Spell Calamity Strike

13lade619

is now a game developer :)
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[Calamity Strike]
Not MUI
Used in my map : BattleGround Generals

Calls forth a catastrophic lightning storm form the heavens to strike the hero's enemies. The lightning storm follows the hero for 10/15/20 seconds, striking every second. Everything in a small radius of the lightning bolt will receive 85 damage and will be stunned for 0.80 seconds.

CalamityStrike.jpg

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maybe some will say that this is similiar to Tinki3's Monsoon Storm spell but i don't think it is.
i didn't check his spell yet though...

i made this spell while i was making a hero for my map.
it's pretty hard to trigger so i decided to post it here.

i hope you like it:D

please post your feedbacks.

EDIT:

Fixed the leaks. thanks to Daxtreme:D

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thehelperDoubleAnimatedUB.gif
 

Attachments

  • Calamity Strike - Fixed2.w3x
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Nice one bro......
Ever played battle realms??? looks the same, but not quite...
+rep..


__________________________________________________
Galing mo tol.. hehe:)
 
when setting your cs_loops, you could use an equation rather then 3 function calls

owner of cs_caster could be set to a variable to remove a lot of function calls

cs_realtargetgroup could just be a unit.....

you should remove your location outside of your second loop

no need to destroy your group every time, just clear it, and that should be done outside your if/then

other then that looks good, a second opinion on coding is welcome
 
maybe some will say that this is similiar to Tinki3's Monsoon Storm spell but i don't think it is.
Only difference is that your's is slower, not MUI, and the bolts of lightning don't hit random points around the caster.

Other than all that, it was fine.

when setting your cs_loops, you could use an equation rather then 3 function calls

set cs_loops = Level of CS for CSC x 5 + 5
 
as ertaboy said, it really looks like Zymeth's thunderbolt skill in Battle Realms

it's nice and coold ^_^
 
so, I assume that u'll use that skill for ur Battleground map @_@
 
so, I assume that u'll use that skill for ur Battleground map @_@


ano pa nilalaru mo? @_@

aw sori for the double post >_< accident.....
 
Only difference is that your's is slower, not MUI, and the bolts of lightning don't hit random points around the caster.

Read posts carefully next time. :)
 
Good.

However, there is a bug that as long as the spell is active, you can't access tooltips of anything on the map. When you scroll over a unit/spell/item, it doesn't bring up the text that usually pops. Weird :cool:

Other than that... Nice.
 
Good.

However, there is a bug that as long as the spell is active, you can't access tooltips of anything on the map. When you scroll over a unit/spell/item, it doesn't bring up the text that usually pops. Weird :cool:

Other than that... Nice.

it's because of the fade filter the spell uses.
it disable some things but it isn't a bug

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thehelperDoubleAnimatedUB.gif
 
I see. Nice work ;)

Well, this spell could be MUI with timers in JASS. Only con I could remember.
 
Code:
Calamity Strike
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Calamity Strike 
    Actions
        Set CS_Caster = (Triggering unit)
        If ((Level of Calamity Strike  for CS_Caster) Equal to 1) then do (Set CS_Loops = 10) else do (Do nothing)
        If ((Level of Calamity Strike  for CS_Caster) Equal to 2) then do (Set CS_Loops = 15) else do (Do nothing)
        If ((Level of Calamity Strike  for CS_Caster) Equal to 3) then do (Set CS_Loops = 20) else do (Do nothing)
        For each (Integer A) from 1 to CS_Loops, do (Actions)
            Loop - Actions
                Set CS_Caster_loc = (Position of CS_Caster)
                Set CS_TargetGroup = (Units within 1000.00 of CS_Caster_loc matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of CS_Caster)) Equal to True)))
                Set CS_RealTargetGroup = (Random 1 units from CS_TargetGroup)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Number of units in CS_TargetGroup) Greater than 0
                        (CS_Caster is alive) Equal to True
                    Then - Actions
                        Unit Group - Pick every unit in CS_RealTargetGroup and do (Actions)
                            Loop - Actions
                                Set CS_Target = (Picked unit)
                                Set CS_Point = (Position of CS_Target)
                                Unit - Create 1 Dummy for (Owner of CS_Caster) at CS_Point facing Default building facing degrees
                                Unit - Add Crow Form to (Last created unit)
                                Animation - Change (Last created unit) flying height to 1000.00 at 1000000000.00
                                Unit - Add LightningFX  to (Last created unit)
                                Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning CS_Target
                                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                        Wait 0.10 seconds
                        Unit Group - Pick every unit in CS_RealTargetGroup and do (Actions)
                            Loop - Actions
                                Unit - Create 1 Dummy for (Owner of CS_Caster) at CS_Point facing Default building facing degrees
                                Unit - Add CalamityStrikeDamage  to (Last created unit)
                                Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp
                                Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
                                Special Effect - Create a special effect at CS_Point using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
                                Special Effect - Destroy (Last created special effect)
                                Custom script:   call RemoveLocation(udg_CS_Point)
                                Custom script:   call DestroyGroup(udg_CS_RealTargetGroup)
                        Custom script:   call DestroyGroup(udg_CS_TargetGroup)
                    Else - Actions
                Wait 1.00 seconds
        Custom script:   call RemoveLocation(udg_CS_Caster_loc)

The last line isn't in the Integer A loop, which causes several point leaks.

You are only destroying the groups if the condition check is true. If it isn't, they will leak.
 
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