Spell Meat Hook

Tinki3

Special Member
Reaction score
418
A DotA-like Meat Hook.

Import Difficulty: Low - Medium

Units Affected: Ground

Target Type: Point

Spell Info :

Launches a bloody hook at a unit or location.
The hook will snag the first target it encounters, dealing damage then dragging the victim back to the Butcher.

Level 1 - 400 range, 100 damage.
Level 2 - 600 range, 200 damage.
Level 3 - 800 range, 300 damage.
Level 4 - 1000 range, 400 damage.

meathooket8.jpg


JASS version updated: 18/05/08
 

Attachments

  • Meat Hook.w3x
    36.5 KB · Views: 5,671
  • Meat Hook (JASS).w3x
    61.6 KB · Views: 2,169

uberfoop

~=Admiral Stukov=~
Reaction score
177
Not bad (the weird pause when the unit is hooked is strangely attractive, lol) but the site already has an MUI meathook template.
 

Tinki3

Special Member
Reaction score
418
your good :)

edit: nvm
nvm? :(

Whats the real difference though? And yours isn't MUI.
Real difference is that you can use the spell, not look at a trigger.

Yes, I know its not MUI. I could've made it MPI, but, no point IMO.
 

trigger_newb

Active Member
Reaction score
3
damn mother [censored]er you damn good
i wish i can be like you
and i love you for making a map that i requested..
i also think that this hooks looks cooler than the one in dota
can you teach me how to make??
i LOVE YOU<3 <3 <3

i also like how its shorter (i think) than the one with GUI.
plz teach me how to make..
 

waaaks!

Zinctified
Reaction score
255
theres a GUI Meat hook already from emjl3 right? then what's the difference between yours and his?

BTW, it is good, very nice
but i don't need it anymore cause i have Meat hook already that was copied from emjlr3 Random DotA Spells......

ill crave to death when i did'nt have any meat hook triggers and i saw yours....wow.....many ppl will download this map.....
 

SFilip

Gone but not forgotten
Reaction score
633
Approved, but...
Set MeatHook_Group[2] = (Random 1 units from MeatHook_Group[1])
This probably could've been just a unit variable, why is a group needed?
 

Tinki3

Special Member
Reaction score
418
Thanks for all the comments guys.
Approved, but...
Set MeatHook_Group[2] = (Random 1 units from MeatHook_Group[1])
This probably could've been just a unit variable, why is a group needed?
I thought not using 2 groups would cause a leak?

I'll remember to use a unit variable next time.
 
N

no0by

Guest
Very good

Nice spell I haven't downloaded it but im sure its good

P.S. I am making a spell just like this but the 'hook' will slide across the ground in stead of each link 'appering' after the next.

P.S.S. How much time have you got spare anyway?
 

uberfoop

~=Admiral Stukov=~
Reaction score
177
P.S. I am making a spell just like this but the 'hook' will slide across the ground in stead of each link 'appering' after the next.
I have made said spell before, but with a hammer instead of a hook. Want it?

edit: I may take time posting it because I'm screwed this week for school. But if I'm uber hardcore maybe like a days time or so. Maybe less. Depends how long it takes me to do this bloody AP work.
 

uberfoop

~=Admiral Stukov=~
Reaction score
177
K. It's not well efficientized, and I made it a while ago. Still, it works. It isn't formatted to JESP btw.
Requires the katanna handle variable system.

Need to put in trigger called Sticky Hammer
Also needs a standard dummy unit, flying type, no collision, looks like hammer (or whatever the heck you want. If you want a flying tree to hook people back...Go ahead.)

The ability was designed for a mountain-king type guy. Cuz he already has an anim for this.

