)
                      • Custom script: call SetUnitX(udg_GCD_U, udg_GCD_X)
                      • Custom script: call SetUnitY(udg_GCD_U, udg_GCD_Y)
                    • Else - Actions
                      • Unit Group - Remove GCD_U from GCD_Group
                      • Special Effect - Create a special effect at GCD_Loc using GCD_WispDeathEffect
                      • Special Effect - Destroy (Last created special effect)
                      • Special Effect - Destroy GCD_MDL[GCD_Index]
                      • Unit - Kill GCD_U
                • Else - Actions
              • -------- - --------
              • -------- Group 4 : Shards --------
              • -------- - --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • GCD_GroupId[GCD_Index] Equal to 4
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • GCD_Dist[GCD_Index] Less than GCD_Max[GCD_Index]
                    • Then - Actions
                      • Set GCD_Dist[GCD_Index] = (GCD_Dist[GCD_Index] + GCD_ShardSpeed)
                      • Set GCD_TempZ = (((4.00 x (GCD_ShardParabola x GCD_Max[GCD_Index])) / GCD_Max[GCD_Index]) x ((GCD_Max[GCD_Index] - GCD_Dist[GCD_Index]) x (GCD_Dist[GCD_Index] / GCD_Max[GCD_Index])))
                      • Animation - Change GCD_U flying height to GCD_TempZ at 0.00
                      • Custom script: set udg_GCD_X = udg_GCD_X + udg_GCD_ShardSpeed * Cos(udg_GCD_Angle[udg_GCD_Index] * bj_DEGTORAD)
                      • Custom script: set udg_GCD_Y = udg_GCD_Y + udg_GCD_ShardSpeed * Sin(udg_GCD_Angle[udg_GCD_Index] * bj_DEGTORAD)
                      • Custom script: call SetUnitX(udg_GCD_U, udg_GCD_X)
                      • Custom script: call SetUnitY(udg_GCD_U, udg_GCD_Y)
                    • Else - Actions
                      • Unit Group - Remove GCD_U from GCD_Group
                      • Special Effect - Create a special effect at GCD_Loc using GCD_ShardDeathEffect
                      • Special Effect - Destroy (Last created special effect)
                      • Special Effect - Destroy GCD_MDL[GCD_Index]
                      • Unit - Kill GCD_U
                • Else - Actions

Credits

Bribe - Unit Indexer

This is my final entry
 

Attachments

  • Zephyr Entry - Almia.w3x
    41.8 KB · Views: 101
  • 2j.JPG
    2j.JPG
    25.3 KB · Views: 602
  • j.JPG
    j.JPG
    156.7 KB · Views: 359
Level 30
Joined
Nov 29, 2012
Messages
6,637
I shall consider my last posted WiP as my final entry as there is nothing more to add.

Name: Nether Gate
Levels: 1


Description:
Summons a nether gate at the targeted point. After 5 seconds, it will unleash force summoning 3 Avatars namely: Avatar of Chaos, Void, and Hell. The Avatars lasts for 25 seconds and when they disappear they will bring forth explosion, dealing 250 damage to the enemies around the Avatars.


Credits:
-Darkfang
-Frankster
-Tarrasque
-Callahan
 

Attachments

  • Final - Nether Gate Spell.w3x
    504.6 KB · Views: 140
Level 20
Joined
Apr 14, 2012
Messages
2,901
Hey who are the judges?

Anyways I'm back on the contest; here's my third WiP, added a knockback to it since I couldn't add a wait to the Omnislash. Now I'm just working on adjusting the spell to fit the contest.

Sorry for the funny name.

CREDITS:
-Almia (Knockback System)
 

Attachments

  • ZC 10 - MasterTrainer's WiP - Zephyr Strike - Copy - Copy - Copy.w3x
    47 KB · Views: 54
Level 20
Joined
Apr 14, 2012
Messages
2,901
Anyways here's another WiP of mine, WiP # 4.

I was supposed to add Almia's Linked List Table and Timed Effect to my spell but when I imported it my map ceased to load, so I had to remove it.

