Spell Consuming Purity - GUI MUI

lindenkron

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Consuming Purity
v1.0​

Don't know if anything like this has been made before? :p Well, another GUI MUI spell. Any feedback that is constructive will be appreciated :)

Pros
  • GUI MUI
  • Leakless (I think? Leakchecker says so anyway. But you can't trust it :eek:. Let me know if you find any! :rolleyes:)
  • Easy to import (Simple 10 step guide).
  • Easy to modify (If you ask me :D)

Cons
  • Tell me. (Don't go emo on me and write "It's not vJASS!" *cry me a river* please)

The 10 step guide.
  1. Open the attached map in your World Editor.
  2. Open your own map in your World Editor.
  3. Go to your map. And 'Check' "Automatically create unknown variables while pasting trigger data" This can be found at: File -> Preferences -> General Tap (First one)
  4. Open the attached map.
  5. Go to F6 and Copy (Ctrl + C) Paste (Ctrl + V) all the custom Buffs into your map.
  6. Repeat 4 and 5, just with the custom Abilities & Units (In that order) (F6)
  7. Open the attached map.
  8. Select the triggers called: 'ConsumingPurity' & 'ConsumingPurityGO' copy them.
  9. Open your map, paste the Triggers in.
  10. Test your map.

Description
2z8nvvs.jpg

Code
Trigger:
  • ConsumingPurity
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Consuming Purity
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CPCustomValue Less than 1000
        • Then - Actions
          • Set CPCustomValue = (CPCustomValue + 1)
        • Else - Actions
          • Set CPCustomValue = 0
      • -------- Setting variables --------
      • -------- DON'T CHANGE --------
      • Set CPCaster[CPCustomValue] = (Triggering unit)
      • Set CPTarget[CPCustomValue] = (Target point of ability being cast)
      • Set CPWait[CPCustomValue] = 0.00
      • Set CPSeconds[CPCustomValue] = 0
      • -------- Change the 5 to what ever amount of seconds times ability level --------
      • Set CPAbilitySeconds[CPCustomValue] = (5 x (Level of Consuming Purity for (Triggering unit)))
      • -------- The range of the AoE spell. At the moment it fits the animation size --------
      • Set CPArea[CPCustomValue] = 400.00
      • -------- Create Dummyunit to start spell --------
      • Set CPTempLocation1 = (Position of (Triggering unit))
      • Unit - Create 1 DummyUnit for (Owner of (Triggering unit)) at CPTempLocation1 facing Default building facing degrees
      • Unit Group - Add (Last created unit) to CPDummyGroup
      • Unit - Set the custom value of (Last created unit) to CPCustomValue
      • Custom script: call RemoveLocation (udg_CPTempLocation1)