JASS:
function Trig_Sticky_Hammer_Conditions takes nothing returns boolean
return GetSpellAbilityId() == &#039;A00L&#039; //change ID to hook abil ID
endfunction

function stickycheck takes nothing returns boolean
return  IsUnitType(GetFilterUnit(),UNIT_TYPE_STRUCTURE) == false and IsUnitDeadBJ(GetFilterUnit()) != true //change one ID to the hammer and another ID to the hook caster
endfunction

function stickyhammerloopin takes nothing returns nothing
local timer t = GetExpiredTimer()
local unit h = GetHandleUnit(t,&quot;h&quot;)
local real a = GetHandleReal(t,&quot;a&quot;)
local group g
local location l
local unit uu
local boolean b = false
call SetUnitFacing(h,a)
call SetUnitPosition(h,GetUnitX(h)+18*Cos(bj_DEGTORAD*a),GetUnitY(h)+18*Sin(bj_DEGTORAD*a)) //change all 18&#039;s to your distance per step
set l = Location(GetUnitX(h),GetUnitY(h))
set g = GetUnitsInRangeOfLocMatching(100,l,Condition(function stickycheck)) //100 is hooking range
if GetHandleUnit(t,&quot;v&quot;) == null then
loop
set uu = FirstOfGroup(g)
if IsPlayerEnemy(GetOwningPlayer(uu),GetOwningPlayer(GetHandleUnit(t,&quot;h&quot;))) then
call SetHandleHandle(t,&quot;v&quot;,uu)
call UnitDamageTargetBJ(h,uu,100*GetHandleReal(t,&quot;d&quot;),ATTACK_TYPE_NORMAL,DAMAGE_TYPE_MAGIC) //100 is dmg per level
call SetUnitPathing(uu,false)
set b = true
else
call GroupRemoveUnit(g,uu)
endif
exitwhen b == true or FirstOfGroup(g) == null
endloop
else
call SetUnitPosition(GetHandleUnit(t,&quot;v&quot;),GetUnitX(h),GetUnitY(h))
endif
call RemoveLocation(l)
call DestroyGroup(g)
if GetHandleInt(t,&quot;steps&quot;) &lt; 1 then
call SetUnitPathing(GetHandleUnit(t,&quot;v&quot;),true)
call KillUnit(GetHandleUnit(t,&quot;h&quot;))
call FlushHandleLocals(t)
call DestroyTimer(t)
endif
call SetHandleInt(t,&quot;steps&quot;,GetHandleInt(t,&quot;steps&quot;)-1)
set t = null
set h = null
set l = null
set uu = null
endfunction