CREDITS:
-Almia (Knockback)
-Paladon (Jump System)
 

Attachments

  • ZC 10 - MasterTrainer's WiP # 4 - With Jump and Knockback.w3x
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Anyways here's another WiP of mine, WiP # 4.

I was supposed to add Almia's Linked List Table and Timed Effect to my spell but when I imported it my map ceased to load, so I had to remove it.

CREDITS:
-Almia (Knockback)
-Paladon (Jump System)

It looks like bugged,I can't see any units knockbacked.Also,the I can't see the caster do the omnislash

Because of my addicted job in spells,I was going to review it but I remembered that this was a Contest XD
 
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It looks like bugged,I can't see any units knockbacked.Also,the I can't see the caster do the omnislash

Because of my addicted job in spells,I was going to review it but I remembered that this was a Contest XD

Oh it's not bugged; the knockbacks just don't happen in thick crowds, and sometimes when faced with a few enemies (1 or 2) the damage from the two circle of stomps kills the units before the knockback so it does not happen.

Also in the current version mostly what the user sees is the jump, but in some cases when the path is clear the jump and knockback mix so the units are sent even beyond the camera bounds.

I'll post a YouTube video later.

P.S. The Omnislash is there, just happens really, really fast, because I don;t know how to make it wait without ruining the MUI.
 
Oh it's not bugged; the knockbacks just don't happen in thick crowds, and sometimes when faced with a few enemies (1 or 2) the damage from the two circle of stomps kills the units before the knockback so it does not happen.

Also in the current version mostly what the user sees is the jump, but in some cases when the path is clear the jump and knockback mix so the units are sent even beyond the camera bounds.

I'll post a YouTube video later.

P.S. The Omnislash is there, just happens really, really fast, because I don;t know how to make it wait without ruining the MUI.

Why not just seperate the units then? If im a judge,i will deduct it.
 
the jump and knockback mix so the units are sent even beyond the camera bounds.

if its camera bounds only, thats okay... but make sure that units don't go beyond map bounds...

as for the MUI in larger time periods, there's a quite a few ways to do that...

Almia said:
If im a judge,i will deduct it.

yeah... deductions and more deductions!!! XD

and I do hope someone will be judging this...
 
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if its camera bounds only, thats okay... but make sure that units don't go beyond map bounds...

as for the MUI in larger time periods, there's a quite a few ways to do that...

Wait; can you explain the difference between the two boundaries?

And I only know one way to make an MUI wait, and I can't even get it to work. I was planning after this contest I ask the help of the higher-powers.
 
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What lies at the Other side

I like the intro of this topic. So guys will also love my outro. Cause I will conclude the whole topic. Am up for this. (@Pronto Planet by Pronto) .:vw_unimpressed:
 
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Anyways here's another WiP of mine, WiP # 4.

I was supposed to add Almia's Linked List Table and Timed Effect to my spell but when I imported it my map ceased to load, so I had to remove it.

CREDITS:
-Almia (Knockback)
-Paladon (Jump System)

The spell is really an eye candy one but I must say that it is too much eye candy. The idea of the spell is good but what I dont like is the time when he attacks random enemies... The effect is quite too much that you cant even see the hero (I must warn you, too much effects will also lead into a deduction!). To explain it clearly, when he teleports through enemies, you cant even see the hero because of the too much special effect.

But I do like the idea of the knockback mixed with a jump.
 
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I must admit that I'm almost finish with the spell, at least 98% done. All I'm doing now is fixing the tooltip and figuring out what more to add.

I can't reduce the sfx now because it will be the spell's core, and besides the user can just set it to None.mdl in the Configuration trigger.

And as I have mentioned before you're not going to really see the caster move through the enemies and you probably won't based on the current version, because I can't figure out how to make it wait without ruining the MUI, not until the contest is over.

When and if I'm successful at adding a wait to the Omnislashing you or any other user will always see the hero do the omnislash, but right now, that's just impossible to do.