Trigger:
  • ConsumingPurityGO
    • Events
      • Time - Every 0.05 seconds of game time
    • Conditions
      • (Number of units in CPDummyGroup) Greater than 0
    • Actions
      • Unit Group - Pick every unit in CPDummyGroup and do (Actions)
        • Loop - Actions
          • Set CPCValue = (Custom value of (Picked unit))
          • Set CPWait[CPCValue] = (CPWait[CPCValue] + 0.05)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • CPSeconds[CPCValue] Equal to 0
              • CPWait[CPCValue] Equal to 0.05
            • Then - Actions
              • Set CPTempGroup1 = (Units within CPArea[CPCValue] of CPTarget[CPCValue] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of CPCaster[CPCValue])) Equal to True)))
              • Unit Group - Pick every unit in CPTempGroup1 and do (Actions)
                • Loop - Actions
                  • Set CPTempLocation1 = (Position of (Picked unit))
                  • Unit - Cause CPCaster[CPCValue] to damage (Picked unit), dealing 1.00 damage of attack type Normal and damage type Normal
                  • Unit - Create 1 DummyUnit for (Owner of CPCaster[CPCValue]) at CPTempLocation1 facing CPTempLocation1
                  • Unit - Add Dummy Ability - Purify to (Last created unit)
                  • Unit - Set level of Dummy Ability - Purify for (Last created unit) to (Level of Consuming Purity for CPCaster[CPCValue])
                  • Unit - Order (Last created unit) to Orc Shaman - Purge (Picked unit)
                  • Unit - Add a 2.00 second Water Elemental expiration timer to (Last created unit)
                  • Custom script: call RemoveLocation (udg_CPTempLocation1)
              • Custom script: call DestroyGroup (udg_CPTempGroup1)
              • Set CPTempLocation1 = CPTarget[CPCValue]
              • Unit - Create 1 DummyUnit (Animation) for (Owner of CPCaster[CPCValue]) at CPTempLocation1 facing Default building facing degrees
              • Set CPAnimationUnit[CPCValue] = (Last created unit)
              • Unit - Add a (Real(CPAbilitySeconds[CPCValue])) second Water Elemental expiration timer to (Last created unit)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • CPWait[CPCValue] Equal to 0.50
              • CPSeconds[CPCValue] Equal to 0
            • Then - Actions
              • Animation - Change CPAnimationUnit[CPCValue]'s animation speed to 0.00% of its original speed
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • CPWait[CPCValue] Equal to 1.00
              • CPSeconds[CPCValue] Less than or equal to CPAbilitySeconds[CPCValue]
            • Then - Actions
              • Set CPTempGroup1 = (Units within CPArea[CPCValue] of CPTarget[CPCValue] matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of CPCaster[CPCValue])) Equal to True)))
              • Unit Group - Pick every unit in CPTempGroup1 and do (Actions)
                • Loop - Actions
                  • Set CPTempLocation1 = (Position of (Picked unit))
                  • Unit - Create 1 DummyUnit for (Owner of CPCaster[CPCValue]) at CPTempLocation1 facing CPTempLocation1
                  • Unit - Add Dummy Ability - Purify to (Last created unit)
                  • Unit - Set level of Dummy Ability - Purify for (Last created unit) to (Level of Consuming Purity for CPCaster[CPCValue])
                  • Unit - Order (Last created unit) to Orc Shaman - Purge (Picked unit)
                  • Unit - Add a 2.00 second Water Elemental expiration timer to (Last created unit)
                  • Custom script: call RemoveLocation (udg_CPTempLocation1)
              • Custom script: call DestroyGroup (udg_CPTempGroup1)
              • Set CPSeconds[CPCValue] = (CPSeconds[CPCValue] + 1)
              • Set CPWait[CPCValue] = 0.00
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • CPSeconds[CPCValue] Equal to CPAbilitySeconds[CPCValue]
            • Then - Actions
              • Set CPCaster[CPCValue] = No unit
              • Set CPSeconds[CPCValue] = 0
              • Unit Group - Remove (Picked unit) from CPDummyGroup
              • Unit - Remove (Picked unit) from the game
              • Custom script: call RemoveLocation (udg_CPTarget[udg_CPCValue])
              • Custom script: call RemoveLocation (udg_CPTempLocation1)
            • Else - Actions

Screenshot
2r7buwk.jpg


Hope anyone can use. Anyway, had fun making it :rolleyes:
-Lindenkron
 

Attachments

  • consumingpurity.w3x
    40.3 KB · Views: 216
This is a pretty cool ability. I could see it being rather useful in an actual game setting as well. The only thing I'd reccomend is making the dome itself a little more transparent. Another option, if you'd like to go this route, is to severely limit the speed of the units in the dome instead of freezing them periodically - that'd add a pretty nice micromangement factor. I don't know how it's alphas work on this particular model so I don't know if it's possible to make more transparent, but it seems a bit too yellow somehow.
 
I don't see this being used in an actual map.
It's way too hard to modify.
I stopped looking at the code after the first trigger :eek: .
 
This is a pretty cool ability. I could see it being rather useful in an actual game setting as well. The only thing I'd reccomend is making the dome itself a little more transparent. Another option, if you'd like to go this route, is to severely limit the speed of the units in the dome instead of freezing them periodically - that'd add a pretty nice micromangement factor. I don't know how it's alphas work on this particular model so I don't know if it's possible to make more transparent, but it seems a bit too yellow somehow.

Tried setting unit transparenty on the model (which is a unit) didn't change it. So wouldn't know how to do it otherwise :)

And I didn't mean to slow the unit's, I ment for them to stop up, just in the moment they are being hit by Purity :). And luckely, there was starts in purge for such an arrangement.

I don't see this being used in an actual map.
It's way too hard to modify.
I stopped looking at the code after the first trigger :eek: .

How can it be hard to modify? Unless you suck rofl. Most is in the models mate, thats like "I don't know triggers but I can still modify it" easy.

-Lindenkron
 
spell is very good, would +rep but i just did:p:thup:

Thanks :)

Anyone feel free to state any improvements / changes you feel nessesary as long as it's constructive criticism and not "lols its GUI" :')
 
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