function stickyhammerloopout takes nothing returns nothing
local timer t = GetExpiredTimer()
local timer tt
local group g = GetUnitsInRangeOfLocMatching(100,GetUnitLoc(GetHandleUnit(t,&quot;h&quot;)),Condition(function stickycheck)) //100 is the range that the hook unit detects stuff at
local unit uu
local boolean b = false
local location l = GetUnitLoc(GetHandleUnit(t,&quot;h&quot;))
local location ll
call SetUnitPosition(GetHandleUnit(t,&quot;h&quot;),GetUnitX(GetHandleUnit(t,&quot;h&quot;))+(18*Cos(bj_DEGTORAD*GetHandleReal(t,&quot;a&quot;))),GetUnitY(GetHandleUnit(t,&quot;h&quot;))+18*Sin((bj_DEGTORAD*GetHandleReal(t,&quot;a&quot;)))) //change all 18&#039;s to your distance per step
loop 
set uu = FirstOfGroup(g)
if IsPlayerEnemy(GetOwningPlayer(uu),GetOwningPlayer(GetHandleUnit(t,&quot;h&quot;))) then
set tt = CreateTimer()
set ll = Location(GetHandleReal(t,&quot;startx&quot;),GetHandleReal(t,&quot;starty&quot;))
call UnitDamageTargetBJ(GetHandleUnit(t,&quot;h&quot;),uu,100*GetHandleReal(t,&quot;d&quot;),ATTACK_TYPE_NORMAL,DAMAGE_TYPE_MAGIC) //damage dealing. 100 is the dmg per level.
call SetHandleHandle(tt,&quot;v&quot;,uu)
call SetHandleHandle(tt,&quot;h&quot;,GetHandleUnit(t,&quot;h&quot;))
call SetHandleReal(tt,&quot;a&quot;,GetHandleReal(t,&quot;a&quot;)-180)
call SetHandleInt(tt,&quot;steps&quot;,R2I(DistanceBetweenPoints(l,ll)/18)) // Change 18 to your distance per step
call SetHandleReal(tt,&quot;d&quot;,GetHandleReal(t,&quot;d&quot;))
call SetUnitPathing(uu,false)
set b = true
call TimerStart(tt,.02,true,function stickyhammerloopin)
call FlushHandleLocals(t)
call DestroyTimer(t)
else
call GroupRemoveUnit(g,uu)
endif
exitwhen b == true or FirstOfGroup(g) == null
endloop
if GetHandleInt(t,&quot;steps&quot;) &lt; 1 and b == false then
set ll = Location(GetHandleReal(t,&quot;startx&quot;),GetHandleReal(t,&quot;starty&quot;))
set tt = CreateTimer()
call SetHandleHandle(tt,&quot;h&quot;,GetHandleUnit(t,&quot;h&quot;))
call SetHandleHandle(tt,&quot;v&quot;,GetHandleUnit(t,&quot;h&quot;))
call SetHandleReal(tt,&quot;a&quot;,GetHandleReal(t,&quot;a&quot;)-180)
call SetHandleReal(tt,&quot;d&quot;,GetHandleReal(t,&quot;d&quot;))
call SetHandleInt(tt,&quot;steps&quot;,R2I(DistanceBetweenPoints(l,ll)/18)) //change 18 to your distance per step
call TimerStart(tt,.02,true,function stickyhammerloopin)
call FlushHandleLocals(t)
call DestroyTimer(t)
endif
call SetHandleInt(t,&quot;steps&quot;,GetHandleInt(t,&quot;steps&quot;)-1)
set tt = null
call DestroyGroup(g)
call RemoveLocation(l)
call RemoveLocation(ll)
set l = null
set ll = null
set g = null
set t = null
set uu = null
endfunction

function Trig_Sticky_Hammer_Actions takes nothing returns nothing
local unit u = GetSpellAbilityUnit()
local location ll = GetSpellTargetLoc()
local location l = GetUnitLoc(u)
local integer steps = R2I(DistanceBetweenPoints(l,ll)/18) //change 18 to your distance per step
local timer t = CreateTimer()
local unit h = CreateUnitAtLoc(GetOwningPlayer(u),&#039;h00V&#039;,l,GetUnitFacing(u))  //Set h00V to ID of your hammer dummy
call SetHandleInt(t,&quot;steps&quot;,steps)
call SetHandleHandle(t,&quot;h&quot;,h)
call SetHandleReal(t,&quot;startx&quot;,GetUnitX(u))
call SetHandleReal(t,&quot;starty&quot;,GetUnitY(u))
call SetHandleReal(t,&quot;a&quot;,AngleBetweenPoints(l,ll))
call SetHandleReal(t,&quot;d&quot;,GetUnitAbilityLevel(u,&#039;A00L&#039;)) //change A00L to your main hook ability
call TimerStart(t,.02,true,function stickyhammerloopout)
set t = null
call RemoveLocation(l)
call RemoveLocation(ll)
set u = null
set h = null
set l = null
set ll = null
endfunction

function InitTrig_Sticky_Hammer takes nothing returns nothing
set gg_trg_Sticky_Hammer = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(gg_trg_Sticky_Hammer,EVENT_PLAYER_UNIT_SPELL_EFFECT)
call TriggerAddCondition(gg_trg_Sticky_Hammer,Condition(function Trig_Sticky_Hammer_Conditions))
call TriggerAddAction(gg_trg_Sticky_Hammer,function Trig_Sticky_Hammer_Actions)
endfunction
 
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