Anyways, I have removed that Phoenix-missile sfx that are created when the blademaster hits a unit, and I have replaced it with the Batroll-blood special effect, so the hero will be a little bit more visible after the omnislash despite the killer default special effect.
 
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I must admit that I'm almost finish with the spell, at least 98% done. All I'm doing now is fixing the tooltip and figuring out what more to add.

I can't reduce the sfx now because it will be the spell's core, and besides the user can just set it to None.mdl in the Configuration trigger.

And as I have mentioned before you're not going to really see the caster move through the enemies and you probably won't based on the current version, because I can't figure out how to make it wait without ruining the MUI, not until the contest is over.

When and if I'm successful at adding a wait to the Omnislashing you or any other user will always see the hero do the omnislash, but right now, that's just impossible to do.

Anyways, I have removed that Phoenix-missile sfx that are created when the blademaster hits a unit, and I have replaced it with the Batroll-blood special effect, so the hero will be a little bit more visible after the omnislash despite the killer default special effect.

The special effect when the hero is doing the random slashin in the enemy is really quite disturbing too, you should also change that. =)
 
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well it can't be either, it's one or the other, and that determines whether or not there's another 24 hours some weren't expecting, or 24 hours people were expecting which isn't there

It quite depends if mods are quite active and they can already end the contest. SO as what MT said, yes its both. You know MODS are not quite active all the time. So it is quite unpredictable except if there is a time said on the first post but I think there is nothing. :cgrin:
 
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Zephyr Entry - by MasterTrainer Zephyr Strike Description:
The Blademaster slams the ground, damaging nearby enemy units. He then gathers the released energy into his sword, searches for the nearest enemy unit, charges and slashes at that unit with such force that the units around that unit are devastated as well.

The energy created by the strong hit collpses the dimensional space around the units, and only for a brief moment it tears a hole in space and summons energies from an unknown plane that will lift the hit units off the ground and knockback them.

Close

Screenshots:

Triggers:



2013-05-21%2021_23_25-Warcraft%20III.jpg




2013-05-21%2021_23_52-Warcraft%20III.jpg




2013-05-21%2021_22_24-Warcraft%20III.jpg




2013-05-21%2021_24_30-Warcraft%20III.jpg




  • ZS Config
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • -------- CONFIGURE --------
      • -------- Circle Start to Final Configurables --------
      • -------- ///////////////////////////////////// --------
      • -------- Determines the number of sttomps created at Cast --------
      • Set ZS_StartCircleNumber = 12
      • -------- Determines the number of stomps created at the latter --------
      • Set ZS_FinalCircleNumber = 8
      • -------- Determines how far the effects are created from the caster --------
      • Set ZS_StartCircleOffset = 200.00
      • Set ZS_FinalCircleOffset = 100.00
      • -------- Determines how much damage are created by the stomps --------
      • Set ZS_StartCircleDamage = 50.00
      • Set ZS_FinalCircleDamage = 50.00
      • -------- Determines the SFX units created for the stomps --------
      • Set ZS_StartDummy = ZS_Dummy
      • Set ZS_FinalDummy = ZS_FinalDummy
      • -------- ///////////////////////////////////// --------
      • -------- End Circle Config --------
      • -------- 1-Second Omnislash Configurables (Where the caster charges towards the nearest enemy units) --------
      • -------- ///////////////////////////////////// --------
      • -------- Determined How many times the caster moves around the battlefield slashing: --------
      • Set ZS_Omnislash_Loop = 8
      • -------- Determines the Range the caster omnislashes from his original position: --------
      • Set ZS_Omnislash_Range = 600.00
      • -------- Determines the damage the caster inflicts whilst omnislashing --------
      • Set ZS_Omnislash_Damage = 100.00
      • -------- The Attack Type for the damage inflicted whilst omnislashing: --------
      • Set ZS_Omnislash_AttackType = Chaos
      • -------- The Damage Type for the attack inflicted whilst omnislashing --------
      • Set ZS_Omnislash_DamageType = Divine
      • -------- Determines the sfx attached to the caster --------
      • Set ZS_Omnislash_Sfx = Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
      • -------- Determines where on the caster the sfx is attached to while omnislashing --------
      • Set ZS_Omnislash_AttachPoint = weapon
      • -------- Determines the sfx created at the slashed unit when hit: --------
      • Set ZS_OmniHit_sfx = Objects\Spawnmodels\Orc\Orcblood\BattrollBlood.mdl
      • -------- Determines what animation is played when the caster slashes the enemy --------
      • Set ZS_Omnislash_AttackAnim = attack
      • -------- ///////////////////////////////////// --------
      • -------- End 1-Second Omnislash Config --------
      • -------- ///////////////////////////////////// --------
      • -------- Start Knockback Config --------
      • -------- Knockback Distance Traveled: --------
      • Set ZS_KBD = 500.00
      • -------- Knockback Duration --------
      • Set ZS_KBDU = 1.50
      • -------- Allow trees to die: --------
      • Set ZS_KBB = True
      • -------- The Knockback's SFX --------
      • Set ZS_KSFX = Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
      • -------- ///////////////////////////////////// --------
      • -------- End Knockback Config --------
      • -------- ///////////////////////////////////// --------
      • -------- Jump Config (When Units are hit) --------
      • -------- ///////////////////////////////////// --------
      • -------- How high the targets are lifted off the ground --------
      • Set ZS_JumpHeight = 1.00
      • -------- Allow them to destroy trees when they hit them? --------
      • Set ZS_DestroyTreesDash = True
      • -------- How fast the units travel whilst jumping: --------
      • Set ZS_JumpSpeed = 7.00
      • -------- Increments in distance when lifted off the ground: --------
      • Set ZS_JumpIncrement = 500.00
      • -------- The sfx units have while jumping --------
      • Set ZS_JumpSFX = Abilities\Weapons\GreenDragonMissile\GreenDragonMissile.mdl
      • -------- The animation they play (may be set to none) --------
      • Set ZS_JumpAnim = none
      • -------- How fast that animation is played --------
      • Set ZS_JumpAnimSpeed = 0.60
      • -------- End Jump Config --------
      • -------- END CONFIG --------


  • ZS Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Zephyr Strike
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ZS_MaxIndex Equal to 0
        • Then - Actions
          • -------- If no instance is running, we turn on the loop --------
          • Trigger - Turn on ZS Loop <gen>
        • Else - Actions
      • Set ZS_MaxIndex = (ZS_MaxIndex + 1)
      • Set ZS_Caster[ZS_MaxIndex] = (Triggering unit)
      • Set ZS_CasterLoc[ZS_MaxIndex] = (Position of ZS_Caster[ZS_MaxIndex])
      • Set ZS_TempPlayer[ZS_MaxIndex] = (Owner of ZS_Caster[ZS_MaxIndex])
      • Set ZS_Counter[ZS_MaxIndex] = 0
      • Set ZS_Omniboolean[ZS_MaxIndex] = False



