Spell Circle of Fire

XxShadyxX

I abused the rep system.
Reaction score
81
Circle of Fire
screenshots of what it will look like




[URL=http://imageshack.us]
Gui or JASS? Gui
Difficulty: Moderate
Leaks: yes*
*I know everyone here is capable of fixing leaks. If not just request of me to fix all the leaks but there will be more variables and ugh..... im tired lol:confused::nuts:

Oh no!! VARIABLES LIKE O M G!!!
Variables:
Angle (Real Array of size 12)
Caster (Point Array of size 12)
Chance_Fire_Circle (Integer)
CoFCaster(Unit)
Distance (Real)
Dummy(Unit)
FireGroup(UnitGroupArray size 12)
Integer (Integer array of size 12)
Point (Point)
SpecialEffects (Special Effects Array size whatever)

Whew thats alot lol :D
Ok now for the units and abilities!!! :banghead::banghead::banghead:
:nuts:

screw it too much lol just open the map and copy and paste the units and the abilities. All the custom ones. DO THIS BEFORE THE TRIGGER!!!!

lol ok now for Triggers oooohhhh :eek:
:nuts:
This is when the hero casts the ability.
Code:
Cast
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Circle of Fire 
    Actions
        Set CoFCaster = (Triggering unit)
        Set Caster[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
        Unit - Create 1 Dummy for (Owner of (Triggering unit)) at Caster[(Player number of (Owner of (Triggering unit)))] facing Default building facing degrees
        Set Dummy = (Last created unit)
        Unit - Add a 20.00 second Generic expiration timer to Dummy
        Set Angle[(Player number of (Owner of (Triggering unit)))] = 0.00
        Set Integer[(Player number of (Owner of (Triggering unit)))] = 600
        Special Effect - Create a special effect at Caster[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
        Set SpecialEffects[1] = (Last created special effect)
        Special Effect - Create a special effect at Caster[(Player number of (Owner of (Triggering unit)))] using Abilities\Weapons\DemolisherFireMissile\DemolisherFireMissile.mdl
        Set SpecialEffects[2] = (Last created special effect)
        Special Effect - Create a special effect at Caster[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Orc\AncestralSpirit\AncestralSpiritCaster.mdl
        Set SpecialEffects[3] = (Last created special effect)
        Special Effect - Create a special effect at Caster[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Orc\LiquidFire\Liquidfire.mdl
        Set SpecialEffects[4] = (Last created special effect)
        Special Effect - Create a special effect at Caster[(Player number of (Owner of (Triggering unit)))] using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
        Set SpecialEffects[5] = (Last created special effect)
        Environment - Create a 20.00 second random deformation at (Position of CoFCaster) with radius 350.00, using depths between -32.00 and 32.00, updating every 0.10 seconds
        Wait 20.00 seconds
        Special Effect - Destroy SpecialEffects[1]
        Special Effect - Destroy SpecialEffects[2]
        Special Effect - Destroy SpecialEffects[3]
        Special Effect - Destroy SpecialEffects[4]
        Special Effect - Destroy SpecialEffects[5]
        Set Dummy = (Sold unit)
        Unit - Kill Dummy

XD :D ok thats the easy part :D

Code:
Fire
    Events
        Time - Every 0.04 seconds of game time
    Conditions
    Actions
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Set FireGroup[(Player number of (Picked player))] = (Units of type Dummy)
                Unit Group - Pick every unit in FireGroup[(Player number of (Picked player))] and do (Actions)
                    Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Custom value of (Picked unit)) Less than 50
                            Then - Actions
                                Set Point = (Caster[(Player number of (Owner of (Picked unit)))] offset by 350.00 towards Angle[(Player number of (Owner of (Picked unit)))] degrees)
                                Unit - Create 1 Fire dummy for (Owner of (Picked unit)) at Point facing Caster[(Player number of (Owner of (Picked unit)))]
                                Unit - Add a 20.00 second Generic expiration timer to (Last created unit)
                                Set Angle[(Player number of (Owner of (Picked unit)))] = (Angle[(Player number of (Owner of (Picked unit)))] + 7.20)
                                Unit - Set the custom value of (Picked unit) to ((Custom value of (Picked unit)) + 1)
                            Else - Actions

