Spell Splitbolts

darkRae

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81tdm5j.jpg

Splitbolts
Hurls an electric bolt that slowly homes on target enemy unit, dealing damage and stunning on impact. For every enemy hit the bolt splits into more bolts that deals damage and stuns enemy units.
Deals 35 damage and stuns for 1 second.
Level 1 - Splits 1 time.
Level 2 - Splits 2 times.
Level 3 - Splits 3 times.

GUI/JASS : GUI
MUI : YES
LEAKless : YES
LAG : When there's a lot of units (more units = more bolts) yes

Triggers

Code:
Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Splitbolts 
    Actions
        -------- Variable Setup --------
        Set SplitAmount = (Level of Splitbolts  for (Triggering unit))
        Set L = (Position of (Triggering unit))
        Set RL = (Position of (Target unit of ability being cast))
        Set FacingAngle = (Angle from L to RL)
        -------- Make Splitbolt --------
        Unit - Create 1 Splitbolt for (Owner of (Triggering unit)) at L facing FacingAngle degrees
        Unit - Set the custom value of (Last created unit) to SplitAmount
        Unit - Order (Last created unit) to Attack (Target unit of ability being cast)
        Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
        -------- Leak Removal --------
        Custom script:   call RemoveLocation(udg_L)
        Custom script:   call RemoveLocation(udg_RL)
Code:
Split
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Attacking unit)) Equal to Splitbolt
    Actions
        -------- Variable Setup --------
        Set L = (Position of (Triggering unit))
        Set FacingAngle = (Facing of (Triggering unit))
        Set SplitRange = 600.00
        -------- Damage / Spells / Effects / Anything --------
        Special Effect - Create a special effect at L using Abilities\Weapons\Bolt\BoltImpact.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Create 1 Dummy for (Owner of (Attacking unit)) at L facing FacingAngle degrees
        Unit - Add Dummy Stun  to (Last created unit)
        Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Triggering unit)
        Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
        -------- Splitting Process --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Custom value of (Attacking unit)) Not equal to 0
            Then - Actions
                Set UG = (Units within SplitRange of L matching (((((Matching unit) is A structure) Not equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and (((Matching unit) is Mechanical) Not equal to True))) and (((((Matching unit) is alive) Equal to True)
                Unit Group - Pick every unit in UG and do (Actions)
                    Loop - Actions
                        Set RL = (Position of (Picked unit))
                        Set FacingAngle = (Angle from L to RL)
                        Unit - Create 1 Splitbolt for (Owner of (Attacking unit)) at L facing FacingAngle degrees
                        Unit - Set the custom value of (Last created unit) to ((Custom value of (Attacking unit)) - 1)
                        Unit - Order (Last created unit) to Attack (Picked unit)
                        Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
                        Custom script:   call RemoveLocation(udg_RL)
                Custom script:   call DestroyGroup(udg_UG)
            Else - Actions
        -------- Kill The Bolt --------
        Unit - Kill (Attacking unit)
        -------- Leak Removal --------
        Custom script:   call RemoveLocation(udg_L)

Screenshots

73e2r7a.jpg
8aa1hmc.jpg

Import Instructions

-- Copy the Triggers and Variables
-- Copy the Splitbolt dummy unit
-- Copy the Splitbolts ability and buff
-- Copy the Dummy Stun ability
-- Enjoy

Last Words

-- number of splits can be customized
-- damage and stun cannot be leveled
-- will lag if there's a lot of units
-- no revival system :p just restart the game
-- I hope spells like this have never been submitted before :)
-- remember to give credits when you use this spell in your map
-- comments?
 

Attachments

  • (1)SplitboltsX.w3x
    30.7 KB · Views: 472
This is what, a single target homing spell which splits into X bolts when it hits the target?

Edit: Oh, and the bolts split from the first target split more?
 
Why don't you just download the map and see how it works yourself? XD
Yes and yes.
 
I'm too lazy.
Your tooltip is confusing BTW:

Instead of:
Hurls an electric bolt that slowly homes on target enemy unit, dealing damage and stunning on impact. For every enemy hit the bolt splits into more bolts that deals damage and stuns enemy units.

Put:
Hurls a bolt of electricity at the target enemy unit, dealing damage and stunning on impact. Upon striking the target, the bolt splits into several more bolts. They shoot outwards and continue the cycle.
 
What,no revival system? :mad:
jk Cool spell,I like shiny electric balls :p.One problem,if there are no units,the balls seem to be stupid enough to stay there for all eternity.I think adding an expiration timer will help them explode.
 
? I thought I gave Expiration already?
Lemme re-check and fix it.

And yes, no revival system :p
Just restart the game, it won't take you 1 minute.
 
Hmm,seems you did add an expiration time,but,casting the spell a few times (more like 7) and about 15 balls stood there and didn't kaboom,how come?
 
That's what it comes to deal with MUI issue.

Just add some expected cooldown to the spell will do.
 
Somehow there is still weakness in the dummy unit. What if the target ability being cast dies before the dummy reaches the target? The dummy will stop and wait for 3 seconds before it disappears. Or what if the target runs away or blinks away while the dummy is travelling? It will die in 3 seconds before the dummy reaches the target to attack it. Anyway, cool spell though :).
 
That issue might need to be fix by using some sort of particle system.

Make the dummy slide and create a trigger and register its event as A unit come in range of x unit.
 
Half an hour I left the forum and some people found some bugs already :p

> Or what if the target runs away or blinks away while the dummy is travelling?

We can say that it is its maximum range :p

> Make the dummy slide and create a trigger and register its event as A unit come in range of x unit.

This has a potential to lag the game because as you can see there are a lot of bolts in there.

> Hmm,seems you did add an expiration time,but,casting the spell a few times (more like 7) and about 15 balls stood there and didn't kaboom,how come?

O_O
I honestly don't know, because as you can see in the triggers I have posted, I did give expiration timers to the bolts.
 
Bump.
Returning this to the first page if it's okay.

What are the requirements for a spell to be approved?
 
(Quoted from Tink3)
When all conditions are true:
- Code is leakless
- Code is decently optimised
- <Spell> comes with implementation instructions
- <Spell's> tooltips are up-to-scratch
- <Spell> does not lag too much
- <Spell> has to fully work, and must not "bug" at anytime

Hope that answers your question ^^

Nice spell btw, looks cool from the screenies (lightning is fun :])
 
-- It is leakless.
-- I don't know how far it must be optimized.
-- Yes, it does. It's enough, right?
-- What does "up-to-scratch" mean? o_O
-- It doesn't lag.
-- It works.
 
up-to-scratch would be that they give a decent description of what the spell does which ur spell has

your import instructions look fine, seems to have everything covered

i dont see how ur code cud further be shortened/improved in any way, but thats for the mods to decide in the end ^^

and i havent actually tried the demo map, so i cant really tell if it bugs at any time ^^
 
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