  • ZS Loop
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • For each (Integer ZS_CurrentIndex) from 1 to ZS_MaxIndex, do (Actions)
        • Loop - Actions
          • Set ZS_Counter[ZS_CurrentIndex] = (ZS_Counter[ZS_CurrentIndex] + 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ZS_Counter[ZS_CurrentIndex] Equal to 30
            • Then - Actions
              • Animation - Change ZS_Caster[ZS_CurrentIndex]'s animation speed to 50.00% of its original speed
              • Animation - Play ZS_Caster[ZS_CurrentIndex]'s attack 1 animation
              • -------- [START] Circle War Stomp [START] --------
              • Set ZS_CasterLoc[ZS_CurrentIndex] = (Position of ZS_Caster[ZS_CurrentIndex])
              • For each (Integer ZS_CirclInt) from 1 to ZS_StartCircleNumber, do (Actions)
                • Loop - Actions
                  • Set ZS_TempPoint[ZS_CurrentIndex] = (ZS_CasterLoc[ZS_CurrentIndex] offset by ZS_StartCircleOffset towards ((Real(ZS_CirclInt)) x (360.00 / (Real(ZS_StartCircleNumber)))) degrees)
                  • Unit - Create 1 ZS_StartDummy for ZS_TempPlayer[ZS_CurrentIndex] at ZS_TempPoint[ZS_CurrentIndex] facing Default building facing degrees
                  • Set ZS_Dummy[ZS_CirclInt] = (Last created unit)
                  • Unit - Add a 0.30 second Generic expiration timer to ZS_Dummy[ZS_CirclInt]
                  • Animation - Play ZS_Caster[ZS_CurrentIndex]'s attack 1 animation
              • Set ZS_TempGroup1[ZS_CurrentIndex] = (Units within 300.00 of ZS_CasterLoc[ZS_CurrentIndex] matching (((Matching unit) belongs to an enemy of ZS_TempPlayer[ZS_CurrentIndex]) Equal to True))
              • Unit Group - Pick every unit in ZS_TempGroup1[ZS_CurrentIndex] and do (Actions)
                • Loop - Actions
                  • Unit - Cause ZS_Caster[ZS_CurrentIndex] to damage (Picked unit), dealing ZS_StartCircleDamage damage of attack type Chaos and damage type Divine
              • Custom script: call DestroyGroup(udg_ZS_TempGroup1[udg_ZS_CurrentIndex])
              • Custom script: call RemoveLocation(udg_ZS_TempPoint[udg_ZS_CurrentIndex])
              • -------- [END] Circle War Stomp [END] --------
              • -------- [START]1-second Omnislash[START] --------
              • For each (Integer ZS_LoopInt) from 1 to ZS_Omnislash_Loop, do (Actions)
                • Loop - Actions
                  • Set ZS_TempGroup1[ZS_CurrentIndex] = (Units within ZS_Omnislash_Range of ZS_CasterLoc[ZS_CurrentIndex] matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) belongs to an enemy of ZS_TempPlayer[ZS_CurrentIndex]) Equal t
                  • Set ZS_TempGroup2[ZS_CurrentIndex] = (Random 1 units from ZS_TempGroup1[ZS_CurrentIndex])
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Number of units in ZS_TempGroup1[ZS_CurrentIndex]) Greater than 0
                    • Then - Actions
                      • Animation - Change ZS_Caster[ZS_CurrentIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
                      • Animation - Change ZS_Caster[ZS_CurrentIndex]'s animation speed to 300.00% of its original speed
                      • Unit Group - Pick every unit in ZS_TempGroup2[ZS_CurrentIndex] and do (Actions)
                        • Loop - Actions
                          • Animation - Play ZS_Caster[ZS_CurrentIndex]'s attack 1 animation
                          • Set ZS_PickedUnit[ZS_LoopInt] = (Picked unit)
                          • Set ZS_PickedUnitLoc[ZS_LoopInt] = (Position of ZS_PickedUnit[ZS_LoopInt])
                          • -------- Jump Configuration (when units are hit) --------
                          • Set JDA_JumpHigh_Distance = ZS_JumpHeight
                          • Set JDA_DestroyTrees_Dash = ZS_DestroyTreesDash
                          • Set JDA_TargetPoint = (ZS_PickedUnitLoc[ZS_LoopInt] offset by ((Real(ZS_LoopInt)) + ZS_JumpIncrement) towards (Angle from ZS_CasterLoc[ZS_CurrentIndex] to ZS_PickedUnitLoc[ZS_LoopInt]) degrees)
                          • Set JDA_Unit = ZS_PickedUnit[ZS_LoopInt]
                          • Set JDA_Speed = ZS_JumpSpeed
                          • Set JDA_SpecialEffect = ZS_JumpSFX
                          • Set JDA_Animation = ZS_JumpAnim
                          • Set JDA_AnimationSpeed = ZS_JumpAnimSpeed
                          • Trigger - Run Jump System 1 <gen> (checking conditions)
                          • Custom script: call SetUnitPositionLoc( udg_ZS_Caster[udg_ZS_CurrentIndex], udg_ZS_PickedUnitLoc[udg_ZS_LoopInt])
                          • Custom script: call RemoveLocation(udg_KB2D_Offset)
                          • Custom script: call RemoveLocation(udg_KB2D_Loc)
                          • -------- Start of Omnislashing --------
                          • Set ZS_Counter[ZS_CurrentIndex] = 0
                          • Custom script: call RemoveLocation( udg_ZS_PickedUnitLoc[udg_ZS_LoopInt])
