Spell Chain Frost

Tinki3

Special Member
Reaction score
418
A DotA-like Chain Frost, made in GUI and also comes in a JASS version.

Import Difficulty: Medium

Units Affected: Enemy, ground, non-structure

Target Type: Single unit - Enemy, ground, organic

Spell Info:

Releases a jumping breath of frost that jumps multiple times dealing damage and slowing enemy units per hit.

Level 1 - 100 damage per hit, jumps 3 times.
Level 2 - 200 damage per hit, jumps 5 times.
Level 3 - 300 damage per hit, jumps 7 times.
Level 4 - 400 damage per hit, jumps 9 times.

chainfrostrj7.jpg


Map DL (please notify me of any bugs):
 

Attachments

  • Chain Frost.w3x
    59.6 KB · Views: 2,300
  • Chain Frost (JASS version).w3x
    59 KB · Views: 926

Hatebreeder

So many apples
Reaction score
381
Something is really Bothering me... Why the hell is the GUI version taking less space than the JASS one ?? O,o Anyways, very decent Spell. ( This looks even smoother than the one in DotA )
 

RedSword

New Member
Reaction score
4
You can cast it only once, the second time will remove the first cast (tryed with 25 bounces and no cooldown)

Which variable does need to be changed to allow a 2nd cast ? (or is it possible)

Pretty insane spell I <3 it
 

Tinki3

Special Member
Reaction score
418
>Why the hell is the GUI version taking less space than the JASS one ?

JASS version's map has more pre-placed units I suppose.

>You can cast it only once, the second time will remove the first cast
>Which variable does need to be changed to allow a 2nd cast ?

All of them.
Though, the GUI version's not MUI or MPI, for the record.

You'd need to convert all variables to have an array size of 1, and use "Player No. of Trig. Unit" as the index value.
That would make the spell MPI.

Or, you could always use Uareanoob's GUI-MUI system.

Thanks for the comments guys :)
 

Tinki3

Special Member
Reaction score
418
>when units are to close together it looks ugly

I agree; it all happens too fast when the targets are "close" together.
Though that can be modified through the detection range.

However I don't know if changing it from 100 to some # around 5-10 would do much..

>Maybe better that the one in DotA

In my opinion, it is.
It looks better anyway.

Though DotA's version goes for a much more gamplay-related style.
For example the frost ball damages the current target as soon as it reaches
the first point in which it was picked at, so regardless of how far it had travelled
since then wouldn't matter, which makes things easier for players, but makes the spell look weird.
 

Ghan

Administrator - Servers are fun
Staff member
Reaction score
889
Are we waiting for something?

I can't understand the JASS code.
That means it must be good.

And the GUI code is perfectly fine.

Not to mention that the demo map could be submitted without any spell and it would get approved. :p

Approved by me.
 
H

Heartless

Guest
i long awaited this spell...thanks +rep

Yeh i was trying out how to make this spell too:p
but oh well seems ill use your code for it
(if im allowed that is?:confused:) +rep its a good spell to make
 

Nexor

...
Reaction score
74
Good Job tinki3

I made also some chain spells like chain slow, chain cyclone, chain transmute (my favorite :D) and chain bloodlust
But I can't make them in jass that uses local variables because I can't write in jass...

can some1 help me to make the variables into local?
 
S

scyap

Guest
just wondering

what if i use ChainLightning with ice models and then use a dummy to cast the slow effect on those who are affected?

will it work?
 
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