Code:
Damage
    Events
        Time - Every 2.00 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in (Units within 350.00 of (Position of Dummy)) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) is alive) Equal to True
                        ((Picked unit) belongs to an enemy of (Owner of CoFCaster)) Equal to True
                    Then - Actions
                        Set Distance = (Facing of (Attacked unit))
                        For each (Integer A) from 1 to 12, do (Actions)
                            Loop - Actions
                                Set Distance = (Distance + 30.00)
                                Unit - Create 1 Fire dummy for (Owner of Dummy) at (Position of (Picked unit)) facing Distance degrees
                                Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Position of (Last created unit)) offset by 256.00 towards Distance degrees)
                                Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
                        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - (20.00 x (Real((Level of Circle of Fire  for CoFCaster)))))
                    Else - Actions

Code:
End
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Triggering unit)) Equal to Dummy
    Actions
        Set Chance_Fire_Circle = (Random integer number between 1 and 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Chance_Fire_Circle Equal to 1
            Then - Actions
                Set Distance = (Facing of (Triggering unit))
                For each (Integer A) from 1 to 12, do (Actions)
                    Loop - Actions
                        Set Distance = (Distance + 30.00)
                        Unit - Create 1 Fire Circle Dummy for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Distance degrees
                        Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm ((Position of (Last created unit)) offset by 256.00 towards Distance degrees)
                        Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
            Else - Actions


AND THERE YOU GO!! probally everyone anyway skips this and goes striaght to the map lol!

If you have any questions/bugs/C cup/ please PM me!

And duh duh duh-duh duhhhh!!!
the map!!!
 

Attachments

  • XxShadyxX Circle of Fire Spell!.w3x
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dannyboydude

Ultra Cool Member
Reaction score
33
( have not tested map yet )

but...

brilliant couldnt have done better ( not joking )
itl probably be good when i get to look at it 5 stars from me lol


[ i am on drugs of saink ]
:thup:

sounds cool
hope it is
 

Furberg

Ultra Cool Member
Reaction score
45
Will try it out now.

EDIT: The spell is pretty cool but you should make that terrain deformation more smooth or replace it with something else and the channel time is too long.
 

XxShadyxX

I abused the rep system.
Reaction score
81
lol the third one was a accident(blame my little bro)
Well only if someone shows me how to post a screen shot
Lol i have no idea how...
+rep for ppl that help
 

trb92

Throwing science at the wall to see what sticks
Reaction score
142
In the first trigger
Code:
        Set Dummy = (Sold unit)
Where do you get a (Sold unit) from the
Code:
        Unit - A unit Begins casting an ability
event?

Also, you should always use this event
Code:
        Unit - A unit Starts the effect of an ability
Not Begins casting.
 

XxShadyxX

I abused the rep system.
Reaction score
81
Okay! now has screenshots!
for 1.) I put that for the next triggers It changes the dummy unit because then units will still get hurt if it isnt changed
what I mean is the spell is over but if a unit goes over to the area you casted it at they will still get hurt..
2.) it doesn't matter....
 

XxShadyxX

I abused the rep system.
Reaction score
81
bump
Hey I made this for rep so if you like it enough that it deserves rep please do!
Im not requiring you to do this just a thought.... I want the custom title lol XD
 

XxShadyxX

I abused the rep system.
Reaction score
81
Bump.... People check this Shiz out!! Its really fun spell....
COMMENT OMG!!
 

Tyman2007

Ya Rly >.
Reaction score
74
I tried it out. Its a little overpowered. And for the ground effect you need to make it a bit smoother to make it more visually pleasing.

Other than that good job.
 
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