                          • Custom script: set udg_ZS_PickedUnitLoc[udg_ZS_LoopInt] = null
                          • Animation - Play ZS_Caster[ZS_CurrentIndex]'s ZS_Omnislash_AttackAnim animation
                          • -------- Knockback Configuration --------
                          • Set KB2D_Source = ZS_Caster[ZS_CurrentIndex]
                          • Set KB2D_Target = ZS_PickedUnit[ZS_LoopInt]
                          • Custom script: set udg_KB2D_TempKey = GetHandleId(udg_KB2D_Target)
                          • Set KB2D_SFX = ZS_KSFX
                          • Set KB2D_Distance = ZS_KBD
                          • Set KB2D_Duration = ZS_KBDU
                          • Set KB2D_Loc = (Position of KB2D_Source)
                          • Set KB2D_Offset = ZS_PickedUnitLoc[ZS_CurrentIndex]
                          • Set KB2D_Angle = (Angle from KB2D_Loc to KB2D_Offset)
                          • Set KB2D_AllowTreeDestroy = ZS_KBB
                          • Custom script: call ExecuteFunc("ApplyKnockbackEffect")
                          • Special Effect - Create a special effect attached to the chest of ZS_PickedUnit[ZS_LoopInt] using ZS_OmniHit_sfx
                          • Special Effect - Destroy (Last created special effect)
                          • Unit - Cause ZS_Caster[ZS_CurrentIndex] to damage ZS_PickedUnit[ZS_LoopInt], dealing ZS_Omnislash_Damage damage of attack type ZS_Omnislash_AttackType and damage type ZS_Omnislash_DamageType
                          • Unit Group - Remove ZS_PickedUnit[ZS_LoopInt] from ZS_TempGroup2[ZS_CurrentIndex]
                      • Custom script: call DestroyGroup( udg_ZS_TempGroup1[udg_ZS_CurrentIndex])
                      • Custom script: call DestroyGroup( udg_ZS_TempGroup2[udg_ZS_CurrentIndex])
                      • Animation - Change ZS_Caster[ZS_CurrentIndex]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                      • Animation - Change ZS_Caster[ZS_CurrentIndex]'s animation speed to 100.00% of its original speed
                      • Set ZS_Omniboolean[ZS_CurrentIndex] = True
                    • Else - Actions
                      • Custom script: call DestroyGroup( udg_ZS_TempGroup1[udg_ZS_CurrentIndex])
                      • Custom script: call DestroyGroup( udg_ZS_TempGroup2[udg_ZS_CurrentIndex])
                      • Set ZS_Omniboolean[ZS_CurrentIndex] = False
              • -------- [END] Omnislash[END] --------
              • -------- [START] Final Circle War Stomp [START] --------
              • Set ZS_CasterLoc[ZS_CurrentIndex] = (Position of ZS_Caster[ZS_CurrentIndex])
              • For each (Integer ZS_CirclInt) from 1 to ZS_FinalCircleNumber, do (Actions)
                • Loop - Actions
                  • Set ZS_TempPoint[ZS_CurrentIndex] = (ZS_CasterLoc[ZS_CurrentIndex] offset by ZS_FinalCircleOffset towards ((Real(ZS_CirclInt)) x (360.00 / (Real(ZS_FinalCircleNumber)))) degrees)
                  • Unit - Create 1 ZS_FinalDummy for ZS_TempPlayer[ZS_CurrentIndex] at ZS_TempPoint[ZS_CurrentIndex] facing Default building facing degrees
                  • Set ZS_Dummy[ZS_CirclInt] = (Last created unit)
                  • Unit - Add a 0.30 second Generic expiration timer to ZS_Dummy[ZS_CirclInt]
                  • Animation - Play ZS_Caster[ZS_CurrentIndex]'s attack 1 animation
              • Unit Group - Pick every unit in ZS_TempGroup1[ZS_CurrentIndex] and do (Actions)
                • Loop - Actions
                  • Unit - Cause ZS_Caster[ZS_CurrentIndex] to damage (Picked unit), dealing ZS_FinalCircleDamage damage of attack type Chaos and damage type Divine
              • -------- [END] Final Circle War Stomp [END] --------
              • Animation - Change ZS_Caster[ZS_CurrentIndex]'s animation speed to 100.00% of its original speed
              • Custom script: call DestroyGroup(udg_ZS_TempGroup1[udg_ZS_CurrentIndex])
              • Custom script: call RemoveLocation(udg_ZS_TempPoint[udg_ZS_CurrentIndex])
              • Custom script: call RemoveLocation(udg_ZS_CasterLoc[udg_ZS_CurrentIndex])
              • Custom script: set udg_ZS_TempPoint[udg_ZS_CurrentIndex] = null
              • -------- Recycling --------
              • Set ZS_Caster[ZS_CurrentIndex] = ZS_Caster[ZS_MaxIndex]
              • Set ZS_CasterLoc[ZS_CurrentIndex] = ZS_CasterLoc[ZS_MaxIndex]
              • Set ZS_Counter[ZS_CurrentIndex] = ZS_Counter[ZS_MaxIndex]
              • Set ZS_TempPlayer[ZS_CurrentIndex] = ZS_TempPlayer[ZS_MaxIndex]
              • Set ZS_Omniboolean[ZS_CurrentIndex] = ZS_Omniboolean[ZS_MaxIndex]
              • Set ZS_MaxIndex = (ZS_MaxIndex - 1)
              • Set ZS_CurrentIndex = (ZS_CurrentIndex - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ZS_MaxIndex Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
              • -------- Instance Recycled --------
              • -------- End Loop --------
              • -------- End Cast --------
            • Else - Actions

