Spellpack Wild Axes, Chronosphere, Macropyre, Borrowed Time & Beast Rage

That's a real surprise: a quite tricky spell made with GUI! Especially the curved movement of the axes is very nice.

+rep

May I bow down, King of GUI? :D

Here's quite* the same thing using vJass and ABC (and CasterSystem, and CSSafety)
JASS:

scope axes requires ABC, CSSafety, HelperFunctions
    
globals
    constant integer axes_spellid = 'A04B'
    private constant real width = 90.0
    private constant integer leftaxe_id = 'n010'
    private constant integer rightaxe_id ='n001'
    private constant real speed = 800.0
    private constant real interval = 0.04
    private constant real spilldamage = 0.2 //spilldamage factor
    private constant real flyheight = 65
    private rect ax_rect
    private boolexpr unitfilter
    private boolexpr destfilter
    private unit u
endglobals

private constant function Damage takes integer level returns real
    return 90.0 + level * 60.0
endfunction

public function AxesInit takes nothing returns nothing
    set ax_rect=Rect(-64.0,-64.0,64.0,64.0)
    set unitfilter=Filter(function IsEnemy) 
    set destfilter=Filter(function IsDestructableVulnerable)
endfunction

private function DamageDestructable takes nothing returns nothing
	call SetWidgetLife(GetEnumDestructable(),GetWidgetLife(GetEnumDestructable())-bj_enumDestructableRadius)
endfunction  //use bj_enumDestructableRadius to transfer damage

struct axes
    unit array u[4]
    real array r[14]  //total axes instances limited to 585
    
    method set_axes takes unit c, unit u, player p returns nothing
        set .u[0]=c
        set .u[1]=u
        set .r[0]=0.0  //t
        set .r[1]=GetUnitX(c)  //x
        set .r[2]=GetUnitY(c)  //y
        set .r[3]=GetUnitX(u)-.r[1]  //dx
        set .r[4]=GetUnitY(u)-.r[2]  //dy
        set .r[5]=SquareRoot(.r[3]*.r[3]+.r[4]*.r[4]+.1)  //d
        set .r[6]=width/(.r[5]*.r[5]) //a
        set .r[7]=-width*.r[4]/.r[5]  //xa
        set .r[8]=width*.r[3]/.r[5]   //ya
        set .r[9]=Atan2(.r[4],.r[3])      //w
        set .r[10]=Sin(.r[9])
        set .r[11]=Cos(.r[9])
        if GetUnitFlyHeight(u)!=0 then
            set .r[12]=GetUnitFlyHeight(u)-flyheight
        else
            set .r[12]=0.0
        endif
        set .r[13]=flyheight
        set .u[2]=CreateUnit(p,leftaxe_id,.r[1]+.r[7],.r[2]+.r[8],bj_RADTODEG*.r[9])
        set .u[3]=CreateUnit(p,rightaxe_id,.r[1]-.r[7],.r[2]-.r[8],bj_RADTODEG*.r[9])
    endmethod
    
    method onDestroy takes nothing returns nothing
        local integer i=0
        call KillUnit(.u[2])
        call KillUnit(.u[3])
        loop
            exitwhen i>3
            set .u<i>=null
            set i=i+1
        endloop
    endmethod
    
endstruct

function HurtGroup takes nothing returns nothing
    call UnitDamageTarget(u, GetEnumUnit(), bj_enumDestructableRadius, false, false, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, null)
endfunction 

function TwinAxes_child takes nothing returns nothing
    local timer t=GetExpiredTimer()
    local axes ax=GetStructA(t)
    local group g=CreateGroup()
    local real ds
    local real x
    local real y
    local real xr
    local real yr
    local real dam=Damage(GetUnitAbilityLevel(ax.u[0],axes_spellid))
    set ax.r[0]=ax.r[0]+interval
    set ds=ax.r[0]*speed
    if ds&lt;ax.r[5] then
        if ax.r[12]!=0.0 then
            set ax.r[13]=flyheight+ax.r[12]*ds/ax.r[5]
        endif
        set u=ax.u[0]
        set x=ds
        set y=-ax.r[6]*ds*ds
        set xr=x*ax.r[11]-y*ax.r[10]
        set yr=y*ax.r[11]+x*ax.r[10]
        call SetUnitPosition(ax.u[2],ax.r[1]+ax.r[7]+xr,ax.r[2]+ax.r[8]+yr)
        call SetUnitFlyHeight(ax.u[2],ax.r[13],0)
        call MoveRectTo(ax_rect,ax.r[1]+ax.r[7]+xr,ax.r[2]+ax.r[8]+yr)
        set bj_enumDestructableRadius=dam*spilldamage
        set bj_forceRandomCurrentPick=GetOwningPlayer(ax.u[0])
        call EnumDestructablesInRect(ax_rect,destfilter,function DamageDestructable)
        call GroupEnumUnitsInRect(g,ax_rect,unitfilter)
        if FirstOfGroup(g)!=null then
            call ForGroup(g, function HurtGroup)
            call GroupClear(g)
        endif
        set xr=x*ax.r[11]+y*ax.r[10]
        set yr=x*ax.r[10]-y*ax.r[11]
        call SetUnitPosition(ax.u[3],ax.r[1]-ax.r[7]+xr,ax.r[2]-ax.r[8]+yr)
        call SetUnitFlyHeight(ax.u[3],ax.r[13],0)
        call MoveRectTo(ax_rect,ax.r[1]-ax.r[7]+xr,ax.r[2]-ax.r[8]+yr)
        call EnumDestructablesInRect(ax_rect,destfilter,function DamageDestructable)
        call GroupEnumUnitsInRect(g,ax_rect,unitfilter)
        if FirstOfGroup(g)!=null then
            call ForGroup(g, function HurtGroup)
            call GroupClear(g)
        endif
    else
        call GroupEnumUnitsInRange(g, ax.r[1]+ax.r[3],ax.r[2]+ax.r[4],150.0,null)
        if IsUnitInGroup(ax.u[1],g) then
            call UnitDamageTarget(ax.u[0],ax.u[1], dam, false, false, ATTACK_TYPE_HERO, DAMAGE_TYPE_NORMAL, null)
        endif
        call ax.destroy()
        call ClearStructA(t)        
        call ReleaseTimer(t)    
    endif
endfunction

function TwinAxes takes nothing returns nothing
    local axes ax=axes.create()
    local unit u=GetTriggerUnit()
    local timer t=NewTimer()
    call ax.set_axes(u,GetSpellTargetUnit(),GetOwningPlayer(u))
    call SetUnitAnimationByIndex(u, 9)
    call SetStructA(t, ax)
    call TimerStart(t, interval, true, function TwinAxes_child)
endfunction

    endscope

//===========================================================================
function InitTrig_Axes takes nothing returns nothing
    call axes_AxesInit()
    call OnAbilityEffect(axes_spellid, &quot;TwinAxes&quot;)
endfunction</i>


(*) Except that the axes here don't return to the caster. Btw I mine is made for the Beastmaster
 
sorry for taking so long naminator.. ive done the descriptions... i intend to add on more abilities to this map. is it ok?
 
sorry for taking so long naminator.. ive done the descriptions... i intend to add on more abilities to this map. is it ok?

No problem at all. Just post the code in the first post, and then tell me when you done :D. By the way try to change the map name to I don't know DotA Spells or something. If you want..
 
it is my feeling that fairly complicated spells like this should be required to be in JASS

I know I would have a hard ass tiem trying to configure this shit, I can't imagine what a noob who actually needs to use these spells would do...
 
im sorry >.< but i know nuts about how to write jass... i can understand what u have written in your other spells but i cant change it beyond that... i would say gui is alot easier to understand if you're a beginner... after all i learnt alot from tinki3's gui
 


im a dota player, and ive seen the movement of wild axes many times already....this is the actual movement....but i havent tested ur map yet, you better get screenies....

i believe that emjlr3 already made chronosphere

anyways, thanks for submitting it here
 
it is, actually, it is also dependant on the spot of the caster, once they intersect the target point
 
i believe that emjlr3 already made chronosphere

Yes, he made Chronosphere, but in JASS. :D

The Burrow time remove all buffs from the unit, and making the hero invunerable for determinated seconds. Not making him go bersek giving extra attack and move speed.
Here's the description of Burrowtime. It's very simple.

Borrowed Time

When activated, most negative buffs will be removed and you will no longer take damage for the duration of the ability. If the ability is not in cooldown, it will passively activate when your hitpoints drop below 400.

Level 1 - Lasts 3 seconds.
Level 2 - Lasts 4 seconds.
Level 3 - Lasts 5 seconds.

Fix that and I will add this into the index. :D
 
i add beserk beacuse i set the damage taken to -100%. if u realise, when burrowed time activates, u can still attack the hero. if u made him invulnerable, you cant attack him. i'll check the buffs thing.

-fixed a burrowed time bug
-updated descriptions
-made chronosphere size correspond better with the selected AoE

tell me there are any bugs or leaks =]
 
I like your spells. One thing though, base your Borrowed Time on Wind Walk.
 
thx nami.. haha ... but i thought waiting for approval would be better IMO, ahaha...

>>onemangang: why windwalk?
 
Ehh i play DotA and well... i am quite new to editoring etc. but one thing that cut my balls are those axes who almost never hit correctly the unit which u took at target for your spell...
sometimes it doesn't even hit it.. sometimes 1 hit it and sometimes both hit it ..
 
>>sometimes it doesn't even hit it.. sometimes 1 hit it and sometimes both hit it ..
I played dota well too, in DotA, 100% hits :p.

@NetherHawk
I just read your Beast Rage and found a small bug. When i was hitting the enemy, then i keep press S, then I would be in super speed in REALLY fast. I think that DotA uses, unit damaged event as it didnt occur the bug i said.

>>thx nami.. haha ... but i thought waiting for approval would be better IMO, ahaha...
LoL
230px-Nami_face.jpg

Nami in wiki.
 
>>sometimes it doesn't even hit it.. sometimes 1 hit it and sometimes both hit it ..
I played dota well too, in DotA, 100% hits :p.

@NetherHawk
I just read your Beast Rage and found a small bug. When i was hitting the enemy, then i keep press S, then I would be in super speed in REALLY fast. I think that DotA uses, unit damaged event as it didnt occur the bug i said.

>>thx nami.. haha ... but i thought waiting for approval would be better IMO, ahaha...
LoL

Noooo. I'm a man, not a girl. :( :p
 
I have seen a lot of cronospheres & haven't seen in all of them the action, when units leave it. I think its not hard to do.

Interesting quiestion: can anybody make that sphere stops misseles & spells?
 
>>sometimes it doesn't even hit it.. sometimes 1 hit it and sometimes both hit it ..
I played dota well too, in DotA, 100% hits :p.

Well that's what i ment... in dota it hits 100% while the posted WildAxes do what i mentioned >.<
 
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