CREDITS:
============@ Almia @==============
============@ Paladon @==============
============@ PeeKay @==============

I could not get the
tag to work...
 

Attachments

  • ZC 10 - MasterTrainer Zephyr Strike - Final Entry.w3x
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Last edited:
Wait; can you explain the difference between the two boundaries?

And I only know one way to make an MUI wait, and I can't even get it to work. I was planning after this contest I ask the help of the higher-powers.

camera bounds is the bounds of the camera, map bounds is the actual bounds of the map... and camera bounds is normally lower than map bounds...

well there's one major method, that is timers... but there are quite a few methods that you can couple with the timers (like hashtables or indexing)
 
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Apr 8, 2013
Messages
32
Connotation

Description:


First Point:
[-] It creates a storm of energy which implies that the priest is about to tear a hole between the spirit world and the real world.
scene3_zps613a1b7a.jpg

[-] The tornado on the caster also shows that the priest is casting the spell Connotation and also to show that the priest channelling the spell at a very fast pace.

Second Point:
[-] While the priest is channelling any unit that is an enemy of the priest in a close range of the energy storm will be taken a serious damage approximately 75 damage per second *** Is better to stay clear of the energy storm.***
scene4_zpsa94c15cc.jpg

[-] While the priest is channelling this spell the priest will be pause and can be fragile to injury.


---------------------------FINALLY-----------------------------
scene1_zps42ecee04.jpg

+ A Spirit Walker has come out from the spirit world to aid the priest on his quest.

---------@@@@@Created by: Pronto (Pronto Planet Production)@@@@@------------
---------@@@@@My Spell Ability- (Connotation)@@@@@------------
---------@@@@@Used a target to point ability@@@@@